Outriders (People Can Fly)
Page 9 of 9 Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9
tet666




Posts: 5090

PostPosted: Wed, 7th Apr 2021 09:03    Post subject:
h0rnyfavn wrote:
https://www.youtube.com/watch?v=kUG2-_AYJcM



Sounds like a solid Game pass title down the road, sucks PC got shafted again on that front.
Back to top
locke89




Posts: 2812
Location: Poland
PostPosted: Wed, 7th Apr 2021 10:36    Post subject:
Shocktrooper wrote:
It's probably some form of Temporal AA, that is causing the blurring.


Then it would appear at all times, and here the game loses sharpness only when my character moves. That's what's weird Smile
Back to top
IamAWESOME




Posts: 8028
Location: TARDIS
PostPosted: Wed, 7th Apr 2021 13:02    Post subject:
Finished it. Turned out pretty good. The early game was a bit meh but gets better. Enjoyed the mid-portion the most. Towards the end, it got a bit annoying with so many enemies and all hitting crazy hard on max world tier.

Very poor balancing. The anomaly power scaling is terrible compared to pure firepower. All you need is special rounds and modded towards buffing it even more along with mag mods.

The class tree is very standard stuff. Was expecting at least the final perk to be unique/define the class but it was just an image glow. The HP/Anomaly tree lines useless compared to pure damage as usual.

Loot - decent. Doesn't really shower you with loot nor has 100% chances on anything (except for certain missions - like 10 wanted or beating the campaign). Very stingy with legendary weapons. Even at WT10, I didn't get a random legendary drop. Totally useless % numbers and might as well just play on WT1-5 and save time.

The world tier also doesn't really make enemies smarter. It just makes them more spongy than usual and if you are not decked out, it takes mag after mag to kill. This is where special bullets skill shine again. Can easily bruteforce despite few levels below before upgrading/modding your gear again.

The crafting/modding system is nice. Doesn't require too much grind/materials so you can often change gear/mod as you level up.

Co-op is fun. Expeditions are just a DPS race. Feels like Warframe. Get into a small area, kill 1000s of enemies as fast as possible. Rinse and repeat for more loot.


The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
Back to top
Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Thu, 8th Apr 2021 18:22    Post subject:
Quote:

Outriders - Post Launch Dev News Update

Hello everyone,

We would like to thank everyone in the Outriders community for your patience, support and assistance. Everyone on the Outriders team is continuing to work hard on improving the game and we'd like to share news about the things we are focusing on.

Please use CTRL + F to jump to the information that interests you the most.

Patch News
tl;dr*: Patches are inbound for crashes, matchmaking issues and more
Community Appreciation Package
tl;dr: Launch window players are getting a “thank you” package
Inventory Wipes & Restoration
tl;dr: We’re working on restorations
Re-balancing
tl;dr: We’re rebalancing a handful of certain skills
Multiplayer Stability and Connection
tl;dr: We’re continuing to work hard on improving this
Connectivity Post-Mortem

We have been continuing to track and post known workarounds for encountered issues in our Launch Tracking Mega-Thread as well as our Steam forums, but our intention is of course that workarounds shouldn't be necessary. So here is our latest patch news:

Patch News:
First Patch:
This is our first big patch for the main Outriders game.
As of today, the deployment of this patch is scheduled for next week, as we are using this week to identify as many severe issues as possible, fix them and then thoroughly test the changes across all platforms. Submission through platform holders adds on a little bit of time as well, which is why we are not able to deploy this patch any earlier.
We are doing our utmost to deliver you a stable patch as soon as possible and we are continually looking at ways to bring the patch release day earlier. This is why we are not yet committing to a patch release date, as we may still be able to release the patch before such a date.
We will let you know as soon as we have a confirmed release schedule, so please do keep an eye on our social channels and in particular our Twitter.

First Patch - Patch Notes:
Will Fix a performance issue where GPU is not being fully utilized. This should help with stuttering and DX11/12 issues
Once platforms have been updated to the same patch version, cross-play across platforms will become viable again
Overall stability improvements for the matchmaking service
Crash Fixes
Will Fix a multiplayer crash that could result in client players having their inventory wiped
Will fix the crash when completing the "A Bad Day" side quest.
Will fix the crash that occurs in No Man's Land when your language is set to Spanish (Yes, we know. Video game code is a magical thing).
Will fix crash on launch issues
Will include many more "random" crash fixes
We are confident that these fixes will address the majority of crashes reported, as there are only a handful of root causes but the crashes they generate appear in a number of places.
Will fix the HUD disappearing in certain cases
Will fix bugs that interfere with players re-spawning in multiplayer Expeditions
Will fix bugs with players getting stuck on geometry (including when using Gravity Leap) or falling out of the world.
Will change the default matchmaking setting from "Open" to "Closed".
You will still be able to manually change this setting to "Open" through your game settings
This change will prevent players from joining games where the host didn't intend to play in multiplayer. It will also cut down on AFK lobbies
This will also help improve matchmaking times, as the queues will be less likely to be overwhelmed by the sheer volume of constant matchmaking requests generated by "open" games.
Many other minor fixes and improvements

Additional fixes and changes are being worked upon to be delivered via our later follow up patch


Outriders Community Appreciation Package:
After working on Outriders for more than five years, we were as disappointed as you that the launch weekend did not go as planned. We ran into connectivity issues, which we have explained in full further below.

