Abiotic Factor

Abiotic Factor

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Colin May 22, 2024 @ 4:55pm
Option for more spawns
A change that was made for the game recently was to make it so when solo, enemies are less overwhelming when not playing in a group. whilst i do think this is a good idea, alowing peeps to have a more relaxed time with the game.... man do i wana keep faceing the swarm. XD

went to the military blockade by the crane, and the enemy pressence was vastly less. im kinda bummed about it. could there be a potential option in the future, to have a in game way to increase enemy spawns? i honestly enjoy fighting large amounts of foes, as apposed to spongier, insta gibbing enemies. also lets you farm enemies too if you can deal with there vast numbers.
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Showing 1-14 of 14 comments
MechWarden May 22, 2024 @ 5:15pm 
I was going to test the game out first, but this instantly came to mind as well.

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.
Demonocolips May 22, 2024 @ 5:17pm 
there is a variable in the server settings in the save folder that used to adjust spawn interval. decreasing the value increased spawn frequency so adjusting that should get the effect you want.
Colin May 23, 2024 @ 1:06am 
Originally posted by Demonocolips:
there is a variable in the server settings in the save folder that used to adjust spawn interval. decreasing the value increased spawn frequency so adjusting that should get the effect you want.

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.
Andy Mil May 23, 2024 @ 1:12am 
I hope they add this to sandbox setting too and we don't have to go extra mile like you become game dev just to edit save
Last edited by Andy Mil; May 23, 2024 @ 1:23am
Nokturnal May 23, 2024 @ 4:19am 
Haven't tested the latest patch, but I tested the previous patch and adjusting the spawn rate via server settings. The default values seemed to barely change the spawn rate of enemies, they seemed to respawn within about 3 in-game hours on the dot no matter how high or low I changed the respawn setting. I feel like the difference in min and max values could definitely be increased.

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?)
MechWarden May 23, 2024 @ 9:20am 
Originally posted by Demonocolips:
there is a variable in the server settings in the save folder that used to adjust spawn interval. decreasing the value increased spawn frequency so adjusting that should get the effect you want.
There is a very significant difference between spawn amount and spawn rates.

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.
Last edited by MechWarden; May 23, 2024 @ 9:21am
Colin May 24, 2024 @ 3:56am 
Originally posted by MechWarden:
Originally posted by Demonocolips:
there is a variable in the server settings in the save folder that used to adjust spawn interval. decreasing the value increased spawn frequency so adjusting that should get the effect you want.
There is a very significant difference between spawn amount and spawn rates.

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
Narsh May 24, 2024 @ 5:35am 
I loved the amount of enemies it had before, going to the military with the big crane and clearing it out generating supplies. Now it's just way too easy. This change should have been a sandbox option to be turned on/off
MechWarden May 24, 2024 @ 9:15am 
Given this is Early Access, and stuff needs testing, I don't feel as though it should have been hidden away as a sandbox option.

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.
CombatWombat May 24, 2024 @ 10:28am 
Originally posted by Colin:
Originally posted by Demonocolips:
there is a variable in the server settings in the save folder that used to adjust spawn interval. decreasing the value increased spawn frequency so adjusting that should get the effect you want.

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.


This! The problem was never the amount of enemies but their comically fast respawn rate. Unfortunately they "fixed" the wrong thing.
MechWarden May 24, 2024 @ 11:34am 
Originally posted by CombatWombat:
Originally posted by Colin:

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.


This! The problem was never the amount of enemies but their comically fast respawn rate. Unfortunately they "fixed" the wrong thing.
You know, somewhere I commented, several times, about this exact thing, about spawn rates being weird.

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)
Kai May 24, 2024 @ 11:41am 
Basically easier to condense the information into:

Enemy Spawn Points vs Enemy Spawn Rates

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.
Last edited by Kai; May 24, 2024 @ 11:50am
MechWarden May 24, 2024 @ 11:54am 
If the above is going to be done, I think we'd need a good definition of what's an 'area' and also put spawn rates more down to some sort of game cycle or real life timer.

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.
Last edited by MechWarden; May 24, 2024 @ 11:55am
Kai May 24, 2024 @ 11:58am 
Originally posted by MechWarden:
If the above is going to be done, I think we'd need a good definition of what's an 'area' and also put spawn rates more down to some sort of game cycle or real life timer.

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.
Well if you tweak the length of a day/night cycle, the ingame hours is still the same mechanism even if longer. But it will really make it feel like enemies barely respawns if you double the day's duration, and extend the enemy respawn period.

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.
Last edited by Kai; May 24, 2024 @ 12:01pm
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Date Posted: May 22, 2024 @ 4:55pm
Posts: 14