spartaxoxo wrote: »Heyyyyyyyyy, Macarena, ay!
Anyway, yeah this game is actually really unfriendly to those with vision issues. It's a shame because there's a lot to like about it.
spartaxoxo wrote: »Heyyyyyyyyy, Macarena, ay!
Anyway, yeah this game is actually really unfriendly to those with vision issues. It's a shame because there's a lot to like about it.
And they felt it would be a good idea to release arms packs with bright flashing lights and sudden sounds when bar swapped. Which many people have said causes them problems to be around when players spam the effects.
-Visual reliant / color mechanics: Lair of Maarselok vs White-Gold Tower: In Lair of Maarselok, players can get infected by the Maarselok which can spawn a lurcher on the player and insta killing them, they can cleanse it by synergizing a pad. Before coming up to the final boss you or one of your three other party members can get infected and the only visual cue is your character turning a slight blue... however this effect CAN be covered up quite easily from other set visuals and class abilities. Aka you cannot see it when it infects you most of the time. The only way to see it would be to have an addon or one of your members having a good eye. What White-Gold Tower has something similar, a player gets infected and chosen to see portals, only they can destroy them if they are picked but the visual here is that your screen turns a different hue and audio distorts - which still has it's own problems but is way better than the Lair of Maarselok visual of being cursed.
SOLUTION: Have a warning to the player that THEY are the ones infected or have a more obnoxious effect rather than a slight color change to your player model.
Mechanics having different forms of warning that are small to begin with makes finding out what's an issue far more difficult then it has any need to be. Solid post.
tomofhyrule wrote: »I bet Sorcs have a similar problem with Hurricane/etc.
To the OP and @ZOS consider that disabilities also include not being able to hear anything, so mechanic's warnings should be both visually and auditive.
Mechanics having different forms of warning that are small to begin with makes finding out what's an issue far more difficult then it has any need to be. Solid post.
Yes, mechanics have different warnings.
IMHO, on normal mode, there should be telegraphs for heavy attacks and such as it is often the case now, but probably not always. There should still be some sort of " visual tell" outside of a colored area on the floor so the player can learn to look and pay attention.
For vet and HM these colored areas warning us of impending danger should not be present and the "tell" would be the only warning. After all, the more challenging modes are intended to require a higher degree of skill level and awareness.
Having a visual tell eliminates issues with color blindness, noticing words flashing on the screen or a sound.
I see the argument spewed on the forums and on Twitter about these changes benefit casual or mid-tier players (They do not but this is not the point of this post). The argument is that these changes help those with accessibility issues, those who cannot play the game like the average player. For example, someone with nerve issues in their hands, only have one hand, etc. But nerfing damage and adjusting timers for abilities is not the way, if all of you REALLY want to care about those with any form of accessibility issues start looking at the dungeon and trial mechanics.
My issue is that these dungeons and trials have never been easy to those who do not have full accessibility due to inconsistent mechanics. I have trifecta achievements for all the dungeons in this game except for the recent dungeon pair of Ascending Tide. (Coral Aerie and Shipwright's Regret), and there are plenty of mechanics that are just outright unfair to players who are hard of hearing, colorblind, or do not have full hand-eye coordination.
Examples of inconsistent mechanics:
-Visual reliant / color mechanics: Lair of Maarselok vs White-Gold Tower: In Lair of Maarselok, players can get infected by the Maarselok which can spawn a lurcher on the player and insta killing them, they can cleanse it by synergizing a pad. Before coming up to the final boss you or one of your three other party members can get infected and the only visual cue is your character turning a slight blue... however this effect CAN be covered up quite easily from other set visuals and class abilities. Aka you cannot see it when it infects you most of the time. The only way to see it would be to have an addon or one of your members having a good eye. What White-Gold Tower has something similar, a player gets infected and chosen to see portals, only they can destroy them if they are picked but the visual here is that your screen turns a different hue and audio distorts - which still has it's own problems but is way better than the Lair of Maarselok visual of being cursed.
SOLUTION: Have a warning to the player that THEY are the ones infected or have a more obnoxious effect rather than a slight color change to your player model.