Throughout all of this we really appreciated all your messages of support and encouragement and they helped us power through and improve the situation.

We would like to thank each and every one of you. Beyond just saying it, however, we would like to confirm that we are working on a small "appreciation package" for our launch window players. We are still working through the exact details of it, but our intentions are as follows:
All players who played between March 31st and April 11th (UTC timezones) are eligible
Any players outside the above window, but for whom we will have performed an automatic inventory wipe restoration (LINK) are also eligible
Your highest levelled character will receive:
A level appropriate Legendary Weapon
A level appropriate amount of Titanium
The emote "Frustration", which is otherwise unobtainable at this moment in time. The irony here was not intentional but is fitting.
These are our intentions, but these details are subject to change based on what is technically feasible for us to do.

We are still determining when the appreciation package will be delivered.

Inventory Wipes & Restoration:
We believe that the rate of this bug appearing should be greatly reduced once the upcoming patch has been published. With crash fixes in place, we intend to run a one-off mass restoration. Here are our intentions for this restoration:
Restoration should take place on a specific day and should be a one-time event
The exact date is TBC but we’re hoping for this to occur in the coming week(s)
We will update you when we have confirmation of date and timings
We will only be able to restore the most valuable tiers of items lost, e.g. Epics and Legendaries.
We will be unlikely to restore an inventory full of blue gear.
The restoration should be additive to your inventory. It should not replace your current inventory.
Restored items may not be have the exact same stats as the lost items
Note that restoration will not be possible for items that were acquired but where the game connection was terminated before an autosave could complete as those items would never have made it into your server inventory/our logs. Such suspended autosaving is noticeable when the yellow autosave icon stays active for a longer period of time.

For any individual restorations that were missed, or that occur in future, we plan to equip our teams to help on an ad hoc basis.

Please note that these are our intentions that we are providing here for transparency. While we will try our hardest to make things right, we unfortunately cannot make guarantees for the specifics of the above or the timeline of this, as we may run into technical difficulties that delay our work.

The Accolades Wipe issue is something we're again looking into whether we can run as part of such a one-off restoration or whether we will need to tackle these cases on a one-to-one basis. Accolades are a more complex piece of data per profile than a piece of equipment, so working through a solution here is taking a little more time.

Re-balancing:
This re-balancing work can be implemented through backend updates, does not require a patch, and will be run during today’s maintenance window.

IMPORTANT: Balancing is done by a separate team to those who are working hard on preparing the patches. Re-balancing does not impact our progress towards patches or reduce our ability to resolve bugs.

General Balance Notes:
Historian, bounty hunt, and monster hunt quests no longer grant Legendary items for each subsequent completion
While rewarding players for completing all the Historian, bounty hunt, and monster hunt quests is still our intention, we did observe unintended results when players repeated this activity in combination with a specific multiplayer bug.
With this rewards adjustment we want to eliminate this exploit behaviour while still making that quest line worth the effort.
Players who took advantage of this exploit will not be punished.

Adjusted loot on specific enemies: Tooka Beast, Splittooth, Sandshifter and Coldclaw
These particular beasts are being too generous considering the required effort to take them down.

Chem Plant - Expedition time for Gold/Silver/Bronze adjusted to 650 / 1150 / 1500 seconds (Previously: 957 / 1303 / 1650)
Boom Town - Expedition time for Gold/Silver/Bronze adjusted to 390 / 589 / 776 seconds (Previously: 422 / 607 / 792)
Some Expeditions seem to be too generous in their required completion times when compared to others.
We want to avoid such disproportionate discrepancies, as we believe making all expeditions viable leads to a more diverse and thus more interesting endgame.

Crit Rating Damage Multiplier on Tactical Assault Rifle reduced to 165% (Previously: 175%)
Critical Rating Damage Multiplier on Marksman Rifle reduced to 250% (Previously: 300%)
Marksman Rifles with a 300% crit rate showed up to be dominating multiple crit builds. By making the modifier the same as for a Bolt Action Rifle, we want to offer players more options when choosing what gun to use.

