Outriders News Update 9.9.21 | Huge Hints About Outriders Future | Moaning Winds Mod Discussed



Today we have the Outriders News Update for 9/9/21. Today we get the largest and most obvious hints about the future of the game and we discuss the past, present, and future of the Moaning Winds Mod. All this and more in today’s News Update!

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News Update Highlights:

Patch is Not ready yet.

I would like to take the opportunity that this delay presents to talk a bit more about Outriders in general.

Quite often we see players asking “what’s the point?” and “why are you running Outriders in such a live service way?” (also usually in combination with a really spicy hot take along the lines of “dead gaem”).

All the patch and rebalancing work that we have undertaken to date are part of a much bigger plan and end-goal. An end-goal that does very much include Stadia as well. Everything we are currently doing and have done in the past is essentially laying the foundation of what is still to come for Outriders, while also letting you be part of this journey. This is also why it is so important for us to get these patches right and also to bring the players, the meta and the overall state of the game into the best place it possibly can be before we introduce what’s next.

Topic for Discussion: A Deep-dive into Moaning Winds
As part of today’s news, and to continue last week’s discussion, we wanted to spend a bit of time going into the case study of Moaning Winds.

Prior to launch, Moaning Winds was balanced to be a niche mod. Initially, its (at the time) super low damage value (97k-ish at level 50), origin point (player) and trigger (reload) were making this mod obsolete. This judgement was made based on many hours of playtests and comparing throughput of different builds and skill levels, all in heavy tempo meta.

In a 3 player co-op session, there were very few enemies approaching a single player at once, let alone being in that player’s direct Area of Influence (close distance to player). This made the mod quite niche, especially within a multiplayer session.

Since changing the trigger (on reload) or origin point (player) was not an option, we chose to turn a bland, non-competing mod into a powerful niche tool that could serve one specific purpose: To clear trash mobs that attempt to overwhelm the player through sheer numbers.

We achieved this through upping damage and cooldown, both 4 times. Damage was increased to make the mod be able to serve the desired niche, while a cooldown change was made to safeguard the mod from abusive play patterns, such as triggering the mod every 1 or 2 shots.

This solution held true for 3 player co-op. Testers with Moaning Winds equipped could obliterate swarming melee enemies and chunk Elite opponents. This mod, when played proactively, achieved viability competing with other S-tier mods such as Legendary Minefield, Ultimate Bone Shrapnel, Wrath of Moloch, Ravenous Locust, Sandstorm and a few others.

With that in mind, this single player MW experience wasn’t considered a huge problem. If a player invested the time into farming, understanding the game and how different stats and mods can be complemented in order to create an incredibly OP build, they could naturally create a MW build that was viable in some, but not all situations.

And that’s how we’ve arrived at today. Where do we go from here?

It would be good to remind ourselves of a few things:

We do not plan to address the issue of Moaning Winds (or Fortress), before we have resolved the challenges that drove the creation of this meta and that continue to require it’s viability.

Moaning Winds core issue is not the base damage of the mod itself, so we want to avoid “fixing” an issue that is not present on playstyles that do not involve quick-cycling or shuffling weapons.

We have always had the option of simple “numbers nerfing” in this case, but we have not done so.

We are most interested in giving players a choice of using the greatest possible amount of different mods in combination with one another, which in turn will lead to much more compelling gameplay loops.

For example, we feel it would be healthier for players to be able to have 6 mods on 3 weapons, rather than the same 2 mods on all 3 weapons.

Patch News:

ORIGINAL NEWS POST LINK:
https://www.reddit.com/r/outriders/comments/pkzkve/outriders_moaning_winds_latest_news_and_known/

#Outriders #outridersnews #leeroygaming

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8 thoughts on “Outriders News Update 9.9.21 | Huge Hints About Outriders Future | Moaning Winds Mod Discussed”

  1. That's ridiculous for them to bother the only mod that helps clear the trash mods.. SMH FIX EVERYTHING ELSE THAT WE BEEN COMPLAINING ABOUT.. Some people still can't clear a CT15 even while spamming MW. I've seen it time and time again

    Reply
  2. P.C.F … Again nerff it and stop talking shit and taking up literature space lol just know once YOU do, I'm quitting the game lol. To me all I'm hearing from the Devs is if the community find something that works really well, they will nerff it. So you can experts nerffs from Death shields, Anemoi, fortress. Basically anything the fucking works.

    Reply
  3. I agree hope they don’t nerf it just beef up other mods to make them more viable. Thanks for covering the updates, much appreciated. Caught your live steam today too, nice!!

    Reply
  4. They need to be putting out more content, instead of just saying generally "we're going to put out more content." No Man's Sky has been churning out new content and ways to enjoy their game. In the time since Outriders came out, the Outriders devs haven't put out ANY new content but we saw several from NMS! Patches and tweaks to mods/enemies don't count as new content. If they don't want it to be considered a "dead game" then they need to give us more to do besides timed excursions. How about untimed excursions (at the very least)? We could also have a 3-vs-3 competition (not pvp) where both sides have to compete to achieve an objective, and by completing it they send mobs after the opposing team. And if Fortnite can incorporate Among Us as a game mode, the Outriders team can incorporate some old ideas in new ways as well. Perhaps events like a 3-v-1 hunt mode where players have to hunt down an NPC played by an Outriders employee (a la Predator). Killing it will get a cosmetic item (and yeah they need to let us do transmog already!! I'm dying to wear the DLC mask but its stats & mod suck compared to what I have). There, I gave them examples of how they can make the game better. Put transmog at the top of that list and I'll consider it payment for services rendered.

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