Outriders: Inventory wipe continues to cause trouble despite the patch

Outriders: Inventory wipe continues to cause trouble despite the patch


As is well known, the People Can Fly team released another update or hotfix for the loot shooter Outriders last weekend. He should not only restore the crossplay function, but actually also take care of the problem with the inventory wipe, which is currently causing a lot of anger and resentment in the ranks of the fans. But apparently this was not the case.

As can be read at Reddit.com, among other things, the problem has by no means dissolved in favor - on the contrary. Some players even report that the bug with the deleted inventory seems to be even more common since the release of the latest update for Outriders (buy now € 59.99). Logically, this does not help the situation to ease. A little later, the support of the publisher Square Enix spoke up to take a stand. The statement reads:

"Since the release of the most recent patch, we have seen an increasing number of reports regarding this issue. Fixing the inventory wipe remains our top priority - and has done so for as long as until the problem is resolved. "

So Square Enix and People Can Fly are still working feverishly to get the problem under control. However, it has not yet been determined when the next update can be expected. However, it is known that there will be compensation for all players who have struggled with these and similar problems since the launch of Outriders. However, no specific date has been set for this either.

Source: Reddit.com

Here Are The Problems With ‘Outriders’ Endgame Expeditions


People Can Fly

At this point, many players have reached the endgame of Outriders, which is a series of Expeditions, enemy-filled levels with minimal narrative but big rewards at the end, provided you can run them quickly enough to meet gold, silver or bronze time thresholds.

So far as we know, this is it for the Outriders endgame for the foreseeable future, short of some sort of expansion coming later down the line, given that the game wants to avoid the “live service” tag. So as such, these modes need to be cultivated as much as they can be.

And there’s still a lot of work to do.


People Can Fly

The Timer

I was hesitant when I first reached the endgame and realized that this was entirely tied to being a time-based activity, which I am not usually a fan of for endgame stuff. With Outriders in particular, this turns the endgame into little more than a pure DPS race, and the end of match screen very clearly signifies who contributed the most and who didn’t. And if you’re on the low end of the DPS spectrum people don’t really care how much healing you provided or how many times your tank build didn’t die, you can just get straight booted out of the party. Timers are additionally annoying when you miss a tier by a few seconds, the same few seconds it took for there to be an unskippable cutscene that introduces the boss. And timers are also bad when the game frequently throws you in a three man activity with two people, or god forbid, you’re trying to do it solo.

Diablo Rifts

Like most things in Outriders, you can see the clear inspiration here is the Diablo Rift system, which does make some use of timed content, but is far more generous in its format. For solo player in particular, Outriders allows you a single death in an entire run, and if you die, you’re done, you start over. Diablo, meanwhile, would simply respawn you in place which may cost you some time, but it doesn’t straight boot you out of the activity. This is the Borderlands 3 “Takedowns” system which is absurdly punishing solo and clearly mainly meant for groups. Not that it’s impossible solo, but it’s absurd you get a self-revive in duos or trios, but you don’t even get a self-revive when playing solo.


People Can Fly


Speaking of revives, the current system which disrupts your revive of a teammate when you take damage is terrible. They need to adopt the Destiny system of reviving through damage. If the player is in a rough spot, you may die trying to revive them, but having players actually be interrupted when taking damage means you have to either solo clear everything in the room or do an elaborate lure dance taking a room full of enemies away. Trickster can use a time bubble to (sometimes) revive in the middle of combat, but the system needs some reworking.

Enemy Balancing

Well, we already got our first balance patch for a bunch of nerfs to Outriders classes, and yet unruly enemies have not gotten touched at all. Chief on my list of enemies that need “adjustment” would be:

  • Status immune, leaping Alpha Perforos that now come in packs of like eight during Expeditions.
  • Strix with their absurd movement patterns, don’t-miss poison shots and their one hit kill melee.
  • Crawlers, especially multiple Crawlers, with their overlapping ground pulse move that becomes literally impossible to avoid when they stack it.
  • Snipers that never, ever miss, and will shoot the second you’re out of cover.
  • Any enemy that shoots nearly invisible blue fire on the ground that lingers long after you think it’s disappeared.
  • Update: Matchmaking

    I was mainly focusing on what happens within the actual activity, but I’ll circle back to a point I’ve made before, that in-camp matchmaking, getting put with a party leader doing nothing but talking to vendors for ten minutes, is incredibly annoying, and this should be a playlist that puts you straight in a match.

    So, those are my thoughts for now. We’ll see what the next patch holds for any possible changes here.

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