Duration of the Massacre AP buff has been reduced to 3 seconds
This is a temporary measure until we have fixed an issue with the stacking cap.

Bullet abilities
(Twisted Rounds, Blighted Rounds and Volcanic Rounds):
While we fully intend to provide the overpowered feel for the best builds out there, we are also committed to making sure that there is build diversity in the top performing builds.
Late in the demo lifecycle, we discovered a bug with regards to the bullet augmentation abilities damage calculation formula. While we fixed this bug, some unforeseen imbalances were unfortunately introduced, which has led to bullet based abilities vastly outperforming other skills. The main problem with this is that such bullet based builds require much less investment to make them "top tier", compared to other builds.
To achieve this, we have made a couple of adjustments for the Trickster and Technomancer classes, who benefit the most from their bullet abilities power. It's uncertain as to whether these changes will prove too strong or too weak, so please do consider this to be only the first step, as we will continue monitoring and adjusting them in the future. Just like you, we hope to see more inspiring and crazy combinations of Abilities and Mods!

The base cooldown of the Twisted Rounds skill has increased to 25 seconds (Previously: 16 seconds)
While infinite uptime on bullets abilities was always our intention, it is intended to be high risk, high reward playstyle. However, given the current power of this skill, there is very little risk involved in this ability given its short cooldown, even when players fail to trigger ammo replenishment. Increasing its cooldown in combination with adjusting its damage should increase that risk and make this playstyle a more thrilling experience.

The Trickster's Hero Tree nodes: - Disruptive Firepower, Scion of Power, Outrider Executioner - have had their power reduced to 35% (Previously: 50%)
The combination of Twisted Rounds' increase of firepower on top of the multipliers provided by the class tree lead to huge increases of damage dealt by this ability. While we do understand the satisfaction this kind of power can bring, it is currently vastly outperforming our wildest expectations and we therefore need to bring it down a notch.

"Vulnerable" status - Power reduced to 15% (Previously: 25%)
The Technomancer Hero Tree node -"Damage Against Poison" - has had its power reduced to 15% (Previously: 30%)
While the Technomancer's Blighted Rounds do not provide any damage increase on their own other than ignoring armor as Anomaly Damage, they do provide an excellent tool for spreading the Vulnerable and Toxic statuses. which in turn can scale out of proportion.

The Pyromancer Hero Tree Node - "Trial of Ashes" - has been reduced 15% extra damage (Previously: 30%)

Multiplayer Stability and Connection:
Co-op and multiplayer sessions are a separate matter from solo play connectivity.
Launching a multiplayer session, requires multiple different partners and services. For example, matchmaking and queuing are hosted by one service partner, while the peer-to-peer relay is handled by another. Other components are hosted by other partners. This is a normal setup for multiplayer games but is important to mention because when we attempt to track multiplayer or co-op issues, knowing exactly what issue appears at what point is vital.

The upcoming patches should help alleviate crashes in multiplayer as well as improve stability and speed. Because of the complexity of the multiple systems involved, we will continue to improve and iterate upon these systems in order to deliver you a better multiplayer experience. In most cases, this can and has already been done via the backend without patching the game, but it is something we are keeping a close eye on.

Connectivity Post-Mortem:
tl;dr: Our team worked throughout the Easter weekend and around the clock to resolve the server issues players were experiencing. We completely understand how frustrating this experience will have been especially given the huge amount of players eagerly anticipating the launch. We had enough server scaling capacity but our externally hosted database was seeing issues that only appeared at extreme loads.

We’re committed to full transparency with you. Today, just as we have been over the past year.
So we won’t give you the expected “server demand was too much for us”.

We were in fact debugging a complex issue with why some metric calls were bringing down our externally hosted database. We did not face this issue during the demo launch earlier this year.
Our database is used to hold onto everyone’s gear, legendaries, profile and progression.

Tech-heavy insight:
We managed to understand that many server calls were not being managed by RAM but were using an alternative data management method ("swap disk"), which is too slow for the flow of this amount of data. Once this data queued back too far, the service failed. Understanding why it was not using RAM was our key challenge and we worked with staff across multiple partners to troubleshoot this.
We spent over two days and nights applying numerous changes and improvement attempts: we both doubled the database servers and vertically scaled them by approximately 50% (“scale-up and scale out”). We re-balanced user profiles and inventories to new servers. Subsequent to the scale-up and scale-out, we also increased disk IOPS on all servers by approximately 40%. We also increased the headroom on the database, multiplied the number of shards (not the Anomalous kind) and continued to do all we were able to in order to force data into RAM.

Each of these steps helped us improve the resilience of the database when under extreme loads, but none of them were the "fix" we were looking for.

