thearcan

thearcan



05 Oct

Comment

Originally posted by OneSleepyAzn

So if the cooldown of Scrap Grenade is increased from 1s, then what would it be increased to? The Juggler's reload is 1.5s and One Shot Rifles have a 1.1s reload. Increasing the mod's cooldown to anything over 1.1s might fix the OP side of the bug for some who are abusing it, but it would negatively impact anyone who's currently using it properly such as those players using the weapon it comes natively on, The Juggler, and One Shot Rifles. Please consider this before deciding on a backend fix vs a true fix that requires a patch. Thanks.

I won't pretend to have the exact metrics that it could be adjusted towards, but you raise some valid points. We haven't rushed into a fix for this yet, but we are keeping an eye on it and may resolve it sooner than later.


04 Oct

Comment

Originally posted by OneSleepyAzn

Could you go into the mindset/reasoning behind treating this bug differently than the way the team approaches other bug fix releases? How does the circumstance behind this bug's fix differ from that of other ones? We were once told that it is better to group several bug fixes together into a single patch rather than release them in a drip-feed manner, but this seems to contradict that line of reasoning. What background info are we missing that causes bugs to be treated with seemingly different levels of priority and speed? Thank you.

This bug can be fixed by adjusting the the cooldown, which is a backend metric which we can fix. This would only be a temporary mitigation, rather than a true fix (which would require a patch).

Most other bugs, such as the Trickster Revive being broken when using Borrowed Time, are not things that can be "fixed" by adjusting some numbers somewhere. That kind of stuff requires an edit of the code of logic of the aspect of gameplay.

Furthermore, this scrapnel issue is strong enough to potentially replace the moaning winds combo for all classes, and moaning winds is a problem we've been grappling with for months. I would call a new combo using a broken mechanic an S tier issue that should be looked at with haste.


01 Oct

Comment

I've checked this with the team today.

The value this mod provided was apparently always set to 2 in code-calculations, but it was displaying incorrectly as 1.5 in the tooltip. The latest patch fixed the tooltip description to correctly display the actual damage multiplier.

In terms of why it might not have been included in the overt patch notes - it might be considered a "minor" bug as it did not change any values or make players stronger or weaker, so would have been under the "minor bugs" umbrella.

Comment

Originally posted by ThrowawayPGYuno

Please take your time on this one

We could potentially fix this via a backend config change (maintenance required).

If we go that route though, we won't do it before next week.

So you have at least a few days to have fun with it, if that's your jam.

Comment

Whelp, thanks for the report! I've asked the team to check this.


30 Sep

Comment

Thanks for the report - This is something we're aware of. It was not introduced into the game with this patch, but as it very rare, it may only have been noticed now.

The conditions for triggering this state are you dieng at the same exact moment as a team-mate self-revives.

Comment

Originally posted by hn156

In my play throughs yesterday, Toxic lead would work about 90%-95% of the time. I run an lmg for magazine size reasons and at times, even with critical shots, TL would activate and then eventually not work for a clip. As far as ammo mods/ nodes it is the only one I have active on my build which shouldn’t hinder the guarantee of the mag refund due to there being no cool down. Sidenote: we appreciate how hard you guys are working on the game.

Thanks for the info, that's helpful!

The drive of my question is because we are aware that certain mods DO NOT trigger if the affected enemy is NOT killed by gunfire. For example, if the enemy is killed by a skill or a DOT status effect such as Bleed, the "on kill" mod may not trigger.

Bearing in mind that sometimes DOT damage can occur or overlap with the final gunshot to kill an enemy (i.e. the enemy is killed by DOT rather than gunfire), do you think the above explanation would account for what you're experiencing?


29 Sep

Comment

Originally posted by hn156

Toxic lead is still broken. I ran it after the patch And it deactivated.

Can you confirm whether Toxic lead doesnt trigger at all, or whether it only triggers if the enemy in question is killed with a gunshot (not with a DOT status effect or skill).


28 Sep

Comment

Originally posted by Terrible-Rub-6764

Before they changed the whole set attributes for reforged I managed to make a build with a lmg with anamoly enhancement and dark sacrifice and I hit crits for 500k albeit really far away

Reforged has not yet been changed.

Comment

Thanks for the tag /u/vapoorer - The CPU spike comes from the fact that the game is doing a lot of background game-loading while the opening video is playing. It's one of the reasons why making the intro-video skippable isn't a super quick flick of a dev switch.

