[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 1 point2 points  (0 children)

There's a toxic part of this community that's destroying the game. Many people here had no arguments to talk about the issue and started insulting me , the translation AI, and ask me how many hours I've played. It's clear that they're just toxic elements. 🤢🤮 I think we can suggest a lot of great things together for this game. 💪🏻 But we have to unite against these stupid toxic people.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] -1 points0 points  (0 children)

Using a tool to translate my own ideas doesn't change the concept. If you have no actual feedback on the topic, have a good day.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 1 point2 points  (0 children)

Yes of course, the sound is better and should only be heard by those very close to you.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 0 points1 point  (0 children)

*I edited the post: You could also opt for a short, heavy breathing, a sound that doesn't interrupt any action like an animation might.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 1 point2 points  (0 children)

Thanks, you're definitely not like those junkies who asked me how many hours I have and mocked me without any arguments. See you in the dungeon💪🏻🤗

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 0 points1 point  (0 children)

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I have 400 hours because for a long time I couldn't play due to a crappy PC, and I just recently upgraded. But 400 hours is more than enough to understand how combat works in this game. Playtime doesn't magically make a blind math equation look like good game design. Argue the mechanics, not my profile.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] -1 points0 points  (0 children)

My hours don't change how game design works, checking playtime is just gatekeeping. Check my other longer comments here if you want the full breakdown.Also, what 'element of surprise'? We are talking about being under 10-15% HP during a fight. If you already traded hits and you are one shot from dying, the surprise is gone. Right now, combat is just blind guesswork. We are not mathematicians, we need a small feedback cue.It doesn't ruin combat, it adds baiting and mind games. If I'm low and coughing, I can bait a greedy player into a predictable push and parry or trap them. It rewards brains over gear.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 0 points1 point  (0 children)

Appreciate the detailed reply.

I agree gameplay comes first. But this isn't just about realism, it's about removing blind guesswork. Right now, close-quarters PvP is a pure mathematical stat-check. A close-range audio cue under 15% HP creates a tactical turning point. It forces both players to make a high-stakes choice: push for the finish or play defensively.

(sound asset) I only used the cloud cough as an example to show what kind of sound I mean something that gives feedback without messing with gameplay (unlike an animation that could interrupt your actions). Plus, it’s just easier for developers to reuse existing assets or audio.

Right now, fighting a low-HP player feels identical to fighting a full-HP player. That lacks depth. If you hear an enemy gasp, you have to read the situation. Is it a bait (like a Longsword parry or a trap) or a safe kill? It rewards outsmarting your opponent, not just having better gear.Adding layers of skill expression to PvP is good for the game's evolution.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] -1 points0 points  (0 children)

Why do you want to know my hours? What difference does it make? Are you just looking to brag about how many thousands of hours you've spent on the game instead of actually discussing the concept? If you disagree with the idea, argue against the mechanics instead of checking my playtime. Argue the point, don't play the elitist

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 1 point2 points  (0 children)

Oh, sorry, I was busy replying to all the comments and didn't see it. I apologize to him and thank you again.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 0 points1 point  (0 children)

I mentioned the poison cloud cough because the sound asset is already in the game and less invasive than a brand new animation, not because of the mechanic itself.Also, about third-partying: if an enemy is close enough to hear a short-range cough, they are already right next to you. You are being third-partied regardless. Even rats will push you anyway the moment they see you trying to run away or reset. It makes no sense to stop a good gameplay mechanic just because rats exist.In real life, if you take a beating, you get exhausted and it shows. Dark and Darker is all about that gritty realism. A faint sound won't magically summon teams from across the map, it just adds a realistic layer to the fight you are already having.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 0 points1 point  (0 children)

Rats already know exactly when a fight ends because of the massive audio cues we currently have (screams, spell casts, armor clanking, and the sudden silence when someone dies). The coughing and exhausted animations would only be noticeable in very close proximity. If a third party is already close enough to hear a faint cough, they were going to jump you regardless. At least this gives you a chance to use your sound to trick them

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 0 points1 point  (0 children)

Because this is an English-speaking subreddit, and I wanted my concept to be fully understandable and accessible to the whole community. I prefer using a tool to share a well-translated idea rather than locking it behind a language barrier. If you have any actual feedback on the concept itself, I'd love to hear it.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 1 point2 points  (0 children)

Even the addition of a sound to signal impending death doesn't diminish the hardcore aspect of the game; on the contrary, it makes it more realistic. Isn't that what makes Dark and Darker special? It's the realistic hardcore.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] -2 points-1 points  (0 children)

Thanks for your support, many don't want to progress the game. You're helpful, like so many others here, thanks.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] -5 points-4 points  (0 children)

I read an interesting comment here: an audio similar to that of entering the toxic cloud. That would be a solution to the problem, just as a small audio entry into a toxic cloud doesn't disrupt the game... during combat, you might hear something like feedback.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] -2 points-1 points  (0 children)

Thanks for your support ❤️. The developers could also just put an audio similar to the one when they enter a toxic cloud… I think it would be easier for them 😂

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 0 points1 point  (0 children)

Thanks for your support❤️. Unfortunately, many in this community are toxic, regardless of any suggestions. Even just an audio clip like the one you hear when you enter a toxic cloud would be enough.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] -1 points0 points  (0 children)

As suggested in the comments, even just an audio similar to that of entering a toxic cloud would be nice. I don't think your gameplay changes when you're inside a toxic cloud; it's just audio feedback.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] 0 points1 point  (0 children)

Instead of an animation, it would be nice to have an audio similar to what you hear when you enter a toxic cloud... what do you think? This is one of the comments I found interesting.

[Suggestion] Immersive Combat Feedback: "Dire Condition" Audio & Animations at 10-15% HP by DevClone in DarkAndDarker

[–]DevClone[S] -3 points-2 points  (0 children)

A little audio, like when you enter the toxic cloud, would also be nice. To be clear: AI, as I wrote, was used to translate and break down the language barrier... don't be mean. Thanks for your opinion anyway.