Odyssey's hideous first person HUD

My main gripe was I couldnt switch the HUD off to fully admire the starry skies over the beautiful vistas, something that I would certainly do if I was to explore a hostile planet in reality.
On foot is the same keybind as in ship/srv: Ctrl-Alt-G.
(unless you meant we couldn't during beta; idr if we could x)
 
On foot is the same keybind as in ship/srv: Ctrl-Alt-G.
(unless you meant we couldn't during beta; idr if we could x)
Note that there could be some apps (or even in-game bindings) interfering with some players use of Ctrl+Alt+G -- e.g. I have Ctrl+G set to display galaxy map which for some reason interferes despite not using ALT, but also I just found out that the latest Google Drive app also uses Ctrl+Alt+G to display the drive search bar overlay lol
 
I think the radar isn't good for CZs and needs a rethink there (the permanent indication of all enemies spoils the event) but it's absolutely a part of the game play for all other settlement loops, as you use this within the quick scan system to help infiltration. Using this and your eyesight is important, it's a tool, not the only portal into the game. If you don't use it, you are at a disadvantage but in order to use it properly you have to do things in the game. I like the red ring design, the function that tells you if an NPC is alerted, their aggression state and the way you have to quick scan to even get them on there in the first place.

I personally detest games that heavily rely on a compass as the more it's used, the more useless it gets with clutter. So I entirely disagree that the role of the radar can be replicated there. Sorry. Just no way.

The only argument against mini maps I agree with the OP on are the games that literally tell you exactly where to go on the mini map (i.e. following the line):

It's the old rockstar games curse - big immersive world yet gameplay reduced to constantly looking at a that little acursed minimap. It became almost obligatory in games because it's easy (and quite lazy) to design games around it, and because gamers got conditioned into believing that not having it is a bad thing.

This isn't used in EDO at all, though. In fact, EDO is one of the games I've played where it's most difficult to know where you're supposed to go on missions. You really do have to do the leg work to find out your objective location. And it's great for this. I am not sure the OP has actually played EDO missions if this is the impression they get from it. The mini map tells you nothing useful unless you do something. And it never shows you the objective. Only the compass does that if you tag it, something that required thought and game play to achieve. And I stress... the radar is no mini map, it's a radar. It shows you zero information based on the topography. And a radar in this game absolutely fits the lore. It is not lazy at all, it is literally baked into several game play elements that I am sure the OP hasn't understood if this is their take.

Do I think EDO's general UI is good? Not particularly. I dislike the choice to put ammo/grenades on the physical weapon itself, for example; this obfuscates your status when animations don't play nicely and is really tough to read mid-fight. But I like the mini map implementation. I'd just prefer it if it didn't show CZ enemies at all unless they fired (and not at all if properly silenced).
 
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I think the radar isn't good for CZs and needs a rethink there (the permanent indication of all enemies spoils the event) but it's absolutely a part of the game play for all other settlement loops, as you use this within the quick scan system to help infiltration.
This is what I think should be the exact opposite. CZ-s surely should have a "god's eye" information system showing the combatants what's where and who's who. We have it today in real world, we'll have it in year 3310😉

On the infiltration missions or generally frolicking around on foot you shouldn't have that luxury. Your suit sensors should have limitations, not showing everything every time all the time once you've scanned them. Once an enemy gets outside of direct line of sight, the minimap should show their last known position, and only update it once they're back in LOS.