-Fang Lair HM walls. The instant kill radius does not clearly indicate where the hitbox starts and ends. The Ghost walls blend in with Thurvokun to make it difficult to see for someone who is not colorblind, let alone someone who is. This also applies to the Aurorean walls of Depths of Malatar; these walls are also inconsistent as they can clip you even if you do not touch them. Seems as if the effects of these walls are shorter than the actual hit box... I mean it's hard to tell because the hitboxes are not visible at all. This is a problem that is still current as well with the new High Isle release of one of the new World Boss mechanics. The walls still hit the player even if they are well out of it.
SOLUTION: "Add the red aoe hitbox underneath these wall mechanics (Or make the Ghost Wall in Fang Lair a different color / effect than Thurvokun's posion aura). There are some instances where I go through a wall and survive but also seem to be nowhere near it and still get insta killed. Adding a visual will help players see where the wall actually ends and start so they do not die unfairly."
-Audio cues without other visuals: Domihaus Grovel, King Narilmor split to name just a few.
Domihaus' grovel is just a straight-up audio cue that leads into an instant kill. Sure the solution is to put on subtitles but in the heat of the battle of his ads spawning can lead to difficulty focusing on the boss alone. King Narilmor's split projection also has an audio cue of the real boss has his voice coming out of the "real" model.
SOLUTION: For King Narilmor's fight, I do not have a solution since you could burn the projections down, but if DPS is going down the drain, then the health on them should be adjusted. Domihaus's simple solution would be a slight tremor or shake effect to indicate he is about to do his instant kill mechanic.
-Jump mechanics in general, especially on uneven and broken terrain: Maw of Lorkaj (Backroom mechanic), Unhallowed Secret bosses, Frostvault Dwarven Centurion Bubble lasers, Coral Aerie Hard Mode.
This is self-explanatory in why this could cause accessibility issues. Jump mechanics are rare, but they do exist—one of them is going to the first secret boss. I had several random players who are just unable to scale the first secret boss area because they are PHYSICALLY unable to and keep falling off and dying. The Dwarven Centurion bubble is different in the sense that you can hide behind the bubble, I am mentioning it here though is because this is one of the mechanics that ZoS does right as an alternative to those who cannot jump the lasers... I wish the same could be said about Coral Aerie's HM, where jumping the lightning tornado swirls is like playing Mario, and there is no alternative way of avoiding it that does not involve mashing the jump key and mashing other buttons to do damage.
SOLUTIONS: Alternative ways to do these mechanics / navigate the terrain or just rework how to do them.
Notable mentions of broken mechanics that affect those with limited accessibility:
-Moongrave Fane Cubes NOT moving, VERY important for Gargoyle boss where you HAVE to plug in the volcanoes with the cubes.
-Grapple Hook mechanic which is required to progress in Unhallowed albeit fun, can be broken and have people fall to their deaths. - This ALSO applies to in Vatestran.
-Darkshade Cavern II final boss, the boss moves constantly making it difficult for some to keep up to reapply their AoEs (God forbid the PTS changes make it to live and makes this problem worse for mid-tier players.)
Listed the three example to name a few. I might post more examples but I want to leave a quote from a friend who does dungeons with me and what they have to say about the new changes in the PTS currently: "As someone with nerve damage, making me hit 1 button 20+ times (not that DK is going to be viable, lol) is actually worse than keeping up a rotation and I know I'm not the only one who feels that way."
No one is happy about these changes, ESO Team. If you want to make the game accessible, look into your dungeon and trial mechanics. Instead of adjusting player numbers.
Mechanics having different forms of warning that are small to begin with makes finding out what's an issue far more difficult then it has any need to be. Solid post.
Yes, mechanics have different warnings.
IMHO, on normal mode, there should be telegraphs for heavy attacks and such as it is often the case now, but probably not always. There should still be some sort of " visual tell" outside of a colored area on the floor so the player can learn to look and pay attention.
Better idea - let stop dumbing down the game and vet/vethm content. Normal mode is accessibility mode.
etchedpixels wrote: »On the other hand loads of people use macros for weaving already so some of it is nonsense.