Hearing impaired Killers need help too!

So survivors are getting some kind of visual aid update to help with the killer terror radius.

hey great!

but uh… hello, mcfly! What about killers getting visual aid for survivor sounds?

This works both ways you know.

I’m deaf in one ear and I can never tell where survivor sounds are occurring around me so like 90% I rely on visuals.

Comments

  • Killers are not allowed to hear. But, I can see a visual vignette as the chase music starts.

  • difference is giving a visual heartbeat for survivors is not an advantage as they already can hear it so it only helps people who can't but killers getting visual info on where survivors are in chase is a huge advantage.

  • I mentioned this in another thread relating to this topic:

    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.

    I bet there will be no visual assistance for killers and no changes to FOV for motion sickness concerns. BHVR only seems to care about accessibility for survivor gameplay.

  • @DEMONANCE said:

    difference is giving a visual heartbeat for survivors is not an advantage as they already can hear it so it only helps people who can't but killers getting visual info on where survivors are in chase is a huge advantage.

    So people who are hard of hearing or deaf just don't get to play? We don't actually know what the visual indicator for TR is, but it could also be directional (and should be IMO, because the sound is directional)

  • So assuming the TR visual will be something like a heart icon that appears and grows more pronounced/brighter/beats faster the more intense the TR is, what would be the difference for showing the killer an icon of a set of footprints representing the sound of steps, or an icon of a face for injured survivor sounds.

    In reality, I think certain killers are simply not meant to be able to hear this stuff while in their powers. Look at Plague or Dredge. The background noise while in their powers is so loud that it drowns out all but the closest and loudest sounds from survivors. Audio is almost used as a balancing tool in some cases.

  • @Mr_K said:

    Killers are not allowed to hear. But, I can see a visual vignette as the chase music starts.

    lol not Nurses anymore. I literally mute my game when I play Nurse now. The ######### were the devs thinking with that music.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329717#Comment_3329717

    So people who are hard of hearing or deaf just don't get to play? We don't actually know what the visual indicator for TR is, but it could also be directional (and should be IMO, because the sound is directional)

    Since when have Terror Radiuses ever been directional?

  • Wiki specifies that lullabys are non-directional, so i assumed they were directional. In my headset i definitely hear them differently on either ear, but lullabys i don't.

  • They change as the Killer gets closer or further away. Ergo, by listening to how they change, you can tell the direction a Killer must be.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329858#Comment_3329858

    They change as the Killer gets closer or further away. Ergo, by listening to how they change, you can tell the direction a Killer must be.

    Yeah, i'm probably explaining it wrong, based on the distance and the map layout, you can 100% tell which direction the killer is coming from.


    But ultimately, it doesn't matter. My point is, killer accessibility is terrible. My hearing isn't getting any better as i age and it doesn't help when there's such a disparity in how loud certain survivors are.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329717#Comment_3329717

    So people who are hard of hearing or deaf just don't get to play? We don't actually know what the visual indicator for TR is, but it could also be directional (and should be IMO, because the sound is directional)

    its just spine chill. if you used current spine chill. the way it works is that the meter fills itself the closer the killer is. If its stealth killer. the perk is highlight fully but does not show proximity. If its 1-1, then its definitely going to weaken stealth killers so I am not entirely sure how those killers will be compensated. In general, you will see survivor hold-W before chases and staying away from the killer before the chase begins. I do not think people realize how impactful... that change is.

    a lot of survivor do not really how TR works and visual indicator could be massively improve their performance. scary.

  • Watch "mutedNurse" on Streamable.


  • Mind leaving some explanation to go with your linkdrop?

    I hope it's not something as incredibly stupid as "this person plays muted therefore nobody ACTUALLY needs hearing even if they're not a strong Nurse main playing this one match".

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329896#Comment_3329896

    Mind leaving some explanation to go with your linkdrop?

    I hope it's not something as incredibly stupid as "this person plays muted therefore nobody ACTUALLY needs hearing even if they're not a strong Nurse main playing this one match".