On a related side note, I recently started playing Assassin's Creed: Odyssey for the first time and for all the gameplay jank it has I really enjoy the tactical side of using Ikaros as literal eyes in the sky to scout out an area, keep track of enemies and feed the information into your character's augmented reality display. It's some of the best depiction of a futuristic tactical information system I've seen, and ironically it's not in a military sci-fi setting. It would fit perfectly to Elite Dangerous: Odyssey, just replace the eagle with a drone, and done! No need for the minimap and added is tactical decision making of when to use the drone to get most up-to-date information but leaving your character in a vulnerable position while flying the drone🙂 I also want a smart ammo mod for the Executioner that lets me steer the projectile mid flight like the "Predator Shot" ability in AC: Odyssey🤪
 
This is what I think should be the exact opposite. CZ-s surely should have a "god's eye" information system showing the combatants what's where and who's who. We have it today in real world, we'll have it in year 3310😉

On the infiltration missions or generally frolicking around on foot you shouldn't have that luxury. Your suit sensors should have limitations, not showing everything every time all the time once you've scanned them. Once an enemy gets outside of direct line of sight, the minimap should show their last known position, and only update it once they're back in LOS.
That's fine but the game play is more important to me and infiltration is made more fun by the way the mini map works as it does imo. You're actually only looking at it at particular moments but it's a tool that I think works very well with stealth. I'd be happy if they removed it entirely but then they'd need to make the NPCs make more noise as they move about, so we'd need to use ears. As it is, they're basically silent unless they talk.

In contrast, in a CZ, the radar is looked at way more often as it gives you two major indicators of where the enemy is (red bar gun fire indicator and red dots/arrows). I think this is distracting from the actual game play and it's the permanence of it that I dislike. It's always on. All the time. Not even some sort of a bonus you can net your team for a short period.

I'm not bothered by realism or pseudo realism for the sake of it (i.e. you could argue they wouldn't even need to aim with gimble tech and rockets should just hit your target no matter where they are, it's the future right?) and, for me, in FPS style games like CZs represent, radars don't enhance the fun of the game if they're too overbearingly useful. I hated even seeing red dots get added to the COD games back in 2006/7. But at least those only showed when someone fired (and later games hid the dots if you went silenced). I'd prefer none of that at all.

I don't really care that much about it, it's just a preference. The red dots render CZs way, way easier than they could be though. You are never surprised.
 
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Function and form.
Minimap is good for the stealth side of gameplay, showing which NPC’s are scanned/unscanned
neutral/friendly/hostile
Aware / unaware to your presence (and this you can do illegal stuff or not).
And how close they are to “hear” your footfalls and will scan you (inner ring).

The compass allows for quick heads up orientation to ship/srv organic stuff you have scanned, things that literally fall out of range of the minimap.
So minimap close-quarters stealth and combat.

Compass is navigation.

So maybe you just haven’t played enough.
 
Function and form.
Minimap is good for the stealth side of gameplay, showing which NPC’s are scanned/unscanned
neutral/friendly/hostile
Aware / unaware to your presence (and this you can do illegal stuff or not).
And how close they are to “hear” your footfalls and will scan you (inner ring).
This could actually be achieved without the minimap, too. In my previous comment I brought up the example of Assassin's Creed: Odyssey (similar game in that you raid enemy settlements/forts/camps with the options to go in all guns/bows/spears blazing or take a more sneaky approach) which achieves the same result by using the eagle to scan the enemies and then visualizing them through walls and other obstacles as outlines with icons over them showing level and alertness/aggro state. There, of course, are pros and cons for both approach, but IMO the "augmented reality" way of doing it feels more immersive and less "game-y". Plus having a personal surveillance drone overhead that you can remotely pilot is added gameplay and a tactical element:)

Then there was Thief series which relied completely on audio clues and the player's ability to be patient and observe the environment for the 100% stealth gameplay. Even the maps didn't have the "You are here ->" pointer on them, you had to piece it all together by yourself:p
 
oh and also
For even more mini-map needs that fdev should really include ;)
 
Does EDHM have the ability to affect the on-foot HUD?
(i have trouble running it atm unfortunately)
You can change the colors with it, but afaik the only thing it actually can “turn off” (and very limitedly) is the central dot on screen when you’re out on a station. Pretty sure it’s still there when on a planet somewhere.

Or I’ve not seen whether it allows other HUD elements to be disabled, but I’d like to think I would have noticed.
 
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