It's such BS that enemies materialize into thin air behind you

I’m happy to see this topic still getting attention.

I can’t think of a solitary reason for mobs not to use one of the many clown doors and just materialize a short distance away from your PC outta sight.

I’ve had everything from bursters to ragers and crushers slide up right behind me and really screw me over which was not fun or sporting. They literally just materialized not far from my back and their movement buffs put them in my face almost right away.

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Bosses have been appearing out of thin air too.

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People keep saying this and I keep seeing videos of it so I know it happens but I still don’t see it happening in my own games. Perhaps I’m just not very observant.

I personally don’t have a problem with some enemies spawning from thin air.
It depends on the circumstances, which the director might have difficulties with judging.
F.Ex, if the game had defined “rooms” - it might, I don’t know - and there were two connected rooms with no ‘clown doors’, with no players looking inside, after 2 seconds of that being the case, spawning a small group of pox walkers sounds ok with me, even if I consciously know that the two rooms are only connected to an area my team can observe.
It’s a game, I’ll live.
In a dark room in the hab blocks, spawning the odd trash mob even seems moody - they might have crawled out from under a bed or something.
And if there were enemies that could cloak, hide on ceilings or other such behavoirs, it’d be par for the cause to sometimes spawn in otherwise impossible places.
But to my knowledge we don’t have those - or they are very, very good at hiding, and when I can see that there’s no enemies in an area, nor directly behind the fence enclosing it, and I turn around, take a step, turn around again a second later and there’s a mauler or shotgunner there that couldn’t have possible gotten that far from the fence in 5x the time, it feels highly irritating, and very much unfair if I get hit because of that.

Tl,dr: I agree with the notion, like most everyone else, though it mostly annoys me in case of elites and specials, where it’s not just weird, but unfair.

It’s interesting to see which hills people are willing to die on. Mine is the crafting system. Of course I prefer not to see the spawns, but the amount of enemies coming at you at high-intensity missions are just insane anyway and dealing with it is part of the fun (for me). But sure, improvements can be made.

take a aim and have extreme recoil, while the primary fire would have horrible accuracy and recoil along with

While you’re right, many of have personally seen them pop out of thin air tons of times. Especially on T5 HISTG since patch #13. What’s far more common however is when it spawns specialists far too close even if it’s just barely out of sight, like 2-3 bursters ready to blow just barely behind that corner 2m behind you with no doorways of any kind, while you’re already busy with a massive mixed horde.

Almost every single time I’ve seen this happen was because I moved forward to a new room, or when I was glancing around me quickly and noticed that empty space behind me where 0.5 seconds later I saw 5 gunners pop into existence out of thin air. The AI is clearly trying to do it inconspicuously so as to not get caught, kinda like those many older generation console games, GTA etc. where it was deliberately designed to spawn enemies, cars etc. out of sight which often meant behind you where you had just cleared.

The real problem here are the implications of what this all means.

To put it simply, it’s extremely likely that many, many of those enemies you thought just came out of a doorway, jumped down from some scaffolding above you, or climbed up from the level below? They didn’t really do that. They just spawned there behind you, or on those scaffoldings and levels beneath despite the fact that you cleared them before precisely so this wouldn’t happen. Vermintide 2 had a massive problem with this but at least there the idea was that the rats literally burrowed up from the ground. Even though they too frequently cheated and skipped the vital delay of the burrowing animation to instead attack you 0.5 seconds after you just turned your back on what was clearly empty space before.

Because this problem has existed since Vermintide and was never fixed for Vermintide 2 either, I never expected Darktide to be any better. But over the past almost year Fatshark did make tremendous improvements by making it extremely rare for the AI to spawn specials+ this way. Which is why it’s doubly annoying that patch #13 busted it all up and made it worse than it’s ever been before. Specialists are actually dangerous, if a burster spawns on top of you that’s already far too late, and literally tantamount to blatant cheating. Things like this should never, ever happen. Ever. :frowning:

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I agree quite whole heartedly.

But as I’ve run through levels I’ve taken note of clown doors. Almost every room has at least one, somewhere. Couple the vast number of doors with the enemy move speed buffs when not being looked at and I honestly believe there is no reason to ever have anything materialize outta thin air just out of view. It won’t be long before the enemies move from the door you’re probably not just staring at into range to attack you. And even if you are in a situation where you’re looking at the one door, there’s almost always another somewhere not far. I’m really hoping the complaints here get addressed.

Because yeah, it is cheating to have pox bursters spawn right outta site behind a horde or around a corner and just blow in your face.

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I think the biggest problem in this situation is not that they spawn right behind you, but that they don’t make any sounds and noises and coming at you like absolute black ninjas.

At least if there is some noise I can focus my attention to them.

I’ve had this patch, many instances of enemies spawning directly on top outside of horde mechanics.

This doesn’t look intended, is funny to witness, less funny to live through.

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I’ve recently had problems with crushers spawning behind me in an open area, not making any footsteps sound, and then smashing me with their homemade hammer.

How do I know they’re spawning behind me? Because I play in third person and am one of those “spinny-bois” who continually slide-turn 360 degrees to check what’s behind me.

There have also been instances of groups of Ragers, Shooters & Gunners, or Maniacs spawning in front of me.

Worst of all are the Snipers that fire at you from impossible angles (shooting through walls) outside of the playing area.

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Last night I was running down an empty corridor and a shotgunner materialized in front of me.

One single shotgunner…

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https://wh40k.lexicanum.com/wiki/Teleportation

Imperial teleporters are massive devices built into spacecraft and buildings, and require considerable power supplies

teleportation can “penetrate” only limited amounts of solid matter (nearly 5 meters) and always need a straight line

I don’t think the lore could support this kind of teleportation :stuck_out_tongue:

tcadnsta

Same thing, have experienced quite few cases where I check room from doorway or something, it’s clear room, check other direction for sec and back, there is a group of 4 enemies now in the room…

Oh and ofcourse those damn ninja enemies that spawn behind me after I just checked my back and then proceed to snipe specials and elites to aid the squad…
Always the usual “sneezing into a tissue” sound suddenly…

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they only pop into existence when you pass a trigger, every other enemy came from some hole in the wall, air duct, floor duct, over a train, from a train, through a door, from a balcony, or from behind u

but never out of no where practically on top of you

imo your pc prolly jus has a hard time rendering loitering enemies quick enough

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