I've noticed a common trend in a lot of the games I've played and been frustrated by recently. In many games, a button prompt will appear when you can interact with some object in the world. This is good and basic user interface design. Where it goes wrong is when the display appears, but pressing the button does nothing. Even if that prompt appears for a split second, if the user has been spamming the button, the button should do something when that prompt is visible. This is especially annoying if the interaction button is the same as, say, the jump button. So instead of interacting with something you end up jumping over it and since you were holding forward, you went past it. If that object happened to be on a cliff edge...well...that sucks.
This is one of those game design things to cater to the impatient gamer. I've opened tons of chests before already in this game, I know what button to push, so the prompt is an indicator that I'm in the right spot to interact with the chest. If the prompt appears and pressing the button doesn't open the chest, the prompt has failed its job. The simplest way to do this is for the prompt visibility radius to be smaller than the actual interaction radius. That way if the user is spamming the button, they'll interact with the chest before the prompt appears rather than the other way around.
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