Outriders

Outriders Dev Tracker




17 Jun

Comment

Originally posted by -Certified-

Legendary changes seem great, should help lots of players hunting for elusive drops.

Hopefully the sign in issues gets sorted for the Xbox guys and some bug fixes.

Good stuff overall, please don't break anything else.

@thearcan if you see this. How does the dupe protection/re roll work if you have 1 of everything for instance?

please don't break anything else.

Word.

Post

Hello everyone,

Welcome back to another Thursday Dev-News update!

https://preview.redd.it/sg1y1v9icu571.png?width=2058&format=png&auto=webp&s=126e68a946693eddfdbc808e403cee0b2f83c368

Index:

  • Changes to Legendary Drops
  • Signing in Issues
  • Patch News
  • Appreciation Package News
  • List of known Issues

Changes to Legendary Drops:

  • We’re making some changes to the Legendary Drops. These changes are not live today, but are planned to go live as part of our next patch. Here are the changes you can look forward to:
    • Legendary Drop Rates, across the board, will be increased by 100%
    • ...
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Comment

Originally posted by Haunting-Yak-9263

@thearcan Sorry to bother you but are there any news for a fix on epic games for locked inbox, where people are unablw to claim hell's ranger pack? :)

@thearcan Sorry to bother you but are there any news for a fix on

Yep - This should be resolved in our next patch!


15 Jun

Comment

Originally posted by rgleme

Hello. Why some times as a Trickster I do die when having plenty of shield activated ? Thank you

Hello. Why some times as a Trickster I do die when having plenty of shield activated ? Thank you

I've mentioned this in the known issues thread, but I'll paste what I wrote there:

Players dying while a shield is active

Issue currently being investigated. Rather than shields not properly mitigating damage, this issue may be caused by (either) the UI not catching up properly or it may be a case of certain shield mods continuing to proc their shield after death has...

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Comment

Originally posted by MemoriesMu

Yeah, if those are not working... Hard to test... I guess the easiest way is to save your last 5 minutes or something, to check how you died, and check the cooldowns

This is the reason why I've always asked for a full expedition run when people have reported being one-shot, not just the 20 seconds of them being killed.

We'd need to be able to see if and when both Death Prevention likely go into their cooldowns and whether they should have triggered during a reported one-shot kill but did not (this would be a bug), or if the player had been tanking a lot of damage during the full run and had already put their death prevention mechanics on cooldown (this would be intended design).

Comment

Originally posted by MemoriesMu

This will help me so much to play this game, thank you so much for that!

And looking at those ct 15 damage, I might need to change my build a bit. I knew I was already too weak against anomaly (only 10% from a tier II mod), but I might need to think about something else to help me.

Glad to hear you've found it useful! Good luck! :)

Comment

Originally posted by big_raj_8642

Glad I wasn't the only one who noticed. That immediately jumped out at me. Had a good laugh.

"Damage Reduction Mechanics" is a bit of a mouthful, so I opted for the shorter "Damage Control". Yep, the irony is intentional.

Comment

Originally posted by macfergusson

While I appreciate the information, it leads me back to my initial concern about end-game design: If we are intended to be more defensive and cautious with our builds, how does that work with the average player making gold timers in what is essentially a damage-output race? Especially in a timer as short as Boom Town, for example. If you want time pressure, you enforce a damage output based meta. If you want build variety, build experimentation, and defensive builds to be viable, tying any sense of progress and rewards to meeting short duration timers is not the way to go about it.

I touched on it in my last post, but we're aware of the problems and frustrations associated with timed modes and DPS metas. Resolving the root cause of this is going to take time though - during which we are continuing to patch and improve the game, as well as share insights such as this post.

Comment

Extra note:

I haven't included this info in the OP above in order to not distract from the topic at hand, but we'll be back this Thursday with more dev news around the next patch, information about our upcoming changes to the legendary drop system and also what we'll be doing for any players who received a duplicate Legendary from the appreciation package.

Post

https://preview.redd.it/hxahijqiif571.png?width=1200&format=png&auto=webp&s=30ac3cc5898bc1839cf7915fc4519cba3d112e03

Hello everyone!

Welcome to a new entry in our Outriders Developer Insights blog. These posts specifically focus on a specific aspect of Outriders and are intended to be a go-to resource for players with questions around the respective topic.

As mentioned a little while ago, we wanted to provide the community with a clearer view on some of the game’s mechanics that influence the damage taken by the player character.

This Developer Insights post includes a look at the core mechanics that interact with incoming damage, but it also goes into systems that are...

Read more External link →
Comment

Originally posted by gamesage53

It's just RNG unless you take perks which increase certain weapon type drops. What does suck is getting a legendary armor for a different class without a shared perk.

What does suck is getting a legendary armor for a different class without a shared perk.

Just a note on this - armours from other classes dropping doesn't take up one of your own classes "drop slots".

Rather, they're a bonus drop. The alternative is not that you would have gotten an armour from your class, but rather than you would have gotten nothing at all.


14 Jun

Comment

Originally posted by Zealousideal_Plate39

Thanks for the reply. So has the issue with the script been identified? And are the legendaries you gave out in error on the first run going to be taken away? As a programmer, this seems fraught with potential issues.

And are the legendaries you gave out in error on the first run going to be taken away?

Nothing will be taken away. While one issue with the script has been resolved, we're still spending today looking into further measures to ensure no duplicate items are granted.


12 Jun


11 Jun

Comment

Originally posted by Ashadeus

What's the likelihood of hearing anything today? If nothing today, then when? Skills fixes, Scrap grenade, blighted rounds, etc etc, any eta on fixes for features that impact the gameplay?

We're tracking some of those kind of issues in this thread here, which will get refreshed every Thursday or when a patch releases.

Comment

Originally posted by NWR-Zero

How the f**k are you so quick to fix this but haven't managed to fix anything else we've complained about? Don't you need to explain the duplication safeguards to us first? Check the data to see who got what so you can understand why? It's beyond a slap in the face that this is an emergency priority while real fixes are pushed aside and explained away.

How the f*ck are you so quick to fix this but haven't managed to fix anything else we've complained about? Don't you need to explain the duplication safeguards to us first? Check the data to see who got what so you can understand why? It's beyond a slap in the face that this is an emergency priority while real fixes are pushed aside and explained away.

The team working on this are the online team. They are separate from the folks work on game-code.

Comment

Originally posted by Zealousideal_Plate39

Better idea - just fix the script that gives out the appreciation package and run it again. Seems a waste of time to try and segment out those that got dupes (how you gonna know?), and then miss a bunch of people, and give others a double package, etc, etc, making even more people upset. Most people seem to feel what they got was worthless anyways so what's the harm in leaving it as is and just giving out an appropriate weapon?

The segmentation would be based on people who logged in while the issue in the script is/was present, rather than needing to analyse based on obtained items.