    Nurses music is so loud you can't hear anything else in game. Its easier to play with the game muted and just have music on then listen to the jarring new Chase Music. They made her so annoying to play now just with the new Chase Music, it wasd done as a nerf

  • @JoeChill261 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329897#Comment_3329897

    Nurses music is so loud you can't hear anything else in game. Its easier to play with the game muted and just have music on then listen to the jarring new Chase Music. They made her so annoying to play now just with the new Chase Music, it wasd done as a nerf

    Ah, yeah, Killers having stupidly loud chase music is... interesting. Spirit gets slapped with it too, and her whole THING is sound.

    And I swear Wesker is trying to cause hearing damage.

  • A killers means of tracking survivor is visual (scratch marks) while a survivors means of tracking killers is auditory (terror radius). There are colour blind settings to help killers who are sight impaired to better track marks, and now there will be something to help hearing impaired survivors. And it's in a way that doesn't benefit those survivors who can hear perfectly fine.

    Adding auditory benefits to all killers helps more than just hearing impaired killers. It would be a buff to the entire killer base. No more mindgaming killers when out of line of sight, since they'll know when youve left the area. If the killer is distracted then its okay, they'll get told there's a survivor nearby so dont leave the area.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329858#Comment_3329858

    They change as the Killer gets closer or further away. Ergo, by listening to how they change, you can tell the direction a Killer must be.

    That's proximity, not direction.

  • And if you can determine proximity, you can determine direction. Triangulation is a thing, especially with knowledge of the local geography.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330034#Comment_3330034

    And if you can determine proximity, you can determine direction. Triangulation is a thing, especially with knowledge of the local geography.

    Possibly, if the map geography is telling enough. Oftentimes it isn't. And regardless of a given player's intuition, a terror radius is not inherently directional.

  • Terror radius is non directional, while survivor's running, breathing, grunting....are directional

    I understand but I dont know how can Devs help on it.

  • I once suggested a perk that allows killers to directionally hear a survivors heart beat within 16m. Originally this was my response for allowing killers to have something that counters the newly buffed Lucky Break at the time, but it turns out LB wasn't as popular as I had figured it would be. I mean, it removes survivors scratch marks, noises, and blood trails, which lead me to believe that killers only had direct sight of the survivors to rely on, and rightfully so, but it's honestly odd that more survivors didn't take up using that perk tbh.

    Here's the Perk Description I made:

    Pulsating Fear:

    Your senses are finely tuned to the hearts of your fearful prey.

    When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.


    Of course... in the original post I made for it, this got lambasted by survivor mains as it was "un-counterable" perk that gives away survivor positions within an area that is far to generous, most saying that it should only affect 4-6 meters at most. I however saw it as being generous by reducing it to 16 meters, since that is the entire size of the shack + 4 meters if you are standing in the center of it, so... idk. I just like the idea of perks countering perks, like how Iron Will used to counter Stridor, or Autodidact/Inner Healing counters Sloppy Butcher, and at the time thought to myself: "If the survivors have a perk that removes all traditional tracking, then it should be ok to introduce another way of tracking them right?"

    While this wouldn't help with hearing impaired killers, It could easily be adjusted to showing the survivors hearts within 16m, or even showing a pulsating directional indicator when in that range, to even providing Vibration feedback on controllers as well. Idk... Just something that the devs would have to do to enhance accessability.

    Anyway everyone, please let me know your thoughts, especially considering the current state of the game.


    And here's a link to the Original post, incase anyone is interested:

    @TWiXT said:

    Hunger of the Entity:

    The Entity must be appeased! Survivors attempting to rescue a hooked survivor in the struggle phase have a 50/75/100% chance to be attacked by the Entity, interrupting their rescue progress and inflicting the Deep Wound Status. This has no effect if you are closer than 24 meters of a rescue. Attacked Survivors are immune from being attacked again by The Entity for the next 10 seconds.

    Chilling Presence:

    Your victims cold sweat just got colder. Survivors within your Terror Radius emit visible white tufts of breath, and make a chilled "chattering teeth" sound when breathing that can be heard within 8/12/16 meters.

    Friendly Fire:

    The unnatural darkness of The Entities realm has made survivors more sensitive to light. Survivors are able to blind each other with flashlights, fireworks and flashbangs at 100/150/200% of the speed and range that they are able to blind you.

    Blinded Survivors also remain blinded for 100/150/200% the amount of time.

