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This Should Be Standard For All Killers/Survivors

Iron_Cutlass
Iron_Cutlass Member Posts: 3,265
edited October 4 in General Discussions

Information is important in DBD, but I think this is the perfect way of display powers in DBD.

You can charge your M2 and it will show you the exact moment you are able to fully use it; while it might "clutter" the HUD a bit, I think it can be used to properly display the various actions a Killer can make with their power.

Imagine this on a Killer like Pig; Currently, you can only see her Reverse Bear Traps, it would show that they can crouch, and the exact moment they would be able to start an Ambush, it would be insanely helpful for new players. Very small change but it provides a more comprehensive display of Pig's entire set of powers.

I think this is overall a good thing and should become standard across all Killers… but taking this a step further… why not Survivors as well?

Perk actions can have their own HUD element to indicate how charged they are and to show when they can be used and where. This can extended further for event related powers (e.g. the upcoming Halloween content and Anniversary content).

Furthermore, this can shift the HUD to feel better overall, instead of having prompts for power actions be in the middle of the screen, they can entirely be located where all the other information is already available, it frees screen real-estate to make room for future content.

And, probably something really cool, is by providing a visual image for the prompt instead of text, you provide a more universal way of presenting information, which reduces time spent on localization/translation and helps those with reading impairments.

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,559

    I don't want DBD to end up looking like a MOBA with all these icons.

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,722

    The fact the information is there isn’t necessarily the issue. It’s the presentation.

    Information about your power can also come from animations, sound design, VFX, not just icons. Clown is a great example of this. At a quick glance, the icons alone can be confusing, since they’re both bottles with a swirl around them. But then there’s also the coloured gas, which will immediately tell you what you have ready, whilst not straying from your peripheral vision.

    As for the Unknown, you can develop a sense for when your shot is ready to fire from the sound of ‘it’ being drawn. There’s a sound cue for when your teleport is ready. There’s VFX for when a hallucination is about to spawn, so you can manipulate where it will be dropped.

    I just think there’s a thing as telling the player too much as well.