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Along with the visual terror radius ...

drsoontm
drsoontm Member Posts: 4,954
edited January 2023 in Feedback and Suggestions

Will there a visual "breathing sound" and "steps" so hard of hearing/deaf players can also play killer?

I wonder.

Post edited by EQWashu on

Comments

  • Xernoton
    Xernoton Member Posts: 5,965

    You know, I haven't really thought about that yet but it'd actually make sense.

  • GoodBoyKaru
    GoodBoyKaru Member Posts: 22,939

    Or we add the feature and balance everything else around it knowing that all players are now on an even playing field, or have the option to be on one, if it's kept as an opt-in feature like the visual tr will be.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,439

    Mm i mean killers alreadybhave scratchmarks to help follow survs. There isn't really a way to give them footsteps thay would simulate being able to hear them.

  • Carth
    Carth Member Posts: 1,208

    It shouldn't be added. Is it unfortunate and frustrating? Undoubtedly so, but to the OPS point where do we stop? Clearly, having sound queues as subtitles plus the direction the source sound came from would be fair for ALL players but does anyone really want stealth and the like to be effectively deleted from the game? I doubt it.

  • Gibberish
    Gibberish Member Posts: 1,132

    Again though, you are missing the point. It would be effectively removing a part of the game's design for the worse, making it less skillful.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,107

    The problem is, a Terror Radius is not directional. So at most, you will have an icon with different intensity, which shows that you are in the Terror Radius, but not where exactly the Killer is.

    Breathing and Footsteps are directional tho. So those would need to be added like this if you want to even out the chances. And an directional indicator of breathing and footsteps would be really strong, even for people who hear just fine.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,911

    The current TR visual (in SC) actually gives MORE information that just hearing a TR...which is a problem. It lets you know exactly at the split second the killer is getting closer or farther. You instantly know if the killer is giving up chase. You instantly know if you're gaining distance on the killer. All of that is gained from the visual TR where people not running the visual TR would normally have to look backwards at the killer to keep tabs on them or have line of sight. Volume changes are too subtle to pick up on meter by meter "is he closer or not", but the current visual is. That's a problem. If it becomes a global setting, then EVERYONE will be turning this visual on to gain more information that they would have if they turned it off.

    To address this, the TR visual needs to either be segment based where it fills or removes segments of an indicator (so you know generally if he is closer or further instead of EXACTLY how close the killer is), or should have a sort of glow that fluctuates...growing brighter the closer the killer is.

    Just like listening to the TR now, you have to determine if he's actually getting closer or not by a large volume change. Pixel perfect information removes the need to try to gauge how close the killer is.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,911
  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    I'm not sure if this is the solution, but it is extremely telling that BHVR want hearing impaired folks to be able to play survivor with little difficulty, but don't particularly care whether or not those people can play killer.

  • Carth
    Carth Member Posts: 1,208

    Just like the TR indicator that's been proposed though, where do we stop? If its not fair for survivor players to not get a visual indicator that they are in the TR then surely the killer not being notified about gens noises and survivor steps/breathing/injured sounds need to be added as well. An indicator of "Kate steps -> this way" or "Bill stepping <-" etc.

    Again, I don't actually want these features, but the argument that "the game needs to be accessible to all players!" Falls apart when discussing concrete examples like this. Because following it to its logical conclusion all sound cues need both an indicator of the sound and the source direction it came from. Obviously this has huge ramifications to the player base, as is the argument of "I cant see red blood and scratch marks, why cant I make them neon green/blue?" The answer is because giving players this info/knowledge kills all stealth play entirely.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,911

    Oh, I agree. Game balance is very important......so whatever accessibility they add should NOT give ANY additional help that doesn't already exist for standard players. For example, the TR buff they added to spinechill gives EXTRA information to players who use it. That was a bad way to add accessibility. Whatever they add should in no way create an advantage over someone who doesn't run the option.

  • foods
    foods Member Posts: 79
    edited January 2023

    why not disable the audio terror radius if the visual one is used? then people who need it can use it and other survivors dont get free information.

    its still an advantage as dbd sound is layered in all sorts of ways and being able to listen to the important audio and make decisions is a skill. but at least if you have to choose one or the other it would be closer to fair.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,107

    There is no way to know that the visible Terror Radius will grant more information than the audible Terror Radius. The only thing Spine Chill gives more information is because it is a band-aid until BHVR implements their own solution, since Spine Chill was used as a way to know the Killer is nearby by players who have hearing-issues. But their initial Rework would have removed Spine Chill for that purpose, so they created the current version as a band-aid.

