Outriders

Outriders Dev Tracker




26 May

Comment

Originally posted by TEFLONtheICON

Ok folks, after some initial testing I have found that Resistance is key to survival for anomaly based attacks. Without confirmation from u/thearcan, that includes Monster melee, altered attacks, statuses, etc. My pyro feels like my Dev with just the addition of the CIRCLE OF POWER tier 3 mod. Earlier I was tight over my deaths but after this change it feels bomb! Please try it out.

Just to confirm - from your previous post (here) - since that post you essentially started using Resistance and in particular a Tier 3 Resistance Mod as a mitigator against damage and your survival increased?

Or put differently: Your build previously had very little focus on mitigating against anomaly damage and you were getting rinsed by anomaly damage? And then you included resistance into your build and you started to survive better?

Comment

Originally posted by TurboShrike

This might be a long shot but, could it be it is triggering only after death due to latency? Possibly causing also that "invincible" bug where players have no life yet are able to move and act even though the healthbar is clearly depleted, as if the game kinda caught up late to the mechanic but whatever activated on death (disabled colliders?) stay as the game registered?

It's a long shot, but I wouldn't dismiss it as a potential reason here. I'll check in with the team about this - we are running latency testing to improve multiplayer testing at the moment too, so this will be worthwhile checking in on the high ping tests.

Edit: Actually this is a solo-run from OP so latency shouldnt matter as they are they host... I'll still ask the team to look into it.

Comment

Originally posted by NuclearYeti1

How would the mechanic have proc’d on this specific expedition before this fight. It’s weak mobs 2 or 3 at a time that are easily dispatched by a competent player on t15 without being hit. Unless this guy was just standing there for the previous 20 seconds he wouldn’t have proc’d the mechanic. Most people on here have ran this run enough to see 2 seconds of it and can tell you the order of enemies that come out up to this point.

Yep, I very much agree with you - Given the spawns occurring at that early point on this particular expeditions, it's unlikely that the mechanic would already have procc'd in the time between expedition start and the recording start.

BUT: We would have to make the assumption that OP did in fact not procc the mechanic, but that would be an assumption.

Given the fact that OP is a glass cannon build with no defensive mods, it may not be out of the realm of possibility that the death prevention mechanic might have procc'd before, even from OP being hit by weaker mobs.

But this is all based on assumption, as I mentioned. Us seeing the full run, start to finish would allow us to specifically identify whether the mechanics are triggered as intended and then going into cooldown (and is that cooldown too long?) or whether they are simply not activating at the first opportunity.

Edit: Furthermore, without knowing OPs full build, we can't assume that...

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25 May

Comment

Originally posted by belcher1805

There used to be a mechanic like that. I tried saying that in my reply but it was ignored. You would take absolutely no damage for a period of time at a certain health parameter.

There used to be a mechanic like that. I tried saying that in my reply but it was ignored. You would take absolutely no damage for a period of time at a certain health parameter.

I didn't ignore you - what I said was that that mechanic exists but has a cooldown. So it's possible that in these reports the mechanics procc'd very shortly beforehand, went on their respective cooldowns and then the player was once again hit, while it was still on cooldown.

Comment

Originally posted by politicusmaximus

I've now seen 4 different videos people have posted after the patch showing this shit CLEARLY didn't work.

Lol, this is absolutely f**king hilarious now.

I talked a bit more about this here.

Would you be able to perhaps link me to one of those videos that are a full length expedition run that ends in this issue? The ones I've seen so far are too short to be able to form a complete picture of the particular situation.

Comment

Originally posted by ta_6170566

one-shot kill mechanic

you actually get hit twice

That really does not matter, you guys are focusing on the wrong issue.

One hit or ten hits, the health bar should not just instantly evaporate like that.

You need to decrease enemy damage or increase player resistance. There is a reason why the players are saying that the game was the most fun when the golem mod was bugged.

I know you are not the one calling the shots, but you won't be able to logic yourselves out of this one. Players will complain until something substantial is done.

I talked a bit more about this here. That should help better frame things.

Comment

Originally posted by belcher1805

So you are saying that unless you are at 100% health then its not considered a true one-shot. That is BS, as going all the way back to the demo, there has always been a mechanic to stop from being killed immediately. You would always go to VERY LOW health (depended on the actual level of character) and then die on next hit. I grinded that damn captain for FAR too long to realize that I couldn't just get killed immediately.

I have been patient and wanted this to work but it is getting to the point of bullshit excuses. It was not fixed and it used to work a specific way. I think the fact that it worked and now doesn't is what makes it worse. If it had always been like this, then it wouldn't be as big of a deal.

I probably have Xbox game clips from getting Leggos that I saved that would prove the mechanic worked a different way than it currently does. It consistently would get you down to a specific health number, stay on that number EVEN when shots would hit you a...

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So you are saying that unless you are at 100% health then its not considered a true one-shot. That is BS, as going all the way back to the demo, there has always been a mechanic to stop from being killed immediately. You would always go to VERY LOW health (depended on the actual level of character) and then die on next hit. I grinded that damn captain for FAR too long to realize that I couldn't just get killed immediately.

Precisely. This is why I've been asking for videos of this issue occurring where we can see the full expedition run, not just the 20 seconds of the issue occurring.

To make myself clearer:

The one-shot kill prevention mechanics (plural) still exist in the game (just as you observed them during the demo), but they have a (short) cooldown. If they are on cooldown, players can be killed very rapidly.

Thats why I need to see the full expedition video of such reports - to determine whether there were previous ...

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Comment

Originally posted by Moises1213

You just gotta stand with full health and let them shoot you once and record it. Looks like they need an exact specific proof. People keep running around leaving enemies nearby and they keep coming up with excuses.