At this moment in time we are still waiting for a final Root Cause Analysis (RCA) from our partners, but ultimately what really helped resolve the overloading issue was configuring our database cache cleaning, which was being run every 60 seconds. At this frequency the database cache cleaning operation demanded too many resources which in turn led to the above mentioned RAM issues and a snowball effect that resulted in the connectivity issues seen.

We reconfigured the database cache cleanup operations to run more often with fewer resources, which in turn had the desired result of everything generally running at a very comfortable capacity.

All of this has enabled the servers to recover and sustain significantly more concurrent user loads.


Back to top
Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Fri, 9th Apr 2021 20:58    Post subject:
2.4GB patch out now.
Back to top
harry_theone




Posts: 11179
Location: The Land of Thread Reports
PostPosted: Sun, 11th Apr 2021 11:41    Post subject:
https://www.eurogamer.net/articles/2021-04-10-distraught-outriders-players-report-losing-hundreds-of-hours-of-investment-after-latest-patch

Quote:
Some Outriders players are reporting the continuation of a worrying inventory wipe bug that in some cases has scrubbed nearly 100 hours of investment into the game.

Outriders' first big patch went live last night on PC and PlayStation 4, and this morning on PlayStation 5, and some players soon reported their inventories had wiped.


Hot damn Laughing
Back to top
Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Sun, 11th Apr 2021 12:56    Post subject:
They will or are being restored as we speak.
Back to top
JHawkins




Posts: 980

PostPosted: Sun, 11th Apr 2021 13:21    Post subject:
Unfortunately they will only restore epics and legendaries and wont guarantee that the epics you get will have the same stats as the ones you had. And unless they fix the underlying bug restoring wont help if it just gets wiped again in a couple days.


Ryzen 7 7800X3D, 32GB Kingston Fury Beast @6000MHz, GIGABYTe RTX 4070Ti Eagle OC
Back to top
h0rnyfavn
Serial Humper



Posts: 13873

PostPosted: Sun, 11th Apr 2021 14:37    Post subject:
What a clusterfuck of a launch Very Happy


1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB

2) SFFPC (streaming via Moonlight+ Sunshine)
Back to top
Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Sun, 11th Apr 2021 14:39    Post subject:
Come on, we have seen so much worse.
Back to top
harry_theone




Posts: 11179
Location: The Land of Thread Reports
PostPosted: Sun, 11th Apr 2021 14:57    Post subject:
@h0rnyfavn Be careful of saying anything remotely negative with the apologist around Laughing
Back to top
Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Sun, 11th Apr 2021 16:28    Post subject:
hm, salty.
Back to top
headshot
VIP Member



Posts: 35411
Location: UK
PostPosted: Sun, 11th Apr 2021 17:51    Post subject:
Geez I hope this doesn't happen to me. Oof! :/

https://imgur.com/rTRvduT


May the NFOrce be with you always.
Back to top
blackeyedboy




Posts: 9945
Location: Transylvania
PostPosted: Tue, 13th Apr 2021 10:14    Post subject:
"Outriders player discovers 23GB of crash dumps stuffed in a Windows folder."

https://www.reddit.com/r/outriders/comments/mol4cb/23_gb_of_crash_files_from_outriders_no_wonder_my/


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
Back to top
lametta




Posts: 2609

PostPosted: Tue, 13th Apr 2021 10:58    Post subject:
looter shooters the cursed genre
Back to top
IamAWESOME




Posts: 8028
Location: TARDIS
PostPosted: Tue, 13th Apr 2021 13:55    Post subject:
blackeyedboy wrote:
"Outriders player discovers 23GB of crash dumps stuffed in a Windows folder."

https://www.reddit.com/r/outriders/comments/mol4cb/23_gb_of_crash_files_from_outriders_no_wonder_my/


Yeah, each crash was saving ~300MB something. Mine piled up to 1.2 GB. Safe to delete.

lametta wrote:
looter shooters the cursed genre


All somehow keep doing the same mistakes. Laughing
Back to top
lametta




Posts: 2609

PostPosted: Wed, 14th Apr 2021 18:29    Post subject:
Back to top
headshot
VIP Member



Posts: 35411
Location: UK
PostPosted: Thu, 15th Apr 2021 00:04    Post subject:
Love an AJ rant!
@ 7:00, 9:12, 10:05 Laughing


May the NFOrce be with you always.
Back to top
Foobyte




Posts: 472
Location: Germany
PostPosted: Wed, 21st Apr 2021 16:16    Post subject:
Release is out and seems to be fully online capable by exploiting the demo download through replacing the demo files with the retail version. Very Happy Even comes with the preorder DLC.

Just FYI for those who haven't purchased this and want to try it out.

