Are the soundless trappers intentional?

Since the last patch I’ve gotten so many games where the vast majority of the trappers are soundless. They were a problem before, but now it’s become a rule instead of an exception. So I have to ask, is it intentional?

You know the kind I’m talking about, the kind where the first time you even hear one exists at all is when they fire at you. At that point depending on distance you have like 0.25-1s to react and an RNG ~50% chance to guess which direction you should dodge, but because you often can’t tell the distance from sound alone there’s every chance you will dodge too early, or too late. Along with how fire now is an instant down, and people rezzing you on fires is an instant death, it’s gotten completely ridiculous.

So I just wanted to say that if it’s intentional, that’s fine. But you can’t have both soundless disablers along with an AI that routinely spawns specials out of thin air or behind a random dead-end corner with no spawn doors 2m behind you. That just takes away the entire skill element of the game and makes it nothing short of blind luck and extreme frustration.

9/10 of my Damnation Auric+ wipes now come down not to poor team play, resource management, positioning or personal skill… but just to whether the AI decides to spawn a burster or a soundless trapper on top of you or your team at a point where you can still recover, or not. It’s not even an “if” anymore. In the 2 months since these problems were introduced, they’ve only gotten worse instead of being fixed.

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Definitely not. Trappers are supposed to manically laugh as they approach. They also say certain catch phrases on spawning.
The Tide games have a history of soundbugs with soundcues not working right and one fix to them breaking another.


That’s because this game has a Sound Manager (in fact most of this game’s events are handled by some type of “manager”, it’s how Fatshark sets up their games).

The Sound Manager monitors ingame event triggers, then looks up the referenced trigger and the actor causing them, then assigns a sound from a list of indexed dialogues with an assigned duration. Said Sound Manager also has the task of not spamming sound too much and for that it also uses some form of indexing, where it counts how many sounds of a type were just played or are still actively playing.

So one limitation it works with for instance is players can’t trigger their voice-on-command speeches more than once every 5 seconds per type.
There is also a priority list internally and every sound has a priority assigned. When two conflicting sounds of a category play, the high priority sound will cut out the low priority sound.
You will have seen certain mission voice over speeches cutting out during gameplay before. That is this functionality.

The sound bug of important ques like “Trapper Spawning” not playing could be the trapper sounds having the wrong priority assigned or simply being prevented from playing because too many other sounds play already.

TL;DR: No, it’s not intended. It’s some bug, conflict in the code or misaligned value.
It’s probably reported in the bug section already, but wouldn’t hurt to check.

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i dont recall when i first started complaining about the soubndscape but it was like 6+ months back at least. we started to see (but not hear) soundless pox walkers and alike.

but its degenerating fast now. im guessing the sheer volume of calls being qued is just overwhelming the sound system, its either been brought over from v2 (where it did work excellently but was under far less pressure.) or just under engineered and as the volume of spawns in play has ballooned over the first year it just cant keep up.

No, it had issues in VT2 at several points, too. Same issue, silent Specialists or Elites spawning in. It was just fixed at some point and you either forgot or didn’t play then.
In VT2 it was mostly with Eshen Assassins and Moulder Packmasters.

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just dont remember i guess i am getting old :wink: i played v2 from launch for a 400 hours or so , don’t recall ever noticing missing sounds and being very impressed on just how complete it was i mean you could tell exactly what had spawned where it was walking to everything had clear aggro barks etc.

i do recall we didnt have the backstab noise to start with and it was a nice safety net when it came in , not needed but nice to have. in DT if feels like the first and only line od defence sometimes , and its not as reliable as it used to be!

Sound shenanigans seem to be connected to the memory leak issue in my experience. I’ve found that restarting the game between runs seems to keep the issue to a minimum. Thank god the game helpfully likes to CTD whenever I’m in my inventory after a run, it speeds the process up.

I’ve been playing DT since release. And while we had tons of problems in the start, most all of them were fixed to a point where they happened so rarely you could go days without seeing them.

While instant specialist spawns like bursters popping out of nowhere in your face were an issue back after release, they’ve barely ever happened at all since early summer. The sound issue is wholly new to me though. Both the sound issues and the instant spawns coming back but worse than ever started on Oct 3:rd with the class overhaul & console release. I was hoping they’d get fixed soon but here we are, over 2 months later. :c

And when I said that soundless trappers have become a rule instead of an exception I meant it. I see it happening far more often than not now. Even in team fights I constantly notice a trapper firing at someone else when nobody knew one had even spawned let alone made its way to us.

