Add a Visual Indication a Skill-Check will Occur
Not everyone is using a headset or in a sound-focused environment, or know that they need it. Some people may have auditory impairments. Some may be chatting with friends, viewers, or have other auditory distractions around.
Skill-checks are punishing: 9s of progress lost and halting progress for 3s from all survivors while also alerting the Killer to your whereabouts. (New Survivors give Killers more location/macro information than Experienced Survivors)
This visual component may help new players identify skill-checks, while also providing more accessibility, and provide more visual flair when repairing a generator.
(Even better visual flair would be the survivor "freezing" their repair animation when it sparks (a ######### moment, gotta focus), and resuming on a successful skill-check, or recoiling (as usual) if failed)
Comments
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If its similiar to the visual heartbeat? Maybe
Still will not make people stop comlaining when they let go as a skillcheck started.
But there cant be a longer delay between the warning and the actual skillcheck lest the skillcheck will be easily skippable.
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While placing a generic icon on the generator would be more sterile to digest, I'd prefer an effect more attached to the generator. EG: Where the ambient sparks already occur, have a larger spark and illumination indicate an upcoming skillcheck. This still tells the respective survivor they have a skillcheck coming, but is a bit more ambiguous when viewed from the corner of your eye. Or this spark could be shown only to the survivor receiving the skillcheck (much like I'd imagine a generator icon would be).
It should sync up with the audio skill-check (including any reductions in the delay EG: Huntress Lullaby).
(The hose side would spark at the hose connection to the green canister only from the skillcheck (doesn't make total sense but that plays into the entity not having complete knowledge of things).
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Ohh i thought you ment in the UI.
Well something visible ingame would be cool and might force survs to choose between focusing on the gen or watching out for the killer.
Cool idea.
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I tend to want things to be as in-world as possible. (I love Dead Spaces UI)
Taken apart (and better described) this is what I'm suggesting:
- triggers the same time as the audio cue for the skillcheck
- emits a larger spark than the ambient sparks while repairing (smaller than an explosion)
- character's repairing animation "freezes"/stutters, as though noticing something and pausing (this also aids in visual identification)
I get that this is likely low priority given the audio cue is ubiquitous, and this is specialized to generators specifically, but it would add to immersion. (though in terms of overall usefulness, an icon indicator on the interacted object that's independent would be the easiest and quickest option to implement, so kinda pissin' in the wind with this suggestion…)
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Though... Speaking of a ubiquitous skillcheck cue icon located inside the interacted object like with the Heartbeat, a dim orangish auric cell looking brief pulse could seem thematic in the sense there's some entity involvement, at least tying in thematically. The Entity's "heartbeat" in a sense, throwing a bit of randomness into the trials.
Post edited by AssortedSorting on0 -
I can get behind this. For most people audio triggers are quicker to react to than visual triggers IIRC, so I'm not concerned with this interfering too much with current skillcheck balancing as long as it's correctly synced with the audio trigger.
For my take on what it could look like, I think it could make sense as a heartbeat pulse, inbetween wherever the skillcheck circle will be appearing?
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I agree. This would be very useful with people with hearing issues.
It was a thing in mobile for the entire lifecycle of the game, kinda sucks that they only tackle these kinds of accessibility issues when there's backlash or it affects everyone (since mobile is played with the expectation that audio might not be there).
They could literally just make a UI element flash up at the exact same time the skill check noise plays.
It should also take skill check warning modifiers (like Hex: Huntress Lullaby) into account.
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If we can recognize that not being able to hear the skillcheck sound is so potent an ability that it has to be kept as a ramping Hex when added as a perk, we should recognize that something should be done for people who cannot hear skillcheck sounds because they cannot hear, for whatever reason.
Baffling this wasn't added earlier, 100% on board with it being added asap.
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