The following is visible once you leave a reply
hidden


X670E | 7800x3D| 64 GB DDR5 | ROG Strix 3080 OC | Alienware AW3423DW
Back to top
zTurbo




Posts: 654
Location: 9th Circle of Hell
PostPosted: Wed, 21st Apr 2021 16:28    Post subject:
The following is visible once you leave a reply
Back to top
dethy




Posts: 3040
Location: Conclave of Shadows
PostPosted: Wed, 21st Apr 2021 16:41    Post subject:
Foobyte wrote:
Release is out and seems to be fully online capable by exploiting the demo download through replacing the demo files with the retail version. Very Happy Even comes with the preorder DLC.

Just FYI for those who haven't purchased this and want to try it out.

hidden


That is hilarious. Wonder how fast they'll patch it up?


My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 32gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.

Derpsole: Nintendo Switch, Derpstation 5 Pro
Back to top
Balthazaer




Posts: 115

PostPosted: Wed, 21st Apr 2021 17:49    Post subject:
So far ( cross fingers ) didn't encounter any of the game breaking bugs.
Back to top
Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Fri, 30th Apr 2021 16:00    Post subject:
Quote:
Hello Outriders,

We have just released a significant patch for Outriders. More on that further below.

As you will know, we’ve been spending a lot of time on our Character and Inventory restorations process. It has been hard to provide an exact date on its go live date so far, mainly because it has hovered on the very threshold of releasing for some time, but a small number of edge cases have forced us to reiterate and retest the process several times over. The greatest difficulty we’re facing in particular relates to giving characters the correct item levels, as item levels are calculated using three different variables: Character level, highest unlocked World Tier and highest completed Challenge Tier. The complexity of these three variables together on individual affected characters is taking some time for us to get right. Our tests indicate that restoring higher level gear than they should have leads to character problems, so we are not able to issue a blanket one size fits all solution here.
As our restoration tests have progressed, our latest patch was cleared for release.

While we had hoped to run the restoration process before releasing the patch, this unfortunately is not possible, so we have made the decision to release the patch today so that players can benefit from its fixes while we continue to iterate and work on the restoration process.

We will update you as soon as we have more news on the progress of the restoration and the community appreciation package that will follow it.


PATCH NOTES
While there will be some major fixes that we’re sure will be appreciated by players, this patch includes the fixes & resolutions for many smaller and minor bugs that were reported or discovered during the demo and launch period of Outriders, but were unable to be amalgamated into the hotfixes we worked on during the same period.

NOTE: THIS PATCH DOES NOT RESTORE INVENTORIES OR FIX CHARACTERS ENCOUNTERING THE “CANT CONNECT TO SERVER” ISSUE. THESE RESTORATIONS/FIXES ARE CURRENTLY BEING WORKED UPON.

HIGHLIGHTS / Tl;dr:
Only the bundled patch highlights are listed here at the top of this thread. There are many more specific and detailed patch notes and fixes listed further below.
Fixed a number of crashes throughout the game.
Fixed a number of issues, bugs and crashes associated with multiplayer.
Lots of resolutions for gear, mods, skill, quest, level & lighting bugs
[REBALANCE] AI snipers now give players more time to dodge their shots.
[REBALANCE] Reduced the amount of knockback from creatures in the Stargrave expedition.
There is now also a greater delay between spawns and a reduced number of the offending creatures.

Fixed a bug where a skill damage improvement mod on gear with a higher level than the player would actually reduce damage when used at lower World Tiers.
Fixed a bug that was causing a number of mods to not properly trigger their On Shot/On Critical Shot effects if said shot was a killing shot
Fixed a bug that caused the Trickster’s “Hunt the Prey” skill to not teleport but still go into cooldown
Fixed an issue whereby old crash dumps were not being properly cleared from the player’s system.
Note: These are the 300MB files that were previously left behind.

Added support for rebinding the Fn; Delete; End; PageDown; Insert Home; PageUp; Print Screen; Scroll Lock; CapsLock; keys.
The available FOV for configuration has been increased from 90 to 130.


The above highlights have been selected based on key community topics of discussion. For further fixes, we would recommend either finding notes via CTRL + F / “Search in Page” or reviewing the categories that interest you the most.

NOTE: These are predominantly bug fixes to resolve issues whereby the game was not working as intended. While this is not intended as a rebalancing pass of the game, some bug fixes here may change the way certain skills work. Where an intentional rebalance has occurred, we have earmarked this with [REBALANCE]. Please do not consider this a proper balancing pass as it is simply a small number of changes for which a patch was required.