    Hex: Torment:

    A Hex rooted in the power of confusing your victims. The Hex: Torment totem is granted your Terror Radius and you are granted the Undetectable Status effect. As long as Hex: Torment remains active, it cycles to another random dull totem in the trial grounds (if any are available) Every 80/60/40 Seconds.

    Hex: Griefs Due:

    A Hex Rooting its power in your desire to to taste survivors Tears as you break their spirits. Every time a survivor is hooked, one of their perks is randomly deactivated, and Hex: Griefs Due gains a Token. For every 4/3/2 Tokens Hex: Griefs Due gains, a Dull Totem Lights up and becomes another Hex: Griefs Due. Survivors must cleanse and/or bless All Hex: Griefs Due totems to remove its effect on them.

    Used and Abused:

    The trial grounds chests now stock previously owned and discarded Items. Items retrieved from chests by survivors have 25/35/45% less stored charges and have a 75% lower chance of being Rare or higher quality.

    Blood Rush:

    When the scent of Fresh blood permeates the air, you can't help but feel an invigorated rush. Your movement speed increases by 2% for every 30/25/20 seconds you directly follow a survivors blood trail (within 2 meters of a blood spot). Blood trails from Survivors suffering from the Hemorrhage status decrease the time it takes to gain this movement speed bonus by 50% (Hemorrhage = 15/12.5/10 seconds instead). Any accrued movement speed bonus you've earned ends 5 seconds after you cease following a blood trail, or when you pick up a downed survivor.

    Head of the House:

    You've prepared your environment ahead of time to better entertain your guests. Up to 2/4/6 Pallets that spawn in the trial grounds are chosen at random in the start of the trial, and their auras are visible to you. Any time a survivor interacts with these pallets, they will immediately break.

    Special Treatment:

    You can't help but take great pleasure in tormenting your favorite toy. You become Obsessed with a survivor. Your Obsession becomes afflicted with 1 negative status effect, picked at random, every time you strike them with your basic attack. Any applied status effects remain with your Obsession for the remainder of the trial unless otherwise removed by the actions of survivors or the hooked state.

    Whenever your Obsession Unhooks a survivor, the Obsession status passes onto the rescued survivor, as does up to 1/2/3 negative status effects picked at random.

    All negative Status effects Unique to any killer, are exempt from the available status effects picked at random.

    You can only be Obsessed with one survivor at a Time.

    Draining Touch:

    Your attacks against survivors inflict additional consequences to them. Successfully Injuring a survivor from the Healthy state with a basic attack inflicts the Hindered and Exhaustion status's for 5/10/15 seconds. Draining touch has a cooldown of 50/40/30 seconds.

    Bloodbath:

    Basking in the Blood of your victims rejuvenates your youthful and vigorous attacks. For every 100/75/50 blood spots left by injured survivors in the trial grounds, Bloodbath gains a token (max of 5). For every token bloodbath accrues, your Missed and Successful Basic attack cooldown is reduced by 4%.

    Hex: Domination

    A Hex rooted in your dominance over both your victims and the trial grounds. Whenever you put a survivor into the dying state, The closest 1/2/3 active Pallets within 24 meters of you are destroyed, regardless of their current state.

    Pulsating Fear:

    Your senses are finely tuned to the hearts of your fearful prey. When chasing a survivor, their heartbeat becomes directionally audible to you within 8/12/16 meters. This effect lasts for 6 seconds after the chase is broken.

    Camp Light:

    Knowledge of your territory grants you an innate ability to detect trespassers. Holding still for 4/3/2 seconds sets a beacon at your current position that only you can see. Any walking or running survivors that come within 16 meters of your beacon are revealed to you via Killer Instinct.

    Only 1 Camp Light beacon may be active at a time.

    Tunnel Network: 

    The Hooks of the trial grounds are now linked by the Entities dimensional pathways. While any survivors are hooked, performing a Basic Attack on another non-basement hook in the trial grounds will activate Tunnel Network and instantly transfer a hooked survivor to it. If there is more than one survivor hooked when this is activated, the transferred survivor selection is random.

    Survivors currently being rescued at the time of activation are immune from this effect. Tunnel network has a cooldown of 100/80/60 seconds.

    Hard Slugger: 

    Your blood boils with strength at the sounds of survivors agony, empowering your attacks. After Striking survivors 4/3/2 times, your next basic attack will throw a survivor 8 meters in the direction you are looking. This doesn't activate if your basic attack is a lunge, and missing this attack will increase your recovery time by 100%.

