Non-comprehensive list of interface oddities ("dangerously low temperature detected")

I've been playing Odyssey and I have a few questions about the interface. This is not a comprehensive list, but it seems that there are some inconsistencies.

For instance, let's talk about low temperatures. I get warned a lot about low (or high) temperatures and I haven't yet figured out how that really impacts my gameplay, though I read something that indicated it might drain the battery faster. Okay, that's nice.

Does that warrant the following messages (I slightly cropped the pictures, forgive me):

Exhibit 1: Note that I see the same icon twice, including the "center HUD" message that usually indicates something really important.

20210723232223_1.jpg


Exhibit 2: Note that I also get an informational message in the upper right occasionally, which is where I'd actually expect this message to go. It doesn't persist long.

20210724001535_1.jpg


So far that's THREE places I get told about the temperatures (and an audible warning every single time I walk outside). That's a whole lot of info for a non-crucial gameplay element.

Let's contrast that to a security scan from a guard, which, if I don't stop moving immediately, can quickly - and without mercy - lead to an entire settlement turning hostile to me and trying to kill me, which is very, very important to the game.

Exhibit 1: An informational pop-up in the upper-right and a moment of NPC dialog.

20210724001115_1.jpg


I submit that these should be reversed. There should be a small pop-up for the temperature (and a single audible), after which it's a known event, and there should be a center-HUD pop-up with a loud system warning about a scan, because the first bit of information is incidental but the second is vital.

Okay, still with me? Let's shift gears a little bit. Let's talk about those weird pop-ups.

Exhibit 1: Okay, I booked a shuttle - but what is this pop-up? That's... a new method of displaying information in Odyssey, which is weird because we have the information panel in the upper-right for that sort of thing.

20210723174640_1.jpg


Exhibit 2: Okay, my shuttle arrived, and I have a new pop-up that says I have 5 minutes. Then it disappears. This is a perfect thing to have in the upper-right information bar, with a persistent countdown timer!
20210723174650_1.jpg


Now I've also seen this when plotting a route in the galaxy map, too. It's - and I hate to use this phrase - really immersion breaking.

Still with me so far? Let's take another stab at something. Why do some events pop up an on-screen menu, and some don't? For instance:

Exhibit 1: The elevator. This button only takes me one place, my ship. On the flip side, coming from the landing, the button only takes me to one place: the concourse. Interestingly, the button to Apex Interstellar or Frontline Solutions doesn't have the pop-up but when you return it does!

20210725222659_1.jpg


This would be a perfect thing for a "screen" or some information display within the environment to show next to the button, not an (inconsistent) pop-up.

What's even more curious is why that's a pop-up, but something like a keypad (on a locked container) is done entirely with my keyboard, and doesn't have a pop-up where I can use my mouse.

Exhibit 1: See this? It's a flurry of keystrokes to interact with it!

20210725225158_1.jpg


Now, like I said, this list is not at all comprehensive, but Odyssey sure does seem inconsistent in the manner in which information is displayed - and the prioritization of information. What would it take to get someone to take another pass at these?
 
I had noticed the temp one. Tthe wiki says there are some surfaces too hot/cold to walk around on, and if you're out for hours and the day/night cycle changes, you can potentially burn/freeze to death, so potentially important.

The guard scanning def needs a pass, as it simply isn't distinctive enough.

The elevator thing is interesting though, because it implies that there are other levels that may be accessible to us in the future.

And yeah, the keypad thing is annoying too. I have to use my arrow keys; now I'm wondering if we can use our keypad for these instead.
 
but Odyssey sure does seem inconsistent in the manner in which information is displayed - and the prioritization of information
Since there's been inconsistencies of this sort in Horizons for ages - missing the target by a few pixels in the FSS is a major alert, but you have to dig into a side info panel to find any information about module integrity before they go entirely offline in a fight. Some of the older ones did get sorted out in Odyssey so hopefully the same will happen for this new ones.
 
I have a problem with the guards scan inconsistency…

When you are scanned in a ship you have the alert in red and in the middle of your screen.
When your on foot shields are down you also get a visual notification in the middle of your screen.

Why oh why did FDev think that a little pop up in the corner of the screen would be sufficient - especially when the repercussions for not stopping for a scan are fatal.

All this just shows two things - a rushed product and the fact that no one at FDev plays their own game.

Here’s hoping for a fix… although the sheer number of things that need one fix or other is just humongous and it seems to be growing by the minute.
 
