 So guys, I am back with another Outriders video and today I bring you all the details of the upcoming patch for the game. And there's some massive changes here people, so let's get into it. How's it going guys, my name's DPJ and if you enjoyed the video leaving a like really helps out and if you like what you see and want to see more outriders on a daily basis, be sure to subscribe. Okay so there's a patch in coming next week, I mean the games stand for maintenance or by the time you're watching this video that's probably already happened, but the patch is being scheduled for next week, the day today is by the way guys at April and we'll get straight into what they state here. This is our first big patch for the main Outriders game, as of today the deployment of this patch is scheduled for next week. Okay so let's get into what they state, PC and console platforms. Once platforms have been updated to the same patch version, crossplay across all platforms will become viable again. Good news. Overall stability improvements for the matchmaking service, Crash fixes. We'll fix a multiplayer crash that could result in clients players having their inventory wiped. We'll fix the crash when completing a baby side quest. We'll fix the crash that occurs in no man's land when the language is set to Spanish. We'll fix crash and launch issues. We'll 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 where the crashes they generate appear in a number of places. We'll fix the HUD discipline in certain areas. We'll fix bugs that interfere with players respawning in multiplayer expeditions. We'll fix bugs with players getting stuck on geometry, including when using the gravity leap or falling out of the world. We'll change the default matchmaking setting from open to closed. You'll still be able to manually change the setting to open through your game settings. This change will prevent players from joining games when they host, when the host didn't intend to be 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, and many of the minor fixes and improvements. PC-specific will fix a performance issue where GPU was not being fully utilised. They also talk about, guys, a community appreciation package, which if you want to read about, you'll see this on screen now, where you'll see exclusive rewards where, as you can see, a level-appropriate legendary weapon, a level-appropriate amount of titanium, an emote, and a few other things. So yes, if you want to read through that, with further details on it, pause the video now. Okay, so back to the game and what's coming within this patch. In-vitru wipes and restoration. With crash fixes in-place we intend to run a one-off mass restoration. Here are our intentions to this restoration, which again, if you've had this issue guys, you can read through this on screen now. I mean, and we had this problem with the demo, and they did fix things, so if you've lost anything guys, I'm pretty sure you'll get it back. There's also an accolade wipe issue that they're again looking into, again you can see that on screen as well. So moving on to rebalancing, and it's big here people, it's pretty big. Not just requests, but through classes as well. Things are getting nerfed, I think things are getting buffed, it's crazy. Okay, so the rebalancing work can be implemented through back-end updates. There's not quite a patch, and we'll run during today's maintenance window, so this is what you all have got through the maintenance today. Important, balancing is done by a separate team to those who are working hard and preparing the patches. Rebalancing does not impact our progress towards patches, or reduce our ability to resolve bugs. So we see general balance notes. Historian, bounty and months on quests no longer grant legendary items for each subsequent completion. While rewarding players for completing all the historian bounty hunt and months to hunt quests is still our intention, we did not observe unintended results when players repeated this activity in combination with a specific multiplayer bug. With this reward adjustment, we want to eliminate this exploit behaviour while still making the quest line worth the effort. Players who took advantage of this exploit will not be punished. Adjusted loot on specific enemies. Two cabees, split toothed, sand shifter and cold claw. These particular beasts are being too generous considering the required effect to take them down. Chem plant, expedition time for gold, silver, bronze adjusted to 650, 1150 and 1500. Previously at 957, 13 or 3 in 1650. Boom town, expedition time for gold, silver and bronze adjusted to 390, 589 and 776. 422, 607 and 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 therefore more interesting end game. Core it. Damage multiplayer and tactical assault rifles 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 the 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 stacking cap. Bullet abilities, twisted rounds, blighted rounds, volcanic rounds, here we go people. While we fully understand to provide the overpowered fuel for the best builds out there, we are also committed to making sure that those build diversity in top performing builds. Late in the demo lifecycle we discovered a bug with regards to bullets, augmentation abilities, damage, calculation formula. While we fixed this bug, some unforeseen imbalances were unfortunately introduced, which has led to bullet-based abilities vastly at performing other skills. The main problem with this is that such bullet-based builds require much less involvement to make them top tier compared to other builds. To achieve this, we have made a couple of adjustments to 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 twisted rounds has been increased to 25 seconds, where it was previously 16 seconds, wow people a 9 second increase, my eyes are spinning right now. While infinite uptime and bullet abilities was always our intention, it is intended to be a high risk high reward playstyle, however given the current power of the skill, there is a very little risk involved in the ability given it's 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 fire power, skewer of power and outright executioner have had their power reduced to 35% previously 50%. The combination of twisted rounds increased of power on top of the multipliers provided by the class tree lead to huge increases of damage dealt by this ability. While we do understand that a satisfaction of this kind of power can bring, it is currently vastly outperforming our wildest expectations and we therefore need to bring it down a notch. Wow, vulnerability status, power reduced to 15% previously 25%. The technomancer hero's tree node damage against poison has had its power reduced to 15% previously 30%. While the technomancer's blighted rounds do not provide a damage increase on their own, other than ignoring armor and anomaly damage, they do provide an excellent tool for spreading that vulnerability and toxic statuses which in turn can scale out of proportion. The powermancer hero tree node trial of ashes has been reduced 15% extra damage previously 30%. Okay, so onto the main one for me, although my dear trickster has been nerfed pretty hard, the main problem for me were the stability and the connections, especially multiplayer. Okay, so they say co-op and multiplayer sessions are separate matter from solo player 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 handed by another. Other components are hosted by other parties. This is a normal setup for multiplayer games, what 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 patch should help alleviate crashes in multiplayer as well as improve stability and speed. Because of the complexity of the multiplayer system involved, we will continue to improve and iterate upon the systems in order to deliver you a better multiplayer experience. In most cases this can and has already been done via the back end without patching the game, but it is something we are keeping a close eye on. And there we have it, people with a few of the bits and bars which you can see on screen now. So quite a big patch coming next week, my dear powerful build seems to be nerfed, I mean is it that root? I'm not too sure, we won't find out until we actually get to experience what these patches change, but the tricks have been hit pretty hard, I'm not going to lie, did it even feel that powerful end game compared to the Pyro and the Technomancer? We will see guys, we will see, but yes, that is it for the patch notes, the first patch coming next week. If any more information drops, obviously I'll have you covered right here on my channel. But guys, I appreciate you stopping by if you hit the like button, I love you forever and hopefully I will see you on that next one.