Outriders

Outriders Dev Tracker




19 May

Post

Hey everyone,

We've just shared some more fun stats about Outriders via our Social Channels including the fact that we surpassed 3.5 million unique players in our first month after launch!

Launching an entirely new game IP is never easy and we remain very grateful for all your support and feedback – we are still here, are continuing to listen carefully and want to assure you all that we are committed to improving and enhancing your experience throughout the coming weeks and months. We're also looking forward to expanding Outriders in the future…

But first things first: Our latest patch, designed primarily to address the damage mitigation issue is currently running through some final testing. As mentioned yesterday, we're hoping to release it this Thursday (May 20), but that will only be confirmed once it successfully passes through testing.

The patch will additionally include cras...

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18 May

Comment

Originally posted by Juggale

Hey Thearcan! Thanks for the post! I also wanted to bring to your guy's attention in case you missed it since it didn't get any upvotes recently, but I made a post about some bugs that are in the game that I've found specifically while Speedrunning the game.

Link to post

I hope that you can take a look at it and provide some feedback or at least this information to the team to take a look!

Thanks for the write up and the detailed time-stamps! I'll pass this on to the team :)


17 May

Comment

Originally posted by RisingDeadMan0

You should pin more stuff. Most people probably don't know you worked some weekends too. Hard to find all your stuff if we don't follow your profile I suppose.

The threads I reply in should get a special little flair indicated my activity in them. (This thread has the flair: Question // Dev replied X)

I pin the threads with big news when I've posted the threads myself, but Reddit only allows 2 pins at a time, and given that I can often be active in multiple threads in a day, pinning them all isn't feasible.

Comment

Originally posted by politicusmaximus

I would feel much better about the state of the game if anyone could rationally explain to me why it takes almost 3 weeks to fix a game breaking damage bug?

Didn't you say you guys were testing a fix like 10 days ago? How can it take this long? Why would you not just revert the Golem when the game was actually playable?

I mean the game is in such bad shape everyone is just using trainers to make it playable.

Good question! Here's a timeline to help explain things a bit :)

In this case, we identified what we believed was the root cause of the issue on the 7th (Friday), and I updated the community then. Bear that date in mind as you then work through the process below.

Once an issue fix has been identified, it needs to be software compiled into a build. So all game files need to be pulled into a proper build, not just loose files. That can take a few hours, perhaps half a day.

That build is then smoke-tested) on-site, which also takes time. Add half a day.

Once it's through the smoke test, the build needs to be uploaded and sent to our wider QA teams. That upload can take a while since the build is tens of GBs in size. Add on a f...

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Comment

Originally posted by Illustrious-Neck7120

But the armor/clothing bug, where the armor values skyrocketed, was fixed within hours after the patch. That shows they do have capacity to fix stuff in a timely matter. I understand daily updates will do as much good as giving glasses to a mole. But taking over 10 days to fix a damage mitigation bug, more than a month to restore characters ( which they never really did succesfully), still no appreciation package for those who sat thru all the launch issues shows that something is just not right with PCF/SQ

We were able to fix the armour values skyrocketing because of an incorrect value on the backend. Tweak that, run a maintenance to push players onto the same backend, issue resolved.

The damage mitigation issue is because the game is (under certain circumstances) not pulling a certain backend table, so it doesn't matter what the backend says, the game isn't reading it. There is no way to fix that via the backend.

That's why this second fix is taking a bit longer while the first one was easily resolved.

Comment

Originally posted by A_Vodkaholic

Wouldn't the armor bug be alot easier to fix anyways though as those are (presumably just number values) whereas the other bugs have to actually get individually found and patched? Genuine question as I have no idea about coding a game

Regarding the bug with the amour - the values are just a symptom of the issue. The root cause is a nasty little bug (whereby the correct values are not being pulled) that needed to be found and patched just like any other bug.