FrostDragoon Posted September 15, 2019 Share Posted September 15, 2019 This makes it really hard to have a fighting chance against them, considering they make a hard B-line to the objective and have insane hp. Just as an aside, it seems to be an accessibility problem as well--what about deaf players? Pretty much every other objective in the game shows up visually, so it makes no sense that these guys don't. Link to comment Share on other sites More sharing options...
AdunSaveMe Posted September 15, 2019 Share Posted September 15, 2019 They have a waypoint when you're in range, a noise that takes priority over other sounds, and an actual blinking effect that you can see through walls when they're a considerable distance away. Sometimes it's unreliable, but the cues certainly do exist. Link to comment Share on other sites More sharing options...
Horonelius Posted September 15, 2019 Share Posted September 15, 2019 The problem I have is sometimes I will literally run past them and the waypoint fails to show up for me. Link to comment Share on other sites More sharing options...
kyori Posted September 15, 2019 Share Posted September 15, 2019 The visual cue should be shown in the mini-map too. Though I suspect DE might thought that is too easy spoonfeeding players Link to comment Share on other sites More sharing options...
CxLL Posted September 15, 2019 Share Posted September 15, 2019 This is a proper design problem, can agree. For anyone with hearing issues, bad audio system, anyone that decided to listen to music while playing or even anyone that has ingame music on, the audio cues are near impossible to track. Even with all of this disregarded, often maps have an architecture which allows the beeping sound to seem as if it's coming from one direction but the demo actually arrives from another (various bridges, elevated rooms and spawn points). Even the current visual indicator, the default "important enemy" marker which appears only when it is within close range of the tower (rather than player), is easy to disregard seeing how it's the exact same colour, shape and size as the red key/tower marker. In addition to this, it is also important to mention that colour coding in itself isn't a proper solution, which is why it has been dropped by most designers in order to include the colourblind as users. To bypass both of the issues, introduce a special map marker, visually different than all others, which will appear when the enemy spawns. The beeping itself indicates that "looking for the target" is encouraged, so that being accompanied by a special marker would not make a difference gameplay-wise, while it would be a giant step towards achieving user-friendly results. 1 Link to comment Share on other sites More sharing options...
FrostDragoon Posted September 15, 2019 Author Share Posted September 15, 2019 9 minutes ago, CxLL said: This is a proper design problem, can agree. For anyone with hearing issues, bad audio system, anyone that decided to listen to music while playing or even anyone that has ingame music on, the audio cues are near impossible to track. Even with all of this disregarded, often maps have an architecture which allows the beeping sound to seem as if it's coming from one direction but the demo actually arrives from another (various bridges, elevated rooms and spawn points). Even the current visual indicator, the default "important enemy" marker which appears only when it is within close range of the tower (rather than player), is easy to disregard seeing how it's the exact same colour, shape and size as the red key/tower marker. In addition to this, it is also important to mention that colour coding in itself isn't a proper solution, which is why it has been dropped by most designers in order to include the colourblind as users. To bypass both of the issues, introduce a special map marker, visually different than all others, which will appear when the enemy spawns. The beeping itself indicates that "looking for the target" is encouraged, so that being accompanied by a special marker would not make a difference gameplay-wise, while it would be a giant step towards achieving user-friendly results. Nailed it. Link to comment Share on other sites More sharing options...
Rawbeard Posted September 15, 2019 Share Posted September 15, 2019 they have a red glow, I think Link to comment Share on other sites More sharing options...
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