Please make sure that any such recording includes the full expedition run, not just the 20 seconds of the issue occurring. We'd need to see happens in the time before the issue appears.

Comment

Originally posted by CalRal

I don’t know if this will help anything, but whatever seems to have been happening with damage before seems to still be happening.

Here is a video that I just captured (after installing the patch)

At the end I back out to the lobby and I’m still getting the “blood screen” (albeit without the spatter this time).

My first question is, is this how the game is supposed to act? Should I be getting insta-killed by a melee through a little shield, most of my health, and a couple stacks of Mitigation? If so, that’s fine. I’ll run more def mods.

My second question is, why am I still getting the “blood screen”? It makes me feel like something is still broken.

For context: this is a CT14 and all of my gear is lvl50. I run Mitigation from Death, one resistance node on the tree, and the borrowed time shield mod from the Chrono set.

I know I’m going to get shredded by all of the MLG analysts on here f...

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Here is a video that I just captured (after installing the patch)

Thanks for the video - do you have a clip or recording of the full gameplay session before this?

We need to see what happened in the time before the issue occurred to determine whether the one-shot kill mechanic is working as expected.

Looking at the video in 0.25 speed, you actually get hit twice - the first attacking bringing you down to 600 health, the second attack killing you.

Comment

Originally posted by Loilen

I don't have a longer piece, this is what Xbox records when you do quick share, fact is i am getting that red screen as well when i select character. So i got red screen, loaded in, started expedition, that's it, nothing fancy.

Okay - what would be helpful is to see the full 45 seconds previous to when this clip started recording - that way we can see if there were any other times a one-shot protection might have already procc'd and gone onto cooldown.

If you run into this issue again, could you please try to share a full clip, from expedition start, through to when the issue appears?

Comment

Originally posted by Isolfer

I mean most of the stuff I've seen mentioned by the community manager reads as double speak and self covering. We know they did stealth nerfs, we know they call them bugs when they get caught. I know they nerfed drop rates for like 4 days, why because for those 4 days there were new chests all over the place. I've since leveled two characters to max and helped a few friends, never has those chests come back.

SE is pulling a hard gasslighting on the player base in hopes no one calls them on it. PCF don't know what is causing the bug, the issue is due to not having a test live server base for real testing, and having to many teams able to alter the game at once. No team should be able to alter the game in real time, it should go through testing. If I sent a server update live without full testing across all programs and apps I'd be fired.

We have a staging environment for both the game and backend.

Comment

Yep - I'm hoping to share this later this week.

Comment

Originally posted by CombinationOk7202

Tiago starting his line a second before you actually die is just a sync thing, right? Otherwise it opens a whole new can of worms. That was f**king rough, indeed.

Guess the ''one-shot kill protection mechanic'' u/thearcan mentioned few times is still bullshit I always thought it was, too.

If you pause the time at 0:21 you can see the health drop to 6202, then to 0.

So this isn't a true one-shot kill, 100% to 0%. Rather it's two hits in extremely close proximity.

I'm not denying the validity of this report and the one-shot kill protection may indeed need looking at as well since it may well should have indeed triggered here in some form. The audio triggering before the death occurs is also very unusual. Still, we're looking into it.

The team now have the video file and are trying to work through it to see what's going on, but what would help alot is if the OP /u/Loilen could share a longer piece of recorded gameplay since just before the expedition start, so we can see the full setup before hand.

Comment

Originally posted by Loilen

Are you serious? Have you seen the video? The Xbox buttons? You guys are ridiculous !

Controller UI also appears on PC when playing with a controller. Apologies, I thought I had read that this was a steam version in one of these replies.

Comment

Originally posted by Loilen

Its in UTC time, that's why this is literally 4 minutes after they finished maintenance.

And no, i didn't have any defense mods, not that any of that was going to help.

Its in UTC time, that's why this is literally 4 minutes after they finished maintenance.

Could you confirm whether you downloaded the patch? The patch released on Steam towards the end of the maintenance. The maintenance itself didn't resolve the issue, the patch does. Did you download that?

Steam can sometimes be a bit finnicky with downloads.

Comment

Originally posted by HarmeetCA

So the fix for lack of mitigation in the game was to reduce specific cases of incoming damage from Brood Mothers etc? That took you three weeks?

//: There is a known outstanding issue where the “Damage Blocked” stat on an Expeditions results screen can occasionally appear inconsistently or abnormally low. //

Seriously? lol. Yes, the lack of dmg mitigation that our game stats show you isn't right, you died because you suck. Get grinding losers.

No - the root cause of the issue was a bug that was causing the backend table that deals with armour calculations to not be pulled properly.

The brood mother changes are related, but a separate matter.

Comment

Originally posted by Sofasupastargaming

Thanks guys and girls =) ..... I can say one hundred percent that deaths door does absolutely nothing in my game doesn't proc any extra armor at all no matter what happens to my character

Thanks! As you have a Youtube Channel, do you have a video (or stream VOD) of where we'd be able to see this in action, including what your gear might be at the time?

Comment

Originally posted by TEFLONtheICON

Understood, but you have to understand that at this point it's underwellming but needed. Just seems like you guys are behind a bit.

I can understand that. That's also why I'm hoping to pull together the known issues thread, so that you can see some of what's in the pipeline.

Comment

Originally posted by SilverSideDown

Nothing about the inventory bug where all items always show up as new? How hard is that to fix, considering it worked correctly for so long before regressing? I'm not playing again until that bug is gone.

Nothing about the inventory bug where all items always show up as new?

This will be noted in my next news thread - it will be fixed in a future patch.

Comment

Originally posted by MikeBeluga

All this time for like 6 fixes? Rip

As explained a few times previously, this patch is primarily focused on the damage mitigation issue. Other fixes are in the pipeline, but we want to keep this patch slimmed down to be able to focus on damage mitigation.