    Any survivors put into the dying state with this attack cannot crawl or recover without assistance for 30 seconds.

    Painful Neglect: 

    Survivors who lose focus on their goals incur hefty penalties. Survivors who take their inner 20 degree cone of vision off of a generator they are repairing experience a 5/10/15% reduced progress speed, increased odds of triggering skill checks, and reduced skill check success zones.

    Hide n’ Seek:

    Innate Control over your terrifying presence conceals your whereabouts from survivors. When within 8/16/24 meters of a survivor, the Terror Radius’s heartbeat sound no longer increases its Rate the closer you are to them.

    Mind Numbing Mist:

    Your intense desire to kill transgressors has saturated the fog of the trial grounds, dulling and suppressing the Survivors sense of situational awareness. Up to 2/3/4 Survivors no longer receive Status Effect, Perk and Teammate condition notifications during the trial. Injured, Dying State, Hooked and Exhaustion notifications are exempt from this effect.

    Intimidating Presence: 

    Intimidation is the best asset to cause chaos in the minds of your victims. Survivors within your Terror Radius are unable to initiate actions to heal, or open gates. Any survivor currently doing so when entering your Terror Radius trigger a difficult skill-check every 3/2/1 seconds they remain performing these actions within your Terror Radius. Great Skill-check Success Zones are Removed for survivors under the Effect of Intimidating Presence.

    Painful Presence: 

    Your presence induces panic in the injured causing them to make more costly mistakes. Any Injured survivors within your Terror Radius Have a 50/75/100% higher chance at triggering difficult skill checks per second while performing healing actions. Injured survivors failing any healing skill checks while in your Terror Radius suffer an additional 15/40/65% loss to healing progress.

    Sadistic Rush: 

    The thought of completing a kill fills you with intense vigor. After putting a survivor into the dying state Sadistic Rush grants you a 10/15/20% speed boost in pickup, drop, hooking and attack recovery speeds for 6/8/10 seconds.

    Hex: Sheep's Clothing

    A Hex Rooting its power in deceiving your victims. All Hex Totems appear as Dull, and all Dull Totems appear as Hexed. Any survivor who cleanses or Blesses a Hex Totem Screams and reveals their location for 3 seconds, and becomes exposed for 20/40/60 seconds.

    Anything effects that changes Dull or Hex totem cleansing or blessing speeds is reversed by Hex: Sheep's clothing. (aka Hex totems that appear dull take as long to break or bless as a hex totem, and vice versa).

    The effects of Hex: Sheep's Clothing are removed if it's cleansed or blessed.

    Tragic Loss:

    Your triumph over your Obsession has both mental and physical repercussions over the rest of your victims. You become obsessed with a survivor. If you Sacrifice or Kill your obsession, 1/2/3 survivors become Broken for the remainder of the trial. Any Broken survivor Rescued from the hook loses the Broken Status, but gains the Hindered and Blindness status's for the remainder of the trial.

    Survivors always see the Obsessions aura unless blocked by the Effects of other perks.

    If a survivor becomes your new obsession, the effects of tragic loss are removed until that obsession is sacrificed or killed.

    Malicious Invigoration:

    Your relentless pursuit of your prey gains you an edge against those who meet the challenge. Whenever a survivor you're chasing activates a perk that increases their movement speed, you gain an equal amount of movement speed for the same duration. Malicious invigoration has a 120/10/80 second cooldown.

    ... ok, so, more than a "few" 😋


  • theyre trying to buff survivor so hard.

  • Sounds coming from a survivor are precise, where as terror radius is omnidirectional, you mostly don't know where the killer is coming from except for when you have game knowledge you assume where he is coming from depending on where you are and the kind of loop you are in.

    While I would LOVE for killers to have more accessibility I just can't see a feasible way to give it to them for chase mechanics without it basically showing where a survivor is on the other side of the wall, one thing (that I think DBD Mobile does) is gen progress for the killer without having to directly look, that's always something that can be looked into.

  • @Seanzu said:

    Sounds coming from a survivor are precise, where as terror radius is omnidirectional, you mostly don't know where the killer is coming from except for when you have game knowledge you assume where he is coming from depending on where you are and the kind of loop you are in.

