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There should be more indication/clue/signal for incoming demolyst


UNO168

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this can't be the first time players bring it up, I can't believe u ppl thought it's okay to release a game mode that soley relies on sound cue to find the enemy, there supposed to be a radar or something on top of the beacon so people can not hear/deaf can rely on visual clue to intercept the demolyst, oh yes there's a nano pixel indicator on ur screen when the demolyst is near but how does that help when players are spamming weapons and spells 24/7. that beep is not even helpful when everyone(npc included) is spamming stuff around you.

 

this is the result and clear indication when you don't have a capable QA team

 

 

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This has been an issue ever since the mode was introduced. Those of us with difficulty hearing have a physical barrier when playing these missions that is inconsistent with every other mission type. Honestly the fact that DE have not addressed this in all this time is a big bummer. I (and many others) have a hell of a time playing this mode because the sound cues for the demolysts are not an option. I have to go around looking for visual cues and it is near useless for asinine reasons.

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I am deaf on one ear and disruption relying so much on the sound effect is a very annoying because otherwise I love the game mode. I wish the visual indicator would happen as soon as the sound indicator starts. It would make disruption so much more enjoyable for me.

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3 minutes ago, Drachnyn said:

I wish the visual indicator would happen as soon as the sound indicator starts

Yes! A map marker to the enemy is all this needs to be accessible for hearing impaired individuals. I honestly don't understand why DE has not only refused to acknowledge this issue (it has been mentioned for a long time) but also not identified that it is a problem on their own. It must be nice that no one on their staff or in their circle of friends has any issue with hearing.

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I disliked disruption demanding headphone usage. So if I am not using headphones I am at a huge disadvantage. A Compromise can be reached :

Once a Demolyst spawns, it will be instantly marked on the player's hud. To compensate, they now run faster than the previous speed to the conduit.

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Recently I had a bad ear infection which reduced my hearing in one ear temporarily.  I didn't think Disruptions would be too big a deal, but it was shocking how much trouble I had finding Demolysts.  It was like being a total disruption noob again -and- drunk.  I've never failed so many conduits. 😉

While I like the sound indicators a lot and I think they're extremely well executed, there's plenty of room to improve the visual cues.   It's another area DE could do a better job of accessibility.

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In a game with so many useless waypoints and markers cluttering the HUD, this is exactly the case where a marker would actually be... a perfect fit.

 

Not because my hearing is impaired because its not, but since I know a few people that have their hearing impaired, I believe this would be a critical improvement for Disruptions...

Spoiler

... And then someone pops out of the closet like a Borderlands midget pops from a crate "What about the Hidden Caches? Those should have markers already" to which I elegantly reply "Use Primed Animal Instinct and play the missions as you should instead of rushing ahead, because the toilet won't run away if you slow down and explore."...

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there was a short period of time that I got ptsd (not clinically) from this game mode, I was hearing the beeping(from demolyst) IRL and while playing other game modes which made me feel stressed. ofc as a sane person I stopped playing this game for sometime.

but I guess de don't play their own game, don't have a capable QA team to figure this very basic stuff out.

NOW that I think about it, animal preservation can use an overhaul as well

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