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Disruption: Demolysts have no visual cue?


FrostDragoon
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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.

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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.

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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.

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