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For someone of us that are used to it (or just that good) it would be nice of the spawn rate setting could be changed in the Sandbox settings.
i know this, but its not the same as having additional spawns, just increases how fast they respawn. im not overkeen on clearing a area, only for the enemies to instantly respawn. i just want more foes at the same time.
Though i hadn't messed with altering how quickly the default time passes and wonder if that might be tied to enemy spawn rates. (Perhaps spawning slower if time moves slower?)
The latest update dynamically (not drastically) reduces spawn amounts for solo exploration, which as a whole is good, given not everyone is as determined to handle such hoards all the time.
But for those that can, or want the challenge, it would be nice if that got a Sandbox setting.
Heck, seeing this idea being used by the devs means that it can easily go the other way, with more of a spawn count for a more diehard solo player or group of players.
I could see an increased spawn count and reduced spawn rate being a popular setting, giving players a tough battle, and rewarding them with stuff actually staying clear for awhile.
exactly this. i do get why the change was made, and i do appreciate them catering to a more casual demograph, but i enjoyed going to that military checkpoint and clearing it out. now theres, i wana say 1/3rd the enemies all because im riding solo, even tho im at the end of the current early access progression
It needed a good test, it is getting it, and will get tweaked. This is science after all, not some perfectionist fantasy land where stuff works the first time and all the time. You experiment, check the results, adjust, and repeat.
On a different note, I am wondering how many people are on the other side of the point of view, thinking the amount of enemies is now better.
This! The problem was never the amount of enemies but their comically fast respawn rate. Unfortunately they "fixed" the wrong thing.
Odd how those those threads never seem to stay up.
(aka, let's pick a thread focused on that topic of unusual spawn rates and give details as to how and where this issue comes up. A dev has expressed interest in this in one of those posts, and I have yet to see very many posted details or examples)
Add it to the sandbox menu where increasing spawn points will make the spawns denser with more enemies at each points, and the rates determine respawn period of these points.
So if you want it to be chaotic and experimental, double or triple enemy spawn points for ~24 player servers maybe? But lower their respawn rate down to half or 25% as much as a possible customization. This should apply to generic enemy spawn locations like grunts, and standard random enemy spawns.
This does not apply to Exor Monks, Snipers, and rarer enemy variants.
(Oh boy, imagine how fun the game would be with double or triple the snipers)
This way you have tougher encounters, but less occurrence of encountering them again after clearing them out.
Maybe have respawns on the basis of 'ingame days' in percentage than simply a cooldown timer when players aren't in the area.
So 100% means after 24 ingame hours, once players aren't in the area, trigger respawns for all enemies nearby.
50% means after 36 ingame hours, under the same conditions as above, trigger respawns.
1% (minimum) means after 48 hours (capped).
200% means after 12 ingame hours.
300% (maxed) means after 1 ingame hours.
You have the complication of messing with the day/night cycles, so doing it based on only the in-game time could be hard to manage, but still doable.
I find that 0.5 value for day/night cycle is best to getting more done in a single day, and it can seemingly impact respawns by giving you more time until they respawn.
1.0 value is every 5 second = 10 ingame minutes.
0.5 value is every 10 seconds = 10 ingame minutes.
So if you crank enemy respawns to 300% or per ingame hour, then every 60 seconds they respawn at 0.5 value, or every 30 seconds at 1.0 value.