Last week, I wrapped up my Expedition after successfully acquiring the last Ion Sputter. This week, however, I’ve taken a moment to pause and reflect on my experiences in Stella Montis.
Late Spawns and Their Impact
Spawning late into a match in Arc Raiders used to be a minor inconvenience for me; in fact, I found some aspects of it intriguing. There’s a certain thrill in surveying the aftermath of a round—discovering corpses, examining fallen Arcs, and scavenging the remains. Occasionally, this can yield surprising rewards. Yet, it becomes a significant hurdle when you have specific objectives to meet, particularly with the game’s increasing emphasis on Expeditions, quests, and events.
In this latest Expedition, the necessity of collecting Ion Sputters and Frequency Modulation Boxes—resources unique to Stella Montis—has underscored the frustrations associated with late spawns. The Snap and Salvage quest had already highlighted this issue. Arriving even a few minutes late to Stella Montis drastically reduces your chances of obtaining the required items. This challenge is compounded by the unpredictable nature of spawn locations.
With the introduction of aggression-based matchmaking, I often find myself thrust into a more PvP-centric version of Stella Montis, complicating the quest for resources even further. The game is designed to accommodate various playstyles, steering clear of forcing players into a singular approach. This raises the question: what purpose do late spawns serve?
One plausible explanation is to avoid ‘dead matches’—situations where a player is left alone after others have perished or extracted. However, I believe there’s merit in having moments of solitude. After all, shouldn’t players who outlast their opponents be rewarded with the freedom to explore the map? This concept is a staple in most extraction shooters, and it seems like a fair system.
From my perspective, late spawns disrupt strategic planning and introduce an element of randomness that feels unjust. For instance, if you intend to loot a specific locked room and have prepared by stowing an epic key in your pack, only to spawn 15 minutes into the round, you may find that room already stripped bare. While you can still salvage what’s left, it ultimately feels like wasted time.
The same principle applies when hunting for particular items tied to quests, Expeditions, or events. There are usually a handful of locations where these items can be found, and they tend to attract crowds. This dynamic is acceptable if everyone spawns simultaneously, creating a competitive atmosphere for resources. However, spawning late means missing out on that initial scramble entirely, relegating you to scavenging through abandoned buildings filled with half-looted containers.
If Embark continues to steer us toward the pursuit of specific resources, it would be prudent to rethink the late spawn mechanics to align more closely with the conventions of other extraction shooters.