Enemies spawning right after starting the mission

Hopped into a match since I haven’t played in a few days and just after starting the mission, bang, hordes of enemies. All the starting areas which normally don’t have enemies were packed full of them. Has this happened to any of you?

Yes, FS broke spawns last update (I cant remember if it was the full update or a hotfix). It also happens on Gloriana, the intro sequence of Mercantile, the tunnel before end event on Vigil Station and probably others.

Had this same thing happen there were 5 ragers and 2 bulwarks as soon as I loaded into the map. I started it solo too so it was kind of annoying.

when fatshark makes the game a bit more engaging by accident

I don’t mind it to be honest, the changes to Riser 31 on the other hand are quite severe.

it made escaping with the capsule there more engaging. i never had crushers and maulers and a spawn storm the room as soon as we opened the last door.

Yes and I love it, I hope they leave it lol, we were fighting 4 minibosses before we even went past Mr big nose on Gloriana.

I like it, but the end gave the entire premade sub 60 FPS on a wastly different setups and one of us crashed.

So yeah, in terms of difficuty its a welcomed change, but should be less of a slideshow!

ok that’s really annoying with the framerate. i can’t complain on nvidia, but amd cards seem to have issues.

Watch this “bug” be fixed and have actually been the reason for the juiced spawns in expeditions, leaving no reason to play it when they’re toned down.

To be honest, this is really cool, and I hope FatShark could keeps it.

I think stuff like this destroys pacing. On Havoc fair enough, but I feel like it’s getting more and more forgotten that this franchise was originally L4D inspired, which relies heavily on pacing to build an engaging mission with peaks and more relaxed parts.

Going back to VT2 it’s really obvious how Darktide lost a LOT of this because of the constant “up the spawns to compensate for player power” patches. In VT2 (and early Darktide) some stretches of the maps were intentionally sparse to make room for character dialogue, some more relaxed spreading out and grabbing items and just generally to set up the pacing for the next intensity peak. It’s really cool when you then start hearing the rats whisper and scurry and you’ve gotta be like “damn where’s my allies”. It also really sets events and finales apart because they are prolonged stretches of high intensity that don’t happen elsewhere.

Darktide kinda lost that pacing, it just feels like a non stop fight even on aurics nowadays. Events often spawn LESS stuff than just moving through the level.

This has been true since they changed how they worked in patch 13.

I started a Clandestine Gloriana and there were packs and packs of elites literally right in front of where players spawn in.

Also… holy cow your FOV is huge lol

Awww maaaaaannnn, they fixed this, so sad, it was so much fun :frowning:

fatshark ruining the fun as always

also enemies were used to spawn inside the prisons in oubliette which was funny

Yes it’s a shame, they could’ve turned it into feature “It’s not a bug, it’s a feature”,
Fun thing: gets fixed within a week
Class talent broken: takes 3-6 months to fix.
Yes, I am salty about this fix, because this was the most fun I had with Darktide in recent time.

Rather than just leaving it bugged and sending out enemies uniformly across the level it’d be way better if they fixed the broken spawns to begin with and made proper intensity peaks and tension building lows

Like look at the assassination oubliette mission. The spawns are totally nonfunctional on the final event it spawns nothing, just a few poxwalkers, until after the boss is dead. If you’re super slow it spawns some elites, but not always. It’s meant to spawn specials like the other assassination mission I’m pretty sure. Just slamming in more ambient spawns doesn’t really make the missions much better it just ends up killing pacing

I’m experiencing that this bug wasn’t actually fixed, they only “enforce” an enemy free area at the start now. Sections that previously had no/few spawns are still full of spawns now.

In fact the old bug on Dark Communion is back because of this: The cutscene plays and you get killed by spawns while you can’t move. Very fun indeed

Hopefully this gets properly fixed because these kind of things turn the game more and more broken as time goes on. Although them going over it and fixing the enemies at spawn but not reverting the other spawn changes worries me, could be the common theme that nothing ever gets nerfed and we have the devs decide to spam more enemies everywhere to the point the game breaks and kills you during cutscenes