    While I would LOVE for killers to have more accessibility I just can't see a feasible way to give it to them for chase mechanics without it basically showing where a survivor is on the other side of the wall, one thing (that I think DBD Mobile does) is gen progress for the killer without having to directly look, that's always something that can be looked into.

    you can just have a visual indicator for sounds, it doesn't have to show their exact location lol

    like someone else suggested in this thread, if you hear footsteps there could be a little indicator on your screen showing footsteps, maybe the direction they came from too

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330066#Comment_3330066

    you can just have a visual indicator for sounds, it doesn't have to show their exact location lol

    like someone else suggested in this thread, if you hear footsteps there could be a little indicator on your screen showing footsteps, maybe the direction they came from too

    "Maybe the direction they came from". That's the issue, footsteps come from the survivors feet, showing you where the footsteps are on the other side of the wall is precise information, it is their exact location.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330101#Comment_3330101

    "Maybe the direction they came from". That's the issue, footsteps come from the survivors feet, showing you where the footsteps are on the other side of the wall is precise information, it is their exact location.

    You can already... hear the direction footsteps are coming from, though. This isn't giving you any extra information.

    If it's "showing you their exact location", then you already KNEW their exact location... so it is telling you nothing.

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330107#Comment_3330107

    You can already... hear the direction footsteps are coming from, though. This isn't giving you any extra information.

    If it's "showing you their exact location", then you already KNEW their exact location... so it is telling you nothing.

    Not really, survivor can run forward, double back, fake windows and double back, they can walk etc, and you don't hear all that all the time, the terror radius is one singular thing that only gets louder or quieter, footsteps and survivor sounds and showing you where they are during a mindgame is very different.

  • Killers need help with audio in general. The amount of times I didn't hear a survivor leave a jungle gym because any sort of wall no matter how thick just completely silences the footsteps.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330112#Comment_3330112

    Not really, survivor can run forward, double back, fake windows and double back, they can walk etc, and you don't hear all that all the time, the terror radius is one singular thing that only gets louder or quieter, footsteps and survivor sounds and showing you where they are during a mindgame is very different.

    If you can't hear it, then there's no reason it would show something you can't hear, the proposition was not for the system to give you information you wouldn't have access to normally, just to let you use your eyes where you might usually use your ears.

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330114#Comment_3330114

    If you can't hear it, then there's no reason it would show something you can't hear, the proposition was not for the system to give you information you wouldn't have access to normally, just to let you use your eyes where you might usually use your ears.

    The fact of the matter is just because you can't hear it, doesn't mean the audio isn't playing - the terror radius and chase music is there to aid survivors in being somewhat stealthy instead of stampy moaning characters, but that doesn't mean in moments of quietness during the music you can't occasionally get info from footsteps, and that audio is always still playing regardless, just because you didn't hear it / pin point it doesn't mean it didn't play, which would obviously still make the feature being suggested activate giving you information you may not have had.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330118#Comment_3330118

    The fact of the matter is just because you can't hear it, doesn't mean the audio isn't playing - the terror radius and chase music is there to aid survivors in being somewhat stealthy instead of stampy moaning characters, but that doesn't mean in moments of quietness during the music you can't occasionally get info from footsteps, and that audio is always still playing regardless, just because you didn't hear it / pin point it doesn't mean it didn't play, which would obviously still make the feature being suggested activate giving you information you may not have had.

    so your argument seems to be "if your hearing isn't good enough you don't deserve to have the information that's given to you", except the whole reason you would add an accessibility feature is to counter that specifically, so it sounds like you just have a fundamental disagreement with the concept of accessibility features in DbD.

    Luckily though BHVR does not feel the same way, as made evident with the incoming visual terror radius.

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330119#Comment_3330119

    so your argument seems to be "if your hearing isn't good enough you don't deserve to have the information that's given to you", except the whole reason you would add an accessibility feature is to counter that specifically, so it sounds like you just have a fundamental disagreement with the concept of accessibility features in DbD.

    Luckily though BHVR does not feel the same way, as made evident with the incoming visual terror radius.

    No - that's not what I'm saying at all.

    The chase music is designed to mask survivors sounds and make it harder to pin point survivors, this is intentionally hiding information to make chases more fun, footsteps + moaning isn't supposed to be 100% accurate because chase music is there on the killer side for this reason.

