thearcan

thearcan



03 Aug

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Thank you for the great vid - that's pretty weird. I'll check with the team if they encountered ever this.

What platform are you on?

Edit: Just from what I can see - It looks like the moment you fire these shots, your reticle is (or shifts to) White instead of Red (for whatever reason). Certainly worth investigating.


02 Aug

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Originally posted by yoshi245

I had a similar bug when I was playing about a month ago (stopped playing now as I'm just waiting on the upcoming patch). It didn't happen all the time, but it did seem like if I do a melee attack, the game toggles to the wrong weapon I am using when playing my blighted rounds Techno.

I too had my weapons on mousewheel up and down to switch, but I decided to just stick them to keybinds and leave the mousewheel alone and have nothing bound to it. Also on PC with obviously mouse and keyboard. I don't use any special software for the keyboard itself despite it being a gskill mechanical one, but I do use software for my MMO mouse though it doesn't have any custom settings specifically on the mousewheel.

Not sure if it's just my mouse or the game itself, but it's extremely sensitive to mousewheel actions. I even set the scroll/mouse wheel speed on the mouse software from what it was at default to the lowest setting but to no effect the issue persisted in game until I de...

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I too had my weapons on mousewheel up and down to switch, but I decided to just stick them to keybinds and leave the mousewheel alone and have nothing bound to it. Also on PC with obviously mouse and keyboard. I don't use any special software for the keyboard itself despite it being a gskill mechanical one, but I do use software for my MMO mouse though it doesn't have any custom settings specifically on the mousewheel.

Thanks for weighing in as well - did the issue disappear when you switched away from using your mousewheel?

Edit: Noticed you answered it in your last paragraph. Thanks for the info!

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Originally posted by AtticaBlue

u/thearcan Hey there! Last week you and I talked a bit about a potential bug I was experiencing related to unexpected (and unwanted) weapon switching. I was out of town at the time and couldn't provide in-game details, but I've since returned and logged several examples. They're as follows (all on PC using mouse and keyboard):

Colosseum - T13

• fighting the calloused maulers during last phase; I switch from an Umbra to an AR, punch a mauler and then the AR switches back to the Umbra even though I didn’t switch

Drought Palace - T13

- fighting an ironclad, first stage: I switch from an Umbra to an AR and am about to shoot, but the AR switches back to the Umbra

• fighting mobs, last stage: I'm holding an AR and while shooting calloused maulers when the AR suddenly switches back to the Umbra

Timeworn Spire - T13

• fighting crawlers, last stage; I move to engage a crawler and my weapon switches away from m...

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Thanks for the post, I remember us chatting about this! Can you remind me whether you've ever had this happen on other classes (historically)?

What kind of keyboard and mouse do you have? Any extra Razer/Corsair etc. software?

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Originally posted by bortness

Is the issue of kicking people out before they can get the loot fixed yet? u/thearcan?

Yes - that was patched against probably 2 months ago.

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Just checking - Was there a particular reason for tagging me or was it just to insult me?


30 Jul

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Sorry to hear that! We've set up a process for helping you out in this matter - our support team, who you can contact here: sqex.to/support will be able to assist you if you contact them.

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Originally posted by greggus617

Appreciate the response. If weekly patches are so challenging (reasons stated and others I understand from working tech projects) why hasn't that been re-aligned to bi-weekly or monthly patches?

Would allow further time for adequate dev and testing cycles and having a longer set cadence reduces the player frustration from the expected patch being delayed or not working properly.

The ideal is to do weekly patches, the reality is currently more closer to bi-weekly but the overall plan is to simply get them out when they're ready.

If they're ready sooner, we can release them, but if they're ready later, we'll need to wait a bit.

Our Dev news Thursdays are there to inform you with the latest news, and that involves letting you know what's in the work and what our plans for it are. The alternative is to go radio silent until a patch is ready, but I've mentioned ...

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29 Jul

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Originally posted by three60mafia

I think maybe the right approach is to have 0 expectations. Do what No Man's Sky did - go radio silent for 6 months, and then produce a huge patch that provides massive improvements to the game.

The current population of the Outriders, remaining low as it is, clearly is fine with how the game is at the moment. They'll survive.

Maybe take 2 months of radio silence and come back with a big update that has fixes and improvements. These Thursday apologies are very heartbreaking and do more harm than good.

I discussed this previously here and people seemed to be overwhelmingly in favour of more communication, not less.

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Originally posted by greggus617

Completey understand that challenge, and maybe this is a lack of comprehension on how cross platform works, but the iterative approach should be something feasible even with cross platform.

The entire project model is designed on small pieces that can be accomplished to build out larger tasks

These are relatively small patches compared to our Day 30 patch.

The issue is that, even with small changes, a full test cycle of the new build will be required. That means multiple days testing and playthroughs of the entire game to ensure nothing has broken.

So, it requires a balance between keeping the patch small and agile, but meaningful enough to warrant the test cycle.

Ideally we'd want to be on a "one patch per week" schedule, but the moment you run into problems such as the current issue, that sch...

