Shadow Echo

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  1. Are you sure you’re looking in the right place (after you’ve unlocked them)? I play on Xbox (not that platform matters, other than controls/keybinds, the game is essentially the same across platforms). Those items should be printable from the backpack iirc. You’ll notice in the catalog items are sorted based on where they’re printed. From left to right: backpack printer>small printer>medium printer>large printer (at least I think that’s the size “names” of the printers; I’ve played so long, and so much, I’ll admit I don’t even look anymore ;P) Hope that helps! P.S. I’m enjoying the glowsticks now that I’ve tried them
  2. I really REALLY hope y’all meant you fixed all the vehicle and platform sinking when terrain is modified anywhere nearby, with terrain tool, or in combination with tool mods applied (such as painting terrain, using Inhibitor to remove decorators, and whatnot). It makes sense y’all would fix it for all vehicles and platforms and not just the large rover, but just want to make sure. I know most folk are wondering about this as well, it’s been a commonly encountered (and frustrating) issue. While I don’t mind there being recreational-focused objects in the game, and perhaps it’s too early to assess the potential for many of the new items just added (I haven’t even made them myself) it seems many of these are best suited for co-op play. First of all, not everyone plays with other people, for a variety of reasons. Secondly, as of right now, co-op still needs some major fixes, the issues with terrain desync being high among them. I’m sure that’s a really difficult thing to tackle, and I know you’re working on it best you can. Still, I agree there’s a lot of focus on the recreational/co-op aspect. At least there are a number of other cool things introduced with the update, specifically the jetpack, and we now have storage galore I do think it’d be better overall if much requested features and some QoL improvements (such nav assists and tools, cartography stuffs, anything which helps players keep from getting lost, marking paths, visualizing compass while in vehicles, etc) were dispersed along the way rather than “saved up” for lump updates. Hindsight being what it is, and given the roadmap and it’s updates now are all being rearranged (have been, just not announced) presumably with some updates being shuffled, delayed, who knows what all has changed (Wanderer clearly was delayed a significant amount from when rumored to release, some time late spring) it seems even more apparent it would’ve been better to go ahead and implement some planned improvements, bring out a few new features along the way rather than holding back so to speak. Hard to know for sure, we don’t know yet how the roadmap is being rearranged nor what will be coming in the future, but it’s a concern. Why? Because unlike the more recreational-focused items, these sorts of things (nav, etc) will appeal to or benefit ALL PLAYERS, not just a subset of them. Going back to the recreational/co-op focus, there are still a fair number of folks (so it seems) having issues connecting and playing with their friends at ALL (like session not found, or session kicking them and can’t rejoin, etc, there are some tips and tricks at least I know there are posted on the Discord, but they don’t work for everyone). Even with playing co-op, based on my own experiences, the terrain desync can be bad enough to hinder, even obstruct progress. So if you were planning to have help in actually doing constructive things in Astroneer, things may not work out for you like you’d hoped. It’s unfortunate one can’t rely on what many consider to be a core feature of the game. Many consider co-op, being able to play the game with friends, a requisite for their enjoyment of the Astroneer experience. I’ve played solo almost exclusively. I’m not a person who considers co-op necessary for my enjoyment of the game, but it’d be nice from time to time so overall I’ve been waiting for performance to improve for Xbox as well as for dedicated servers to arrive. Since servers seemed to be a long time off, I chose to start participating in co-op recently (also, it’s worth noting performance has also improved a great deal for Xbox players, both in solo and co-op play). The lag, especially for the host, isn’t horrid anymore. If it’s a fresh save, the game performs rather well I must say. By and large it’s the terrain desync that’s causing major problems for most folks. That’s why I’ve avoided playing co-op with any significant game “goals” in mind, like making significant headway towards the big achievements, unlocking the worlds, that sort of stuff. I simply don’t trust the game’s desync in co-op to not mess up the save or block my ability to reach vital areas. I’m sure this wouldn’t be an issue in every scenario but once you’ve encountered severe desync it’s enough of a deterrent, at least it was for me. You can remove some of the desync’d terrain but it’ll just come back. Not good when working in tight spaces. Until desync is fixed, I don’t trust co-op to help “solve” the game, which is unfortunate. I mean yeah, as host I theoretically shouldn’t encounter issues but I’ve played so much I’ve experienced enough odd bugs, one-offs, and such, I just don’t wish to take that chance. And I’m not sure how well, even with the improvements in performance, the Xbox can handle unlocking everything in a single save. That might’ve been a bit much to ask, in terms of achievements, idk. For a long time, people couldn’t even make it to watch through the credits. Even after the fix, some had continued issues with crashes during credits, idk how things are going now though. Summing up, there’ve been quite a number of recreational-oriented or -themed items released over the last several months. I don’t have any issue with that specifically, only pointing out that such things (after the cool factor wears off) I’m guessing only continue to retain some significant use/value for a fraction of players. That’s fine too, but then you realize, only a fraction of THOSE players are able to play with their friends online, to use and enjoy those items. On top of that, it’s doubtful they use them all the time, plus it’s hard to know how many of them find them worthwhile to unlock, much less craft, etc. So I can understand comments about these items on the whole not being the most thrilling. I also agree, it has nothing to do with the design, that’s always top-notch. We’re very spoiled with how amazing everything always looks, and functions xD I know the jetpack will be a hit, bugfixes are always awesome, and who doesn’t want QoL improvements? Keep those coming! Hope we’ll see a return to monthly updates. I’m guessing the delays were at least partly related