I had noticed the temp one. Tthe wiki says there are some surfaces too hot/cold to walk around on, and if you're out for hours and the day/night cycle changes, you can potentially burn/freeze to death, so potentially important.
I'm 70% into Geneticist and I've yet to experience temperatures so cold the suit can't handle it. AFAIK if it's too cold you'll start taking damage as soon as your suit runs out of power (this makes sense. In low to zero pressure there's very little to sap the heat from you regardless of how cold it is. Ie: you can survive in shorts while exposed to dry 278K weather. You will die of hypothermia very quickly in water at that same temp).

Heat wise I believe temperatures over 700K are so hot your suit can't handle it at all and you'll take damage immediately regardless of whether your suit has power or doesn't.

I agree with the OP that this is information which is good to know but doesn't warrant 3 separate indicators prior to you taking damage from it. A blinking warning icon in the corner is sufficient until then.

All this just shows two things - a rushed product and the fact that no one at FDev plays their own game.
This. It really feels like the team working on it is brand new and trying to make their bones reinventing the wheel when they should have been carrying over what came before while improving both old and new. Don't get me wrong. There's a lot to like about the new interface. Specifically the sharpness and clarity of most of the information presented. It just needs honing from people that actually have to use this thing.
 
I've been playing Odyssey and I have a few questions about the interface. This is not a comprehensive list, but it seems that there are some inconsistencies.
Good post - just a couple of things ..

Okay, still with me? Let's shift gears a little bit. Let's talk about those weird pop-ups.

Exhibit 1: Okay, I booked a shuttle - but what is this pop-up? That's... a new method of displaying information in Odyssey, which is weird because we have the information panel in the upper-right for that sort of thing.
While I also hate the pop-ups (pop-outs?) ... do we actually have an information panel in the top-right on foot? It just occured to me we don't and that's why FD introduced these weird pop-outs.

Now I've also seen this when plotting a route in the galaxy map, too. It's - and I hate to use this phrase - really immersion breaking.
Is this line missing an image? I wasn't clear what it was referring to. If you mean the "Route cancelled" pop-out messages that we get in our ship when we reach the final system of our route ... now that is weird, a) because we don't need telling that at all and b) because, if those pop-outs do replace the Info panel when on foot then why are we seeing them in the ship?
 
Well summarized.
And this is just the tip of the iceberg.
I e. g. can't understand this wheelie menu on foot at all...
We were used to have the side panels in ships, wouldn't have been too difficult to go with this scheme also on foot, maybe even some holo menus in our helmet or whatever.
Instead they made this little wrist watch which isn't attached to our arm at all, but feel completely detached to the rest of the ui...
 

stormyuk

Volunteer Moderator
I've been playing Odyssey and I have a few questions about the interface. This is not a comprehensive list, but it seems that there are some inconsistencies.

For instance, let's talk about low temperatures. I get warned a lot about low (or high) temperatures and I haven't yet figured out how that really impacts my gameplay, though I read something that indicated it might drain the battery faster. Okay, that's nice.

Does that warrant the following messages (I slightly cropped the pictures, forgive me):

Exhibit 1: Note that I see the same icon twice, including the "center HUD" message that usually indicates something really important.

View attachment 252370

Exhibit 2: Note that I also get an informational message in the upper right occasionally, which is where I'd actually expect this message to go. It doesn't persist long.

View attachment 252371

So far that's THREE places I get told about the temperatures (and an audible warning every single time I walk outside). That's a whole lot of info for a non-crucial gameplay element.

Let's contrast that to a security scan from a guard, which, if I don't stop moving immediately, can quickly - and without mercy - lead to an entire settlement turning hostile to me and trying to kill me, which is very, very important to the game.

Exhibit 1: An informational pop-up in the upper-right and a moment of NPC dialog.

View attachment 252372

I submit that these should be reversed. There should be a small pop-up for the temperature (and a single audible), after which it's a known event, and there should be a center-HUD pop-up with a loud system warning about a scan, because the first bit of information is incidental but the second is vital.

Okay, still with me? Let's shift gears a little bit. Let's talk about those weird pop-ups.

Exhibit 1: Okay, I booked a shuttle - but what is this pop-up? That's... a new method of displaying information in Odyssey, which is weird because we have the information panel in the upper-right for that sort of thing.

View attachment 252373

Exhibit 2: Okay, my shuttle arrived, and I have a new pop-up that says I have 5 minutes. Then it disappears. This is a perfect thing to have in the upper-right information bar, with a persistent countdown timer!
View attachment 252374

Now I've also seen this when plotting a route in the galaxy map, too. It's - and I hate to use this phrase - really immersion breaking.