    So I would not factor this too much.

  • drsoontm
    drsoontm Member Posts: 4,954

    Scratchmarks are pretty minor for tracking. I'm pretty certain most killers would say their hearing is #1 or #2 for tracking.

    I have an excellent hearing (I've worked for years in the field of psychoacoustics) and I often know a survivor is close just because I've heard their breath.

    I'm not thinking about a text, like I've seen mentioned in a reply.

    Maybe some shimmer on the side of the screen, something subtle.

    I'm not trying to be obtuse here ... but, could you explain why it may be "bad" for killers and "good" for survivors? (I'm paraphrasing)

    It's entirely possible you don't think the feature is "good" for survivors either, and in that case it doesn't need any further explanation.

  • HoodedWildKard
    HoodedWildKard Member Posts: 2,439

    I agree hearing is an incredible mechanic for catching survs. I do it all the time.

    It is hard to make it fair though if a visual element is added. I'm all for a way to help deaf or hard pf hearing players. But it's hard to do that without simply handing an extra mechanic to players with perfect hearing who want to sweat snd give themselves an extra advantage. And unfortunately there isn't really a way to stop that.

  • drsoontm
    drsoontm Member Posts: 4,954

    Agreed, but that's the same for the terror radius then. Unless it's just a kind of "volume" bar.

    And that makes me think ...

    It could be a spectrometer, both for survivors and killers. Maybe with some colouring.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,904

    I don’t see a good way to make this fair that doesn’t completely kill off stealth play, especially with breathing sounds.

    The thing is, a terror radius is easy for people to notice, so having an accessibility option to represent it visually on-screen is completely reasonable as long as it doesn’t provide more information than the normal, audible terror radius would (which Spine Chill’s terror radius function currently does and that’s an issue if they copy-paste that and make it basekit imo). They could just use something similar to the heartbeat visual from the mobile game.

    Things like breathing sounds and footsteps are a lot more subtle and there’s no guarantee that players would always hear that, even if they aren’t hearing impaired. So adding a visual representation of it would not really be equivalent.

  • Gibberish
    Gibberish Member Posts: 1,132

    It would be bad for both roles because it would effectively remove stealth. And that's just for if there's only subtitles.

    If it would also give directional indicator to where the sound is coming from, then it also removes mind games and such things by telling you the position of the other player.

  • Interocitor
    Interocitor Member Posts: 187

    There should be a visual notification when a boon is lit, because it's only an audio cue currently and of course shadowstep takes away scratchmarks which are extra essential when you can't hear any sounds.

  • Nazzzak
    Nazzzak Member Posts: 7,706
    edited January 2023

    The problem is that survivors who can hear the TR get no benefit from this update. Only hard of hearing survivors get that benefit.

    Something that makes survivors easier to detect for hard of hearing killers, also makes survivors easier to detect for killers who can hear perfectly fine but missed it because they were distracted or made a misplay and got mindgamed (no worries, a sound feature will tell them when the survivor has left the immediate area so no time wasted searching). It could easily become a crutch for killers who arent hard of hearing. Plus there are an abundance of killer aura reading perks not to mention scratch marks that give away a survivors location.

    Scratch marks are something every killer has access to, like the TR is something every survivor has. The latter is affected by hearing though while the former isn't. There are colour blind settings to help colour blind killers track scratch marks. Now we are getting something to help hard of hearing survivors get use of their feature.

  • sanees
    sanees Member Posts: 846

    no, it's like in Fortnite, people use sound visualizations, as this greatly facilitates the game, it will be the same here

  • Ithiria
    Ithiria Member Posts: 236
    edited January 2023

    BHVR have refused to do things like make the chase music quieter


    So I think they're pretty intent on making it rough for killers who are hard of hearing. It sucks, but you just have to play killers who don't engage in time-expensive mindgames.



    Edit: although it's worth mentioning, the audio indicator in fortnite only became meta once they let you use stereo sound with it. Beforehand, it forced your sound to mono to force you to rely on it.

    Post edited by Ithiria on