to prep for the upcoming PS4 release (I cant imagine folks being surprised about this; after all, Gearbox said they wanted to bring Astroneer to more players, so really was a no-brainer y’all would make the game available for PlayStation). While I’m sure work continues on that front, I’m hopeful we’ll see more regular updates resume, maybe some performance/bugfix patches in the mix as well. Whatever y’all have time to send our way, we’re always grateful to get it I know I’m hyped for the PS4 release, mine has been needing some love lately and this is just what the doctor ordered! Smart move, I’m guessing that’s the biggest market Astroneer has yet to tap into, now you'll have all the bases covered so to speak (most who own the Switch, according to articles I’ve read, already own either one of the major consoles or a PC, and that doesn’t even take into account possible technical limitations). As much as I love the Switch, I have to say I’m doubtful but no one really knows, except Nintendo and SES perhaps That PS4 trailer, omg, so frickin’ CUTE! Genius! Bubbles bongos P.S. Did y’all realize it still says in the game menu: “Lunar Update is now LIVE”? Y’all missed my Tomes, I know you did
  3. I’m not sure it’s worth updating the page, probably just need to start over. As I said somewhere else on another thread (the Crafting Megathread I think) most of the threads prior to the full release likely need to be closed as a lot of them either won’t be relevant or will require significant adjustment to reflect current state of affairs (but what do I know, lol). Best for a fresh start perhaps, a clean slate maybe with discussions etc but I’m guessing (as I stated elsewhere) Wyv and any mods he has helping him are completely swamped for now so we’ll have to manage with what we’ve got. The Devs are likewise busy trying to patch/update the game. I haven’t left the starter world but so far the pods I’ve found really don’t match well with any of these, I guess that’s what I was trying to say in the first place (plus Bytes are very low overall, so far anyway that may change on other worlds though).
  4. It did, but hey that’s ok, we all live and learn I’ve played untold hours and I’m always discovering new stuff it’s true!
  5. I agree with the “most people didn’t like storms” opinion because that’s what was expressed here on the forums by and large. There were many aspects of storms that lead to this opinion, it wasn’t just wanting to avoid some difficulty in the game or some nonsense such as this. I don’t mind adversity in games, I grew up with games far more challenging than most we have available today, games that certainly didn’t hold your hand, and with no internet yet available there were no YouTube vids, streams, or online guides to walk you through games either. No, I’m not saying I’m entitled to a cookie for that lol. Just saying it wasn’t that storms proved to be too difficult or something that caused so much “hate” (although I think that’s a bit too strong of a word, most just didn’t like them and wanted options to turn them off or adjust their frequency, but in the short term it was easier I’m sure for SES just to remove them). The problem with storms (and we’re only talking about the dust storm, the only thing that existed in the game) are s follows (and again, this is my opinion but many shared a similar view): (1) the frequency could be annoying, making it difficult to do things (2) you were left with basically no choices during one (hide in base, vehicle, cave, or impromptu dig out, build dirt around you, etc) or else you died (unless you were in the edge of a storm devoid of the UPS boxes of death) (3) while you hid, unless you were in a cave, you sat on your butt and couldn’t do anything; granted some took a break from the game but that’s less than ideal, most value their time gaming and want to make the most of it (aka it was a bit disrespectful of the player’s time) (4) it was an unbalanced mechanic from the start. In most games, ok idk about “most” but you’d like to see something like this have pros and cons. So if you had to hide, and it blew stuff away, why not have it blow some new cool things in as well? Or provide some other positive effects? Even if things were somewhat random, having some potential for something novel to happen is better than just sitting and hiding. EVERY. SINGLE. TIME. The bottom line as I see it, people tend to confuse the issue of what players really want to see in the game. Imo I think players want to see cool weather “systems” developed, and it sounds like SES is going to take more time to develop that (and hopefully test it properly as well) rather than just drop in a storm or two. While I generally love snow/snow effects (don’t see it where I live in Texas) I really hope they won’t incorporate direct copy paste weather effects like we have on Earth because frankly that’s pretty boring. I know they have the imagination and creative ability to come up with far better than that! After all, we have dust storms on Earth, and really wasn’t that imaginative. I will say I have a ton of respect for the Devs (regarding the work they did on dust storms) so major props for that. I hope they can still use the models and such for future weather, shame to let all that work go to waste. I do think some ideas like comets, meteorites and such are cool ideas, but again I hope we’ll see them put their own Astroneer “flavor” on it, and these systems will have checks and balances, possibly complex interactions and cycles like our own weather maybe even seasonal or other variations. Anyway just some quick thoughts P.S. if it’s not obvious, yeah I’m glad they’re gone, they didn’t add to the game and needed to be pulled. I think SES made the right call, behind them all the way on this 100%
  6. “Backpack” (small) printer, uses 1 compound to make it, there by default, and once placed (with power supply) uses 2 resin to make the medium storage just like before
  7. Performance on Xbox is pretty bad, but posting in an old thread like this won’t help anyone or anything. Tbh most if not all Alpha-related threads probably should be locked at this point, but I’m sure Wyv and others mods he has helping him have their hands full with not only this forum but the Discord and other places as well, Reddit and whatnot, so be patient and courteous it’s not easy but it helps. The Devs know performance is bad, they have a patch ready I have no idea what sort of hoops they have to jump through tho to be in accordance with Microsoft’s policies a lot of this issue is on them not SES. I don’t know anything about game dev but it’s easy to be a player and sit back and judge and say “how could they release a game in this state” do you really think they did that? With so much of their success hinging on how it’s reviewed, appraised