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BHVR, accessibility options should not require perks

SuzuKR
SuzuKR Member Posts: 3,910
edited September 2022 in Feedback and Suggestions

It literally does not matter if Shadowborn being implemented as a base kit 15° FOV slider gives an advantage. Balance around the slider being available. People should not be forced to give up a perk slot to be able to play without a migraine.

Before the inevitable comment "everyone will use max" nonsense gets posted again, no they won’t. For the same reasons some people cannot play normally on too low of FOV, others cannot play normally on too high. Everyone’s bodies are different.

And no, "just don’t play then"/"just be permanently forced to give up a perk slot" is not an even remotely defensible position. Especially not when literally every gameplay advantage even +15° FOV can give can be done on native:

  1. Did a survivor just vanish right around you after a swing/stun/vault/whatever, and there’s no trails indicating their direction anywhere? First place to check is behind/below you, because there literally are not any tracks going not elsewhere.
  2. Are you crossing the map/in chase? You should still be checking side to side to keep track of or find any survivors that might appear on the edges.
  3. Are you being stunned or in fatigue? Cool, then it literally doesn’t matter for 99% of them since they force your camera extremely downwards and/or blacken out most of your vision anyways. For weirdos like Wesker that fatigue looking straight ahead, his vision isn’t obscured in the first place regardless.

And bottom line? It frankly does not matter regardless, because people should not be forced to use a perk for an accessibility option. Balance the game around it.

This applies to being colorblind (which the settings for make auras and scratch marks easier to see on several maps), hard-of-hearing (which is currently temporarily bandaided with Spine Chill until the proper measure comes in), etc.

Before someone tries to bring up the Plague emetophobia (aversion to vomit) example as proof of need for a killer ban, realize that there are multiple ways to go about that which do not require massive changes like that. Eg, different shaders/audio track options as a toggle to be locally-audible-only.

Post edited by Rizzo on

Comments

  • SuzuKR
    SuzuKR Member Posts: 3,910
  • OrangeBear
    OrangeBear Member Posts: 2,853

    Ghostface buff 👍

  • GrimoireWeiss
    GrimoireWeiss Member Posts: 1,452

    I don't even think survivors need a balance compensation for a potential FoV slider on killer as a higher FoV already has one. Shadowborn comes with a disadvantage which is being able to be blinded by angles killers without it can't. I've been using the perk on every killer since 2020 and it's clear when survivors get blinds from angles that you normally can't. https://deadbydaylight.fandom.com/wiki/Shadowborn#3.2.0

  • SuzuKR
    SuzuKR Member Posts: 3,910

    I just meant if it did require compensation, it would be better to implement the slider and compensate for it, than not do it and screw people with accessibility issues.

  • RonMan32
    RonMan32 Member Posts: 413

    "It literally does not matter if Shadowborn being implemented as a base kit 15° FOV slider gives an advantage."

    I hard disagree with this statement. It does matter. The question is does it matter enough that a slider should not be added? I think so. I don't consider FOV an accessibility setting (in other games it's a graphical and visual preference option) and since the devs seem to be caring about accessibility to some extent lately I think they agree. You seem to think of anyone who disagrees with you as inconsiderate, claiming the main counters of "those people still have the option available in the game as is" as a "not an even remotely defensible position". In other threads about this issue you often use strawmans to further disregard the takes of someone other than yours.

    I'm mainly putting this message here as a protest for the devs to see incase this post gains any traction. Since you are clearly uninterested in starting an actual dialog with those who see value in the intentionally designed tunnel vision of the killer role I won't be responding further.

    All of that said, as someone who struggles more with Killer than Survivor I ultimately would benefit from the addition of an FOV slider. What I would lose as survivor would be overshadowed by what I would gain as killer. My stance is that ultimately adding an FOV slider would be a move to further kill stealthy plays, but not one I would mourn much and I'd almost approve of it's addition even if I think it qualifies as a survivor nerf/killer buff that moves the overall balance undesirably. I don't want an FOV slider to be added but if it is the TANGIBLE ADVANTAGE of having a slider would keep me quiet basically. If I only played the one role (survivor) I would EXTREMELY oppose this change.

    At least replace Shadowborn with an actually good teachable (ALL of Wraiths teachables suck) and give Monitor and Abuse a different additional effect.

  • SuzuKR
    SuzuKR Member Posts: 3,910

    If game design requires screwing accessibility, that is stupid design that should be changed.

  • danielmaster87
    danielmaster87 Member Posts: 9,683

    If it gives the killer an advantage, it's a an advantage long overdue. No other game seems to have such restrictive vision for a player playing in first person. Other games have an fov slider, and I don't think there's any huge outcry in those games' communities about supposed unfair advantages. Why the devs would add expanded survivor fov, when they're the last standing, when they're already in 3rd person, is beyond me. I would also ask, to Pulsar's dismay, that when killer gets an fov increase that we don't also get additional blind angles, because we already deal with survivors blinding from off-screen.

    I still don't get where you're coming from. You disagree with him about wanting an fov change, but you later say you'd be for it. It kills stealthy plays, yes, but what kinds of stealthy plays? I'd argue, the unhealthy ones. Stealth should be about hiding around a corner or in a locker where the killer is less likely to check, which is basic to understand. Or it could be staying just out of their vision near them, but when the killer fov is so restrictive, that's an unimpressive but easily achievable play, because the killer can't see a survivor crouched in front of them, to their side, or hiding in their body after getting hit. And you would think you could pick up on the noise, but Iron Will, Off The Record, and DBD's inconsistent sounds are a thing.

  • SuzuKR
    SuzuKR Member Posts: 3,910

    The ableism from chunks of this community is utterly disappointing.

  • RoastedGarlic
    RoastedGarlic Member Posts: 592

    I honestly think shadowborn should be basekit, I never even considered that high FOV could bother some people though. A slider would be nice, I would welcome it.

  • Ryuhi
    Ryuhi Member Posts: 3,883
    edited September 2022

    If you're interested in how that works, here's a video explaining the whole situation I shared in another topic:

    Basically this game being on both pc and console while having a significant portion of it be played in first person pretty much necessitates having a slider. And I just realized that video is 12 years old.

  • dinomazing
    dinomazing Member Posts: 119

    Accessibility Bucklist I'd love to see:

    • FOV Slider
    • Brightness Slider (every other horror game has it, so don't say they can't)
    • Visual Terror Radius
    • Visual directional sound (specifically of generators in progress like what we see on mobile)
    • Really just like everything mobile has that makes it 198239201x easier to play when deaf/hoh
    • Bring back being able to see Spirit's footsteps when phasing from the 5.3 PTB. show survivor footsteps similarly on spirit's side (and balance her power/add ons around that, ofc)
    • Have a toggle for VFX overlays
    • Have known triggering audio on a separate track that can be toggle muted (ex: vomiting vs plague)
    • Have known triggering character vfx be on toggle (ex: wesker's snake/leech things)
    • Further expand input bindings to support more buttons and adaptive controls
  • fulltonon
    fulltonon Member Posts: 5,762

    I mean if BHVR can make unbreakable basekit or 2 seconds faster wiggling basekit in PTB it wouldn't be hard at all to do so with FOV slider lol