    When part of a chase music is lower, you can hear the cries / footsteps better, when it's louder, it's intentionally louder to hide those cries / footsteps to make chases more interesting, however, it doesn't mean the audio for those isn't there, it's just a lower volume than the chase music INTENTIONALLY to make chases more interesting.


    So it's not information you're supposed to have all the time, unlike a normal terror radius, which you can always hear, and always gets louder and quieter depending on the distance of the killer, there are perks and certain powers that turn the terror radius off, but never mask it, unlike chase music for footsteps.

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330119#Comment_3330119

    so your argument seems to be "if your hearing isn't good enough you don't deserve to have the information that's given to you", except the whole reason you would add an accessibility feature is to counter that specifically, so it sounds like you just have a fundamental disagreement with the concept of accessibility features in DbD.

    Luckily though BHVR does not feel the same way, as made evident with the incoming visual terror radius.

    Unimpaired people don't hear the precise direction of the footsteps and stuff because of built in sound of killer powers, chase music and ambient sounds like the fire barrels (always made me mistake them for survivor footsteps).

    Giving a semi precise directional visual indicator wouldn't only help hearing impaired people but also the ones that don't need it and "buff" them in an unfair way.

    @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330121#Comment_3330121

    No - that's not what I'm saying at all.

    The chase music is designed to mask survivors sounds and make it harder to pin point survivors, this is intentionally hiding information to make chases more fun, footsteps + moaning isn't supposed to be 100% accurate because chase music is there on the killer side for this reason.

    When part of a chase music is lower, you can hear the cries / footsteps better, when it's louder, it's intentionally louder to hide those cries / footsteps to make chases more interesting, however, it doesn't mean the audio for those isn't there, it's just a lower volume than the chase music INTENTIONALLY to make chases more interesting.

    So it's not information you're supposed to have all the time, unlike a normal terror radius, which you can always hear, and always gets louder and quieter depending on the distance of the killer, there are perks and certain powers that turn the terror radius off, but never mask it, unlike chase music for footsteps.

    They would need to blurr or fade the indicator in some way in relation to the in-game soundscape and it's volume.

    Like you said, when the chase music intensifies or the killer makes use of their power it would need to become way less precise and blurry or something in that line.

    But i don't think it would be a solution that hearing impaired people would be satisfied with.

    But i also can't come up with a form to this indicator that wouldn't be either uselessly imprecise or brokenly unfair.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330121#Comment_3330121

    Unimpaired people don't hear the precise direction of the footsteps and stuff because of built in sound of killer powers, chase music and ambient sounds like the fire barrels (always made me mistake them for survivor footsteps).

    Giving a semi precise directional visual indicator wouldn't only help hearing impaired people but also the ones that don't need it and "buff" them in an unfair way.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330125#Comment_3330125

    They would need to blurr or fade the indicator in some way in relation to the in-game soundscape and it's volume.

    Like you said, when the chase music intensifies or the killer makes use of their power it would need to become way less precise and blurry or something in that line.

    But i don't think it would be a solution that hearing impaired people would be satisfied with.

    But i also can't come up with a form to this indicator that wouldn't be either uselessly imprecise or brokenly unfair.

    Like, my worry is that, survivors moving makes sounds, some are quieter than others, and a killer could walk over to a gen, kick it or whatever, a survivor could be hidden and slightly taps a key to get a better angle and PING, an indicator shows up showing the direction they're in simply because they tapped a key slightly.


    I would love there to be a perfect solution but like you said, it would either be useleslly imprecise or ridiculously accurate, it's hard to get an inbetween.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330121#Comment_3330121

    No - that's not what I'm saying at all.

    The chase music is designed to mask survivors sounds and make it harder to pin point survivors, this is intentionally hiding information to make chases more fun, footsteps + moaning isn't supposed to be 100% accurate because chase music is there on the killer side for this reason.

    When part of a chase music is lower, you can hear the cries / footsteps better, when it's louder, it's intentionally louder to hide those cries / footsteps to make chases more interesting, however, it doesn't mean the audio for those isn't there, it's just a lower volume than the chase music INTENTIONALLY to make chases more interesting.

