One of the issues is when specialists spawn very close to you, then they basically come into existence right behind you and initiate an attack, in which case there isn’t even time for the “I have spawned” specialist sound to play.
Is it possible that specialist actions can override the “specialist has spawned” sound they play?
In your video it is not obvious to me where or when exactly the trapper spawned that almost netted you, but it is plausible to me it could have spawned right behind one of the pillars next to you as little as a second before it attacks. So if it attacks immediately after spawning, and it’s attack-sound overrides the I-have-spawned sound because it attacks so soon after spawning, that would explain why you didn’t get a spawn-cue.
This is especially frustrating with bursters that spawn basically in your face just as you round a corner. In my experience, many of these “soundless specialists” problems could be alleviated by forcing a significantly larger minimum spawn distance for specialists.
This would force them to travel a considerable distance before they reach the player. This should ensure there is plenty of time for them to send several sound-cues before they get within range to attack.
Alternatively, or in combination, also force them to play the I-have-spawned sound immediately upon spawning regardless of whether they also immediately proceed to attack the player.
I may be entirely wrong about this, but I feel the game was programmed in such a way that there is a limit to the number of sounds that are mixed in at any given time. And then it tries to provide you with the most relevant sounds, silencing the others.
However, it seems the heuristic used to determine if a sound is relevant has some flaws. One thing seems certain to me though, is that if you can hear the special, it means it is coming for you, specifically. It’s as if the heuristic takes the current target of each special into consideration instead of proximity and/or acoustic.
This becomes very problematic when one of your teammate is a Shroudfield Zealot, or if, for some reason, the special decides to start targeting you instead of someone else. Then it’s too late, the special is already behind and you have no time to react.
I sincerely hope it wasn’t programmed that way, but it feels like it.
The solution seems to be rather simple: the game simply cannot handle the constant special spawn that occurs in Auric Damnation and especially Auric Maelstrom, resulting in audio issues and A.I. breaking like Poxbursters standing motionless while being pushed.
Fatshark should have found a better way for making the game challenging, like spawning fewer elites and specials while making them far more tanky and dangerous individually.
That would have made encountering them much more frightening; instead of the current nuisance of the never-ending spawns of specials we have now.
Personally, I would prefer a slower, more horror-focused game over the action-packed, guns-blazing action, hero gameplay in current Darktide, but I understand that I am in the minority.
This single issue has already led to much frustration on my end that, at this point, i don’t say anything and just laugh. Some dude said that this problem was way worse before and this is simply incredible to me, i don’t see no big discussions about it(at least from what I’ve seen in the general discussions and etc)not even it is addressed in the known issues when they release patch notes. I’m 100% fine if im bad at this game(which i consider myself pretty bad) but by the God Emperor fix this and other broken stuff which is the only thing that makes this game “hard”. Grabber jumpscare!
Steps to Reproduce (Required):
Just play the game, eventually you’ll experience it and enjoy.
The current solution is to dodge sideways immediately when you hear the sound of the net firing
If you turn around, it’s already too late, and it’s the best way to deal with it when you can’t hear it approaching you.
Brother i had no chance to react in time when i turned around she shot me and she was 100% silent until that time, maybe if i had mkb i could react in time. The solution is to fix this problem ASAP.
Give Snipers a smoke screen that they deploy at their location when aiming down sights and change their behavior so that they gravitate towards the nearest group of gunners if there are any within a certain range.
Make Dreg Gunners, Shotgunners and Reapers immune to all Suppression/Stagger effects since they are Unyielding.
Give Scab Gunners flashbangs that they drop at their feet when attacked by melee.
Make Scab Ragers enraged after being stunned. This is the green eyes pox gas buff.
Change Shotgunner behavior so that they don’t engage in melee combat at all, rather they continue blasting their shotgun when attacked via melee.
Give poxwalkers that return from the dead the green eyes pox gas buff.
Change Bomber behavior so they always drop a grenade at their feet when they die.
Create a new Specialist, Dreg Psyker. This low level Psyker periodically targets a player in line of sight, disables their ability and reduces their vision range temporarily. Sound cue to targeted player and eyes flash green before attacking.
Create a game modifier that spawns a Daemon Host if the team doesn’t reach the ritual site before the timer runs out. This Daemon Host kills two players instead of one and then leaves. The ritual site will always be just before the final arena.
Very much still an issue with audio in this game after the unlocked and loaded update. Most noticeable is regarding pox hounds which have had their audio essentially removed entirely if there is more than one spawning.
Close spawns are still a substantial issue in the current version of the game with multiple spawns being line of sight based, but not functioning correctly. Specialists also seems to select a target they correspond to which causes audio for certain specialists such as the mutie to just not play for anyone but the intended target. Issue obviously is that that mutie is not exlusive and will still hit unsuspecting players.
Most egregious example involves Gloriana currently. With the attached clip showing 5 spawns for specialists/elites that I counted in vision.
If you care for anymore evidence I have plenty. Probably a feature length film of clips at this point of just this bug alone causing confusion and frustration. It is unacceptably common.
The simple solution to this would be to curtail player power and the spawn rates alongside it. This has been a clear and obvious issue since the class overhaul. Players are too strong, the game has buffed elite and disabler spawn rates to compensate, and the game cannot handle it.
I mean, me personally I don’t care what kind of an ‘information overload’ it’d be I kind of want to hear every single elite/specialist nearby all doing their thing so I can hear them, but there are, WAY too many occasions where your only warning is either being downed suddenly, or when you’re doing a quick check behind you ‘just in case’ you see them.
It definitely ‘feels’ like some kind of engine limitation…
Every single patch you break the audio for specials. Is this gonna take two months to fix like every other patch or can you test it just one time before it goes live. Having a real hard time enjoying this game when the audio doesn’t work and it’s like this EVERY SINGLE PATCH.
Steps to Reproduce (Required):
Play any mission, fight a horde/elite/monster ect, get caught offguard by a special who made 0 noise spawning in or approaching. It’s like this every single match.