Comment

Originally posted by suboctaved

Is work still being done on the 99% Progression Accolade bug or was that resolved in a prior patch? Still stuck for me and I'm getting nowhere with the support team because there's no error code for them to work with

It was partly solved in a previous patch and we have a server-side code to fix most accounts that are affected by it. There are still some accounts that are suffering from this though and we're planning to fix those via a future update.

Post

Outriders has been updated!

We are happy to confirm the release of the latest Outriders patch today. You can find further Patch notes below.

Please ensure you update to this latest version of the game, as you may not be able to login until you do.

Index:

  • Important Note
  • Patch Notes
  • Ongoing list of currently tracked issues:

Important Notes

  • Please note that, as part of this patch release, we are updating some backend multiplayer infrastructure.
  • This change may cause some Xbox players to not be able to engage in a multiplayer session for a period of 24 hours as of the patch release. This issue will not affec...
Read more External link →
Comment

Originally posted by -Certified-

Toby is probably doing a victory dance right about now.....

An exhausted one for sure.


24 Sep

Comment

Originally posted by shotmaster217

I actually was the person who mentioned this on the Reddit patch notes and had them fix it. They just didn’t fix it on the visual notes.

Indeed - looks like I didn't correct the Steam notes when I updated the reddit notes when this was pointed out.

Steam has now been corrected /u/DBNSZerhyn


23 Sep

Comment

Originally posted by Jay-overthinks

It’s a bit disappointing to tease new content one week (“The Outriders we have all been waiting for”) and then don’t elaborate on it at all the following weeks. Or is it just the balancing and set buffs you are mentioning?

If progress with patches and balancing is this slow, it seems fair to at least start releasing a bit more information about the new content each week :)

the balancing and set buffs you are mentioning?

All the balancing and set buffs we are mentioning is part of that future. "Buffs" are only one aspect of it though. The other changes will likely require a broadcast rather than a regular Thursday Dev News.

Comment

Originally posted by -Certified-

Grim inventor is missing some text by looks of it.

I like the idea with some of the set buffs but based on the current slowness of patching I've got no confidence we will see any major changes before Xmas and don't think you will have many/if any players left at that point. Too many games coming out in the next few months.

I'd really like to know what's holding patches up, 4 weeks seems insane for something that looks like small but fixes on the surface.

I like the game but have lost patience with it now, just check on Thursdays for updates.

What sort of confidence are you giving the playerbase you can get the game to a good state....

Grim inventor is missing some text by looks of it.

Added that now! Honestly have no idea how it got lost.

I understand your frustration of course, I'd like nothing more than finally put out that post saying "Outriders has been updated!"

Comment

Originally posted by Fresh-Cup3729

Finally the lava lich set will be worth the use. I’ve been wanting to utilize this gear set for every as I love the eruption build but felt the cool down was way to long to be beneficial for time expeditions.

Also can we get some feed back on drop weight for legendary helmets. I feel that they could drop a little more often.

Thank you for keeping up the hard work.

I have taken a break from outriders but am excited to come back once these updates drop.

Great to hear you're excited about the changes!

Helmets have one of the highest drop rate of the gear slots, but they're a bigger pool so the chance for specific helmets are lower. Still, we're aware that that's a problem and have some ideas for what to do.

Comment

Hey everyone, something I've recently been trying to do more regularly is checking in with the community on Twitch alongside our Dev News updates.

As Capo167 and Bozzified are currently streaming right now, I'll try to join their streams for a little while over the next few hours. If you'd like to chat about anything Dev News related, do drop by!

Actually, do drop by anyway, because they're both veterans of the game, know their stuff and are great people to chat to!

Capo167 Stream: https://www.twitch.tv/capo167
Bozzified Stream: ...

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Post

Hello everyone,

Welcome to another Dev News Thursday.

https://preview.redd.it/66omemugo9p71.png?width=2058&format=png&auto=webp&s=160adf4a0d8e06eae2aad391d795f7a4b82bc84a

Index:

  • General News
  • Fortress & wider balancing, incl. Legendary Sets
  • Patch News
  • Ongoing list of currently tracked issues:

General News:

  • Our latest patch is currently in the final stages of the first party submission process - We know that this has been a long process, but we are confident that we are nearing the proper release of this patch and are hoping to get it out in the very near future.

Fortress & wider Balancing, incl....

Read more External link →

21 Sep

Comment

Originally posted by Lnym

When will we see what buffs y’all plan to do? Because fortress was kinda mandatory for AP builds to be viable in CT15s and the new changes seems bad for AP builds

The buffs would release alongside the Fortress change. AP builds will get special attention with those buffs.