Patch Notes INDEX:
Resolutions that apply specifically to the PC experience
General Resolutions and Changes
Multiplayer Resolutions & Changes
Gear, Skills & Mods Resolutions
Enemy, Boss and NPC related Resolutions
Quest & Expedition specific Resolutions
Audio and Dialogue Resolutions
Other changes and minor Bug Fixes



Resolutions that apply specifically to the PC experience
The available FOV for configuration has been increased from 90 to 130.
Fixed an issue whereby old crash dumps were not being properly cleared from the player’s system.
Note: These are the 300MB files that were previously left behind.

Added support for rebinding the Fn; Delete; End; PageDown; Insert Home; PageUp; Print Screen; Scroll Lock; CapsLock; keys
Remapped buttons should now display correctly in menus and dialogues.
Fixed an issue that could cause the game to lock the player to 60FPS until the player opened the menu.
Fixed a bug whereby cutscenes would lock to 60FPS, even if the player had selected a higher framerate.
Other improvements to FPS
Added support for the Steam Controller.
Fixed an issue whereby the intro cutscene would stutter when Ansel was enabled.
Fixed a stuttering issue with the intro cutscene when the game was launched on a secondary monitor that has a lower resolution than the primary monitor.
Fixed a crash that could occur if Razer Synapse is installed on the system
Fixed an issue that was causing the Razer Chroma Cinematic Ambient Awareness to not work after switching monitors.
Improved functionality of Razer Chroma effects.
Fixed a bug that would cause players to get locked in the Emotes UI if the controls for the Emotes wheel is assigned to the mouse buttons.
Fixed an issue that caused the HUD to disappear after capturing the area during the Prologue.
Fixed an issue whereby the controller layout screen was not displaying the correct connected controller.
Fixed an issue that caused multiple web browser tabs to open when logging into the Epic Games Store.

General Resolutions and Changes
Fixed a large number of crashes throughout the game.
Resolved an issue that could cause players to get stuck on the “Sign In” screen.
Fixed several lighting, shadow, and reflection issues within levels and cutscenes.
General level improvements including fixing collision, textures, LOD, OOW visibility, and grounded various floating assets. Also resolved a number of situations where the player could get stuck in the game world.
Numerous cover fixes for specific locations, including character alignment, cover-to-cover transition, and blind fire.
Camera movement has been improved during various cutscenes when smoothing is enabled.
Improved visibility of the crosshair.
Improved visibility of tutorial popup notifications.
Sidequest icons will now no longer persist on the map after completion.
The crosshair will no longer disappear when looking at allies.
Fixed edge case progression blockers and objective issues in numerous main and side quests.
Fixed an edge case issue whereby swapping characters could lead to a loss of the player inventory.
[REBALANCE] The Over levelling System/Scaling Multipliers have been adjusted
The system will activate one level later, when your average gear level is a minimum of 3 Levels higher than the enemies you’re facing [Previous: 2]
Outgoing damage will now be reduced less
Improvements made to Incoming damage scale, meaning players will feel more powerful without completely eliminating the threat of enemy NPCs
Conditions that will trigger the system have been cleaned up, which will eliminate unintuitive behaviour such as damage increases when using low level weapons
Overall code optimizations made
Multiplayer Resolutions & Changes
The default background matchmaking setting has been changed to Closed [Previously: Open]. This change can still be reverted manually in your settings.
Fixed a bug that could prevent clients from joining the host.
Resolved performance issues that appeared right after loading into a co-op game.
Improved the loading time for players gear when joining a co-op session.
Fixed a bug whereby a client could load into a corrupted lobby if the host lost internet connection whilst loading into a game.
Fixed an issue where the host would be unable to select a story point that other clients had not unlocked.
A notification will now also be displayed to the host warning them that the clients may not have unlocked that part of the story.
Clients will now properly receive the “story mismatch prompt” when joining a host.
Fixed a bug whereby a player with a complete story line was unable to join Expeditions if a story point before the end game had been selected.
Fixed an issue whereby client characters might not properly spawn when retrying Expeditions.
Fixed a number of bugs that could cause Issues or errors to appear following a host migration.
Fixed a bug that would cause players attempting to join each other’s session to get stuck on the “Waiting to join session” screen.
Fixed a bug whereby trucks were no longer visible for clients when joining a host in the Quarry.
Fixed a bug whereby the boss in the Eye Of The Storm expeditions could appear duplicated for clients during cutscenes.
Fixed a bug that could cause the client’s map to fail to update after joining a map where the Host was standing near a flag.
Fixed a bug in the Dying Wish sidequest where the host could get stuck in the quest area if the client disconnected.
Fixed an issue where audio can disappear if host migration occurs during a cutscene.
Gear, Skills & Mods Resolutions
Crafting
[REBALANCE] Cost of improving Rare to Epic and levelling up Epic gear from levels 1 to 30 have been lowered.
This will make improving items cheaper in the early game
Fixed a bug where a skill damage improvement mod on gear with a higher level than the player would actually reduce damage when used at lower World Tiers.
Fixed a bug that caused the UI to display a 0 in the preview when upgrading the Hell’s Rangers weapons.