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Originally posted by station4318

Any preview about some of the QOL adjustments coming?

Also any sneak peak thoughts on new content?

One other question, any thoughts on alternative endgame modes in the future outside of “beat the clock”?

Good questions all of them - I've tried to provide an answer here.

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Originally posted by -Certified-

Like ive said before Toby, I'm not one to shoot the messanger but as someone who can see the huge potential of the game it's just frustrating to see the current cycle of patches and issues.

I'm sure we will get there in the end and it's frustrating for you as a CM as realistically it's not what you really want to be relaying every Thursday to the remaining playerbase.

Keep going with the transparency, I'd much rather you be honest about it then say nothing at all because it's not what we want to hear.

I appreciate your continued honesty about your feelings around the game, because it keeps us honest as well! :)

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Originally posted by Deadzors

You make some fair points about the difficulties and I feel that copying a character's progress from the core game to the experimental branch would be required. Plus the saving of any progress would need to be limited to the experimental branch and players would need to acknowledge that any experimental progress would be loss whenever the branch was updated, thus requiring a new char copy.

However, if it were possible to release a branch with very similar rules/limitations as listed above and that didn't require more development effort than it was worth, then I can say that I would be very interested.

Thank you for understanding, as your suggestion is indeed a good one! I'll keep an eye out for requests for such a PTR-type branch and won't dismiss the idea entirely.

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Originally posted by rah295

Glad to hear that QoL improvements are being worked in parallel. Can you comment at all on what is in the pipeline?

Also, just throwing it out there: boss rush mode?!

Glad to hear that QoL improvements are being worked in parallel. Can you comment at all on what is in the pipeline?

I would like to... but the difficulty is that as soon as one thing is mentioned, it's all people will ask for updates on until it releases. And as that work is still being done, a release date is either not yet set in stone (or is still too far out).

Take a general patch as an example - when we announce it, everyone gets very excited about it, but there is then also disappointment if we're not able to deliver it in the very near future, or if it gets delayed. Those feelings are entirely natural.

Furthermore, we want to ensure that most of the outstanding issues are resolved so that discussions around QOL improvements aren't saturated with "what about X issue? Why have you not yet fixed that?" responses.

That's why we're so focused on stabilizing the base experience right now. Only once that is in the place we'...

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Originally posted by -Certified-

I'm sure everyone appreciates the transparency but this whole cycle of releasing patches that break something, to then delay the next patch that breaks something else is getting stale really quick, obviously know it's not the CMs fault.

I like the game but it's getting hard to defend these type of practices.

Either way appreciate the transparency Toby. I hope the other fixes and QoL that are in the works make some serious strides.

Stale is a good word.

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Originally posted by Deadzors

I wonder if giving Steam user a current iteration of the latest patch via the experimental branch could help gather more info to resolve the current issues/crashes?

It may be a solid middle ground for finding solutions faster while letting the players who are interested the latest updates participate knowing full well that it's experimental and not in it's final bug free form.

It is something we have considered in the past, but one of the tricky aspects would be the question of what backend such an experimental branch calls.

As your save-games are on the backend, playing on an experimental branch could cause confusion between save-game versions, especially if the patches contain different content. And if the experimental branch were a clean slate, it's unclear how many players would bother with it, so it may be more hassle than the data we'd get back.

We also don't want people to have to download an entirely new build to check something like this, only to find that the issue persists.

Finally, as much as we do try to work with the community to help identify issues, we are keenly aware that you shouldn't need to do so. So we are trying our best to make the experience as smooth for players as possible, without expecting you to jump through hoops (sometimes this may be necessary, but we're not taking anything for granted...

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Originally posted by ryderjj89

Thanks for the update. Rather keep waiting for the patch to be stable so it doesn't cause crashes. Dont know how prevalent they are on console, but don't want platforms mis-aligned either. Guess my testing for Stand Tall's buff will wait. Have a good weekend y'all.

Thank you, you too!

The added difficulty is crossplay - if we were to split-patch, we could run the risk of messing with crossplay (as happened around launch).


27 Jul

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Originally posted by OilyResidue3

I also got the same item back to back, IIRC correctly it was a Borealis set piece. I get that we're all victims of RNG, but this seems...statistically unlikely.

u/thearcan Any word on this? I get that we're bound to get duplicates...it's unavoidable especially as you build up your legendary collection, but with so many items and weapons available, it seems like back to back duplicates are far more frequent than they should be.

You're not wrong in that it is unusual and, while statistically possible, it shouldn't happen very often at all. However, it is worth considering the survivor bias angle - these kind of double drops, while rare, are much more likely to be posted and commented upon in community, which can inflate the perceived prevalence of something occurring. The more drops you run, the more likely it is that you'll see something like this happen too.

I can ask how often such double drops occur, but I dunno if I'll get an answer back very soon as our analytics team is often knee-deep in requests. I'll see what they say.

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Originally posted by Repulsive_Ad8427

I have supplied a,ticket but no response yet. It's been nearly a week. So I decided to try the forum

When did you contact the team exactly and what is your support ticket number?