Still with me so far? Let's take another stab at something. Why do some events pop up an on-screen menu, and some don't? For instance:

Exhibit 1: The elevator. This button only takes me one place, my ship. On the flip side, coming from the landing, the button only takes me to one place: the concourse. Interestingly, the button to Apex Interstellar or Frontline Solutions doesn't have the pop-up but when you return it does!

View attachment 252375

This would be a perfect thing for a "screen" or some information display within the environment to show next to the button, not an (inconsistent) pop-up.

What's even more curious is why that's a pop-up, but something like a keypad (on a locked container) is done entirely with my keyboard, and doesn't have a pop-up where I can use my mouse.

Exhibit 1: See this? It's a flurry of keystrokes to interact with it!

View attachment 252376

Now, like I said, this list is not at all comprehensive, but Odyssey sure does seem inconsistent in the manner in which information is displayed - and the prioritization of information. What would it take to get someone to take another pass at these?
The security scan has bugged me since first noticing it. There has been feedback to FDev about it I am sure.

It's as others have pointed out a total and utter stark difference to when you are in a ship and get scanned by another ship.

It's unfortunately on the list of anecdotal evidence that it's a different team doing the development and unfortunately a lack of consistency in oversight for the overall project.

I know it's actually a pretty small thing but, it's things like this which do make me feel :( for some of the choices made by FDev.

Things like this just emphasise the disconnection there is between the Horizons space game and space legs in Odyssey.
 
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Lets talk about exiting dialog boxes and menus.

So when my game input is locked to a terminal there is an exit button, but in that case I can simply turn around and leave because the mouse is still for motion. However when at the SRV or ship to board or restock the mouse is locked to the menu without any exit button and I can't disengage the menu without hitting ESC. So I have to move my hand off the mouse or throttle (where my forefinger stick is the fwd/back/left/right) to get out of that menu which is annoying in a firefight.

Why put an exit button where it's not needed and leave them off where FPS movement is locked until the dialog is closed?

There are a number of these all over the interface. Every dialog that takes mouse input should have that option unless the dialog must be completed once entered.
 
Lets talk about exiting dialog boxes and menus.

So when my game input is locked to a terminal there is an exit button, but in that case I can simply turn around and leave because the mouse is still for motion. However when at the SRV or ship to board or restock the mouse is locked to the menu without any exit button and I can't disengage the menu without hitting ESC. So I have to move my hand off the mouse or throttle (where my forefinger stick is the fwd/back/left/right) to get out of that menu which is annoying in a firefight.

Why put an exit button where it's not needed and leave them off where FPS movement is locked until the dialog is closed?

There are a number of these all over the interface. Every dialog that takes mouse input should have that option unless the dialog must be completed once entered.
Thought the smart way of leaving a menu is to just step back to close it ;)

No matter which style they choose, make it the same everywhere! :)
 
Yeah, I'd be happy with that too.
Same. this inconsistency applies to OG menus as well. Some lists you can scroll to the bottom and it wraps around to the top, and others it stops there. If you forget which is which you can waste time trying to take a shortcut that doesn't work :/
 
Thought the smart way of leaving a menu is to just step back to close it ;)

No matter which style they choose, make it the same everywhere! :)
Yep, that works in the terminals, but not when talking to people...for... a reason I guess?

Also, why do the terminals display stuff, but then become a full screen menu when you open the mission board? why ain't it just... on the terminal?

To be entirely honest, I would like a lot more of the menus to just, be in the game itself (you know, an actual screen like most of the ship menus) instead of these screens that just take over your view.

This trend seemed to begin during "beyond" when they added the DSS probes and the FSS which weren't integrated with the ship cockpit.

It was a bit sad.
 
Good post CMDR.

As for the toast notifications, somebody was really pleased with themselves for that one, so slapped them everywhere... yet they are soooo wrong!
 
OP, I'm totally with you, FDEV is such a mess with consistencies in their UI, here's one that kills me from Horizons I don't know if it's fixed in Odyssey but I'm assuming not.
so you have 'Engage at Will' here. Cool
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You set it here, and it gives you a little piece of info what it does, NICE!

1627309690127.png

Then in the info panel it calls it 'Agressive'? Why? Are 2 different teams working on different aspects of the UI? What is going on FDEV! have some consistency! it's so weird to me.
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