One lone guardsman running around in the nearby building one floor above you? Can hear him stomping, heavy breathing and doing audio cues perfectly fine.
4 Bulwarks and 3 Crushers appearing from the clowncar door right behind you? Completely silent. The only way I managed to react is because I’ve heard the door sound and turned to check.
Seriously, I think we need Darktide 2 solely for getting rid of this piece of trash abandonware engine. I would even take UE intead. Yes, I am that fed up.
By behind, I assume you mean alongside, which yeah - okay - that’s tricky when you can’t hear them clearly approaching. The “trap door” mechanism for spawns is a bit lame; but I assume part of DT charm so that not everything comes from ahead of you.
PS Specials/Elites have audio foleys, but I’ve not heard mobs make a noise when they’re clomping around on a different floor?
What these Studios should do is get together, build an engine for Swarm Fighting Games, and collaborate on it. Arrowhead and Fatshark Collaborate on the current Engine. Why not build something made for the kind of game they want to make.
Unreal Engine 5 - Thank god Darktide doesn’t use it. May make it worse. Look at UE games that don’t have 1000 horde and just few onscreen AI NPCs.
You see all these UE games with poor optimisation and complaints about devs not knowing what they are doing. More likely here the problem is UE itself. One UE dev said if an UE game was “optimised” any further, it would just look terrible and this is the engine’s limit.
I saw a video of a guy having no development experience create a basic 3rd person hack and slash game in a week. UE tools makes development easier at cost of performance, and it is free to use. Well free until it sells really well. But if you’re not making good money, UE dev tools is free.