    So it's not information you're supposed to have all the time, unlike a normal terror radius, which you can always hear, and always gets louder and quieter depending on the distance of the killer, there are perks and certain powers that turn the terror radius off, but never mask it, unlike chase music for footsteps.

    unlike a normal terror radius, which you can always hear

    Sacrifice SFX has entered the chat.

    (To clarify, I agree with your overall point.)

  • @TheWheelOfCheese said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330125#Comment_3330125

    unlike a normal terror radius, which you can always hear

    Sacrifice SFX has entered the chat.

    (To clarify, I agree with your overall point.)

    I'm finding it very hard to find the correct words to explain it really, lol.

  • In my experience noises for killer really only makes any difference only once a match, so i can kinda get why they havent bothered

  • @CheesyBabyBoi said:

    In my experience noises for killer really only makes any difference only once a match, so i can kinda get why they havent bothered

    You must not be playing against very good survivors then.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330136#Comment_3330136

    Like, my worry is that, survivors moving makes sounds, some are quieter than others, and a killer could walk over to a gen, kick it or whatever, a survivor could be hidden and slightly taps a key to get a better angle and PING, an indicator shows up showing the direction they're in simply because they tapped a key slightly.

    I would love there to be a perfect solution but like you said, it would either be useleslly imprecise or ridiculously accurate, it's hard to get an inbetween.

    Yeah it would need to be tailored in accordance with the in-game soundscape.

    I don't even know if in your scenario the survivor would even make an audible sound and much less if the killer would be able to hear it over everything else, their own footsteps included.

    It would need a live emulating code that compares sound sources and their volume and emulate what an unimpaired person MIGHT hear and create a similar visualization.

    And even then it wouldn't be a real substitute because how would it work to show something is behind you and be vague enough to represent the miniscule nature of the sound that might be heard.

    It seems like such a complicated issue for such minority that, afaik, doesn't have such an accessability feature in any first person game like a shooter were directional sound awareness is truly necessary. I just can't see bhvr being the first to make such an effort.

  • @Nazzzak said:

    A killers means of tracking survivor is visual (scratch marks) while a survivors means of tracking killers is auditory (terror radius). There are colour blind settings to help killers who are sight impaired to better track marks, and now there will be something to help hearing impaired survivors. And it's in a way that doesn't benefit those survivors who can hear perfectly fine.

    Adding auditory benefits to all killers helps more than just hearing impaired killers. It would be a buff to the entire killer base. No more mindgaming killers when out of line of sight, since they'll know when youve left the area. If the killer is distracted then its okay, they'll get told there's a survivor nearby so dont leave the area.

    I’m colourblind and haven’t found they make any difference at all.

    I still can’t see scratch marks on many maps, and still can’t see downed or hooked survivors on farm maps.

    I don’t think they affect scratch marks at all tbh?

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330027#Comment_3330027

    I’m colourblind and haven’t found they make any difference at all.

    I still can’t see scratch marks on many maps, and still can’t see downed or hooked survivors on farm maps.

    I don’t think they affect scratch marks at all tbh?

    Hmmm, maybe your colour blindless is more acute or something? I (as far as I'm aware) am not colour blind, and can absolutely see a difference in Scratch mark colours.


    For what it's worth, I think people should be able to choose their own scratch mark colour / map dependant coloured scratch marks.

    image.png

    Default is red

    Deuteranope is a light orange/brown

    Protanope is a pinkish-red

    Tritanope is a more vibrant red

  • I feel like everyone is ignoring a very obvious answer...aura reading perks/addons. I already have hearing damage in my left ear pretty badly and I just run an aura reader or two and I don't usually have a problem keeping up with survivors.

  • @Nazzzak said:

    A killers means of tracking survivor is visual (scratch marks) while a survivors means of tracking killers is auditory (terror radius). There are colour blind settings to help killers who are sight impaired to better track marks, and now there will be something to help hearing impaired survivors. And it's in a way that doesn't benefit those survivors who can hear perfectly fine.

    Adding auditory benefits to all killers helps more than just hearing impaired killers. It would be a buff to the entire killer base. No more mindgaming killers when out of line of sight, since they'll know when youve left the area. If the killer is distracted then its okay, they'll get told there's a survivor nearby so dont leave the area.

    But the auditory clues tell you the same information. That is the point. If i hear a survivor on the other side of the wall, i heard them, i know they are there. If someone is hearing impaired, why should they play at that disadvantage?