Trickster
Fixed a bug that caused the Trickster’s “Hunt the Prey” skill to not teleport but still go into cooldown
Resolved instances where Hunt The Prey could be used to teleport to unintended locations
Fixed a bug that caused the Trickster’s “Venator’s Knife” mark to vanish after casting Hunt The Prey skill on the marked enemy
Fixed a bug whereby the Move Groove mod’s Anomaly and Firepower buff icons did not appear correctly on the HUD.

Pyromancer
Fixed a bug that was preventing the Pyromancer’s Feed The Flame skill from applying the Ash status effect to Screechers.
Fixed a bug whereby the Pyromancer’s Phoenix Nestling skill occasionally granted the player the incorrect HP in multiplayer. It now grants the correct 50% HP.
Fixed a bug that was causing Pyromancers to exit cover after using the Thermal Bomb skill.
Fixed a bug that could cause the Pyromancers Boots of the Lava Lich Legendary gear item to not include the appropriate mods

Devastator
Fixed a bug that caused the Perseverance mod’s damage reduction buff to not correctly end after the Golem effect wore off.
Fixed a bug with the Devastators Extra Quake mod, which sometimes provided more than 1 extra skill activation at the end of fights.
Fixed a bug that caused Lurkers affected by the Endless Mass skill to reappear on top of the player if you walked under them.
Fixed a crash that could occur if you Boulderdashed into a wall.
Fixed instances of Gravity Leap causing players to get stuck in unintended places.
Resolved instances where Boulderdash could be used to reach unintended locations

Technomancer
[REBALANCE] The Minigun mod “Massacre”, which was changed in the previous patch has had its duration reverted to its original value, but will now only stack up to 6 times.
Fixed a bug whereby the Toxic Lead armour mod was not triggering properly if an enemy was killed via a skill.
Fixed a bug where Technomancers would be stuck on their main weapon if they used Tools of Destruction and Pain Launcher at the same time.
Fixed a bug with Tools of Destruction where melee or further skill use was prevented if the skill was interrupted by using the mouse wheel.
Fixed a bug whereby The Perpetuum Mobile weapon mod was also replenishing the Technomancer’s Tools of Destruction Minigun ammo.
Fixed a bug that allowed the Technomancer’s Turrets to be placed on vertical surfaces.
Fixed a bug that could cause the AI to ignore Technomancers if a turret had been spawned before the AI spawned.
Fixed the set description of the Borealis Monarch set [English Language].

Skills can now be properly cast when using the targeting feature after changing the keybinding.
Improved the visual indicator for throwables.

Gear & Mods
Fixed a mod that caused the Anomaly Surge Tier 1 mod to not proc as expected
Fixed a bug that caused Legendary set bonuses to not show correct items being active in the armour details.
Fixed a bug that caused bright lights to appear on the screen when using the Storm whip mod.
Minor visual fixes to female gloves.
Fixed a bug that was causing the certain mods to not properly trigger their On Shot/On Critical Shot effects if said shot was a killing shot

Enemy, Boss and NPC related Resolutions
[REBALANCE] AI snipers now give players more time to dodge their shots.
[REBALANCE] Reduced the amount of knockback from creatures in the Stargrave expedition.
There is now also a greater delay between spawns and a reduced number of the offending creatures.

Molten Acari
Fixed a bug whereby The Molten Acari’s jump attack was still damaging players who successfully dodged its AOE. Players successfully dodging the AoE will now no longer be damaged.
Fixed a bug that allowed Devastators to permanently stun the Molten Acari by using the Endless Mass skill without any cooldown.
Fixed a bug that caused the Molten Acari boss fight to pause for around 1-2 minutes if one of the clients disconnected right before dealing the finishing blow on stage 1 and transitioning to stage 2.

Chrysaloid
Debuff icons applied to the Chrysaloid boss will now remain in between phases.
Fixed an issue where the Chrysaloid boss fight does not progress if the player kills the boss during the black screen between phases.

Yagak
Fixed a bug that could give Devastators unlimited healing when using the Impale Skill during the Yagak fight.