It’s absolutely horrible, might as well play with the sounds off tbh so at least I wouldn’t be lured into thinking I can trust what I hear at all.

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They need a constant sound like the hounds (hounds sometimes make no sound tho) and bursters imo for how high threat they are also being able to shoot through literally anything is BS

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100%, this is a massive problem. We’ve seen trappers spawn in on a lower floor and some how net someone through a grate or stairs that we can’t shoot anything through. Now that I think of it, snipers have been able to do this from time to time as well.

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Soundless, appearing out of thin air and able pass or shoot through solid objects - all the disablers are broken.

Trappers aren’t just silent until they fire at you either, they can be completely silent when firing too. Mix that with the fact that they can appear out of thin air in some places, and fire through the walls and floors in some places, they are in my opinion the most broken mob at the moment.

For example, the newest map has that “lab” area where you do a scan. When you open the doors and deploy the servo skull in that central “hallway” between the stairs to the raised room on the left and the short wall before the main “lab” area on the right, directly ahead against the left wall of the hallway there are some boxes and a yellow gas tank looking barrel. Among the usual repeat spawns for that area there is always a Trapper.

Not sure where it’s supposed to spawn, but it’s supposed to be visible when it drops down from above in the centre of the “hallway” directly above that gas tank looking yellow barrel, as I’ve seen it work properly a couple of times while waiting for the usual invisible spawn. Usually however, instead of dropping from above visible and animated, it magically appears out of thin air, usually clipped into the barrel while in “psykhanium dance” stance before it slides out of the barrel, touches the ground and it’s usual movement animation starts again if no-one is close enough to it.

Add in the fact that it will silently fire from that position the millisecond it becomes visible if you are anywhere close to it - and you might understand why I have studied this particular trapper spawn and lament its very existence. (And If I didn’t know better I could swear it knows when I am screen recording).

The fact they can also then fire though a multitude of solid objects in the game, means that you can’t hear them, you can’t see them and you can’t avoid them. They are broken AF.

Trapper sounds definitely break when multiple of them spawn. Stacking specialists is another bug that’s been happening more recently, since patch 13 or 14.

sadly there many sound bug like since patch 13 and for know there been no fix to it
most of the one i get are sound at spawn and until they start attacking you

(and just in case, sound at spawn of mutant/poxhounds/flamer/trapper/boss could be hear from anyone, from anywhere before patch 13 and all these mobs (and crusher/mauler/rager) did sound from there spawn until they start a attacks on you.

Now (not always the case but too much often) they can spawn without making any sound, running at you without making sound and start a attacks (mauler upper head ?) on you and only during this attack they will start to make sound and often they not alone#nosoundmixhordeisfun

From the latest patch notes:

I bet they did an oopsie here.

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I think them being able to shoot through crushers or just a crazy amount of enemies is silly also. They shpuld have to push to the front

I believe the main issue here is the Warp-Doors. I believe some of those trappers might have spawned a while back but only just got there after other trappers that you thought were that one.

I still firmly hold that this game would be drastically improved if enemies only ever use Warp Doors if there is no other route they can take to the player. Not just if the Warp Door is the shortest route as now.

The solution to this is a manager that checks if a sound played with priority or not. If it didn’t have priority when it played, the enemy its associated with it cannot inflict damage, or any other ailment like disablement, to the player; they’re essentially completely impotent until their audio cue plays with priority.

Developers of a game like Darktide don’t want their game to be perceived as trivially easy. These audio bugs have persisted because they cause the game to be perceived as more difficult. If these audio bugs were causing a significant portion of enemy attacks to harmlessly pass through the player, they’d be fixed in a fraction of the time. Guaranteed.

Just wanted to point out that the new patch introduced soundless and otherwise sound bugged poxbursters now too. Really going in the right direction here…

They regularly make far less sound than before now, sounding like they’re 20m off until they’re right next to you, which admittedly isn’t that bad once you get used to it and learn that you can’t trust the sound cue at all. But now you can have them literally run up to you from behind and not make a single sound until they explode.

Sigh…

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Adding soundless or close spawning pox bursters to the pile.

Had a game last night where the other guys in the lobby swore up and down that I was the only one who could hear poxbursters. The sound system is definitely busted, and not even in a consistent fashion.

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