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330112#Comment_3330112

    Not really, survivor can run forward, double back, fake windows and double back, they can walk etc, and you don't hear all that all the time, the terror radius is one singular thing that only gets louder or quieter, footsteps and survivor sounds and showing you where they are during a mindgame is very different.

    Right, so then you wouldn't HEAR that information, so they wouldn't show a visual indicator. I am missing the point here.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330114#Comment_3330114

    Right, so then you wouldn't HEAR that information, so they wouldn't show a visual indicator. I am missing the point here.

    Yea that's evident, even though you can't hear it, doesn't mean the sound isn't playing, if you turned the chase music off, the steps would be playing, but the game can't determine what your brain heard, so you may have heard that grunt, or grass move etc, or you may not have, but that audio is ALWAYS there, so you would always be getting info from the visual indicators.


    I literally am struggling to see how people aren't understanding this, if a survivor behind a pillar presses w, the audio plays, but it doesn't mean you heard it or recognised it as a survivor movement, the game however knows what that is, it knows it's a sound a survivor would make, and would just ping the "visual indicator" showing you that a survivor was there.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330864#Comment_3330864

    Yea that's evident, even though you can't hear it, doesn't mean the sound isn't playing, if you turned the chase music off, the steps would be playing, but the game can't determine what your brain heard, so you may have heard that grunt, or grass move etc, or you may not have, but that audio is ALWAYS there, so you would always be getting info from the visual indicators.

    I literally am struggling to see how people aren't understanding this, if a survivor behind a pillar presses w, the audio plays, but it doesn't mean you heard it or recognised it as a survivor movement, the game however knows what that is, it knows it's a sound a survivor would make, and would just ping the "visual indicator" showing you that a survivor was there.

    It's simple.


    If the audio played, and it was physically possible for the killer to hear it thus knowing "where" the survivor is relatively speaking, then an indicator is shown for people who are hearing impaired.


    if the audio cannot physically be heard, due to being too quite, too far away, iron will, chase music, etc. Then the indicator is not shown.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330870#Comment_3330870

    It's simple.

    If the audio played, and it was physically possible for the killer to hear it thus knowing "where" the survivor is relatively speaking, then an indicator is shown for people who are hearing impaired.

    if the audio cannot physically be heard, due to being too quite, too far away, iron will, chase music, etc. Then the indicator is not shown.

    But that doesn't factor in ambient sounds.

    And also, what keeps unimpaired players from using this as an additional advantage?

    If i use a killer with loud ambient voice or am standing right next to a fire barrel then i won't hear breathing or food steps, but with your solution it would show an indicator either way since the sounds played and SHOULD BE audible even when they aren't for unimpaired people because they were masked/overshadowed by ambient noise.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330870#Comment_3330870

    It's simple.

    If the audio played, and it was physically possible for the killer to hear it thus knowing "where" the survivor is relatively speaking, then an indicator is shown for people who are hearing impaired.

    if the audio cannot physically be heard, due to being too quite, too far away, iron will, chase music, etc. Then the indicator is not shown.

    Turn your music on full blast, have someone tap the floor, sometimoes you'll hear the taping, sometimes you won't, the game cannot decide when you would and wouldn't hear this, brains are dumb and smart. HOWEVER the systems in the game will always see both of these happening and show you even if you didn't hear it.

  • My problem with using stuff like chase music to make things hard to hear is the same as my problem with trying to use darkness to make things difficult to see, or having no crosshair available.


    You're giving a huge advantage to people willing to use external software, which isn't available at all for console players, and isn't practically bannable either.


    Everyone already knows about NVIDIA filters for visuals. But Windows itself has a volume normalization option that makes footsteps and the like much easier to hear, and lowers the volume of the chase music. If you're truly sweaty, you can even use an equalizer and tune it to boost those sounds even further or use a compressor (the only ppl ive ever heard of doing this are spirit mains though.) All of this is super common in other FPS games like PUBG.

  • How about the devs for once dont screw over killers when they touch something sound-related?

    I think its been atleast thrice they tweaked something resulting in worse hearing for killers. Like x0,8 x0,8 x0,8.

    Remember when they added sound ocvlusion and you now cant hear generators through a wall? (Its old but relevant)

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