Roaming critter AI has created a serious accessibility problem

14 votes

Sound effects for free-roaming critters NEED to be heavily adjusted. To hear every footstep of every critter on the map as if they’re right beside you has made the game world vastly unpleasant to be in. I now avoid certain areas of the map where there is a surplus of roaming critters (ex. grand plains, green hills) due to auditory overstimulation.

SFX need to be reduced, and made less jarring & more distinct from players. Didelphodon should not play the “injured yap” sound on a loop when a player is nearby. Areas of the map that are overrun with critters are now immersion-breaking; the tortoise’s scream is also comically out of place.

Please add an option to adjust critter volume separately, or just tone them to appropriate levels.

The amount of critters also needs to be scaled as there are currently more NPCs than players in any given area.

They’re loud, disproportionate, and have made the game inaccessible and more challenging for those with hearing & sensory disabilities.

Under consideration Critter AI Suggested by: Faunly Upvoted: 15 Apr Comments: 2

Comments: 2
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