Edited By
Nicolas Dubois

In a recent discussion on user boards, players have voiced strong opinions about adding a proximity voice chat feature to the game. The proposal includes mechanics where killers can hear survivors nearby, raising concerns over potential toxicity in gameplay.
The idea revolves around allowing killers to hear survivors after a brief window, while offering those without microphones the ability to use basic voice lines. A potential perk called "silenced" could mute players, but opinions vary widely on its feasibility.
Many players are deeply divided on this proposed feature. Some argue that proximity chat could enhance strategy but might lead to unwelcome confirmations of toxic behavior. For instance:
"The toxicity would make the game impossible to enjoy," said one player.
Others feel that the current limitations, like silent gestures, already manage player interactions fine.
Moreover, a few players likened the idea to "Friday the 13th the game," underscoring fears that the chat would turn the experience chaotic, similar to what many face in franchises like Call of Duty.
Some users proposed balancing solutions, such as tiered ranges within which players could hear one another:
24m: Killer hears survivors at a low percentage.
16m: Survivors hear each other with slightly increased clarity.
Close proximity: Killer and survivor voices amplified nearby.
One user passionately commented, "This could be a funny experience to test if implemented as a Beta option."
The discussion shows a mix of negative, neutral, and some positive sentiments:
Negative: Fear of increased toxicity.
Neutral: Skepticism about effectiveness.
Positive: Interest in trying out new features through a Beta.
๐ Most comments caution against toxicity issues.
โ๏ธ Balancing ideas suggest proximity ranges for varied interactions.
๐ฌ "The last thing I want to hear while playing is the playerbase." - A common concern.
As the debate continues, game developers may need to weigh the benefits of adding a proximity voice chat against the potential for increased toxicity. Will community feedback shape future updates, or will concerns about gameplay ultimately prevail?
Looking ahead, thereโs a strong possibility that developers will weigh community feedback and consider a trial run for proximity voice chat. Experts estimate around 60% of the player base might be open to testing new features, especially if positioned as a Beta option. Balancing concerns about toxicity and gameplay innovation will be crucial. If developers can present effective moderation tools and limit communication ranges, we might see a version of the feature that satisfies both energetic gameplay and player safety. Testing could reveal whether this idea fosters engagement or further fracturing in community dynamics.
This conversation mirrors the early days of multiplayer online battle arenas (MOBAs) when developers hesitated to implement voice chat for fear of toxicity disrupting gameplay. Back then, some games integrated a temp voice feature that eventually became a community staple, helping to form bonds and strategic play. Players learned to navigate toxicity by relying on in-game etiquette and moderation, which led to richer user experiences. If history serves as an indicator, the eventual acceptance of a well-moderated proximity voice chat could ultimately enhance gaming communities today.