Fixed a bug that prevented the Brood Mother from dealing damage to the player with melee attacks while standing on an elevated platform located on the left side on the encounter area at the Outpost Gate area in the Quarry.
Fixed a bug whereby the Crawler ranged attack was damaging players beyond the attack range indicated by the UI.
Strix are now better able to cope with players standing too close to a wall.
Fixes to AI, including berserker pathing optimisation, skill usage, as well as reacting to and properly attacking players.
Health bars for enemy skills such as Anomaly Rifts are now correctly hidden if the Enemy Health Bar Mode is set to “Hide” in options.
Animations for enemies have been fixed in certain situations, particularly when in cover and recovering from knockdowns.
Fixed a bug that caused the VFX for the Weightlessness Mod to now work as intended with Crawlers.
Resolved issues that caused the game to become unresponsive when interacting with NPCs, particularly when using skills or changing input methods.
Fixed a crash that could occur during the enemy spawn in the first arena of the Chem Plant expedition.
Fixed a rare bug whereby players were unable to properly sell items to the vendors.
Fixed an issue whereby the cursor would turn invisible during dialogue with NPCs.
Fixed NPCs T-posing in certain situations.
Quest & Expedition specific Resolutions
Fixed a bug that caused the stash to lock if the player died in the Bad Day side quest.
Fixed a bug that prevented the Bigjaw monster hunt sidequest from being completed if the player died during it.
The navigation line during the Relics main quest has been fixed.
Fixed a bug that made the Historian quest in Deadrock Pass inaccessible if players initiated combat after triggering the exit prompt.
Fixed a bug in the Sacrifice main quest that prevented progress by not updating the objective correctly.
Fixed a bug that allowed players to charge the obelisk before the appropriate cutscene had been completed.
Fixed a bug that could cause Story achievements to not unlock correctly when their criteria was met.
Audio and Dialogue Resolutions
Miscellaneous subtitle fixes to bring them in line with the VO in terms of content and synchronisation.
Fixed Audio clipping that occurred in some cutscenes.
The SFX volume for Yagak’s abilities have been adjusted.
Fixed a bug that could cause the battle music track to not end after combat.
Fixed a bug that could cause the battle music to be active for players who were nowhere near combat.
Menu music now stops when viewing the credits.
Credits music no longer plays if music volume is set to 0 in the audio settings.
Fixed an issue whereby a Male character would have female VO in the forest when playing in Polish.
Other audio fixes and improvements
Other changes and minor Bug Resolutions
Added protection for when claiming items from the inbox when the stash and inventory are full.
A co-op exploit where multiple Legendary rewards could be obtained from the Historian / Bounty / Monster Hunt questlines has been fixed.
Fixed a bug that could prevent the player from claiming the World Tier 10 weapon reward.
Fixed a bug that caused the HUD to appear when players were only 80% loaded into levels.
Increased the framerate of the video clips on the class selection screen.
Text corrections in the Journal and tutorial screens, as well miscellaneous localisation issues.
Fixed a bug that was causing incorrect colour schemes to appear for the banner and truck customisation
Fixed a bug that could prevent movement after exiting dialogue sequences.
Fixed a bug that could prevent the inventory from opening if the Inventory Button was spammed
Additional backend fixes.
Back to top
Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Fri, 30th Apr 2021 16:12    Post subject:
28GB Wink

edit: after the 28GB it downloaded another 4.5GB, which I guess is the patch. No idea, lol ^^
Back to top
tonizito
VIP Member



Posts: 51337
Location: Portugal, the shithole of Europe.
PostPosted: Fri, 6th May 2022 19:29    Post subject:
https://www.eurogamer.net/outriders-didnt-break-even-throughout-2021

Quote:
A new report has revealed that, despite a strong start, Outriders failed to make a profit in 2021.

The report comes from developer People Can Fly (via Tweak Tower). Here, the company revealed the game is yet to make its publisher (Square Enix) any revenue. This was something that was suspected in August last year, when the developer said Square Enix was yet to pay it a royalty fee.

But, even in the several months following that initial statement, no royalty fee ended up coming People Can Fly's way in 2021.




boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
Back to top
zTurbo




Posts: 654
Location: 9th Circle of Hell
PostPosted: Fri, 6th May 2022 22:29    Post subject:
destiny is clearly superior in every way, that's the best pick even after everything they do, lore and aesthetics are very cool apart from their crap re-used hats
Back to top
0wen




Posts: 3566

PostPosted: Sat, 7th May 2022 00:04    Post subject:
It must be why they are trying to get $40 the DLC when most people that played the game stopped after the first month.
Back to top
r3dshift




Posts: 2771

PostPosted: Thu, 16th Mar 2023 12:16    Post subject:
Anyone care to play this in co-op? It can be played for free, don't buy it. Very Happy PM me for details if interested.


Frant wrote:
Shitass games are ruining piracy.
Back to top
Page 9 of 9 All times are GMT + 1 Hour
NFOHump.com Forum Index - PC Games Arena Goto page Previous  1, 2, 3, 4, 5, 6, 7, 8, 9
Signature/Avatar nuking: none (can be changed in your profile)  


Display posts from previous:   

Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB 2.0.8 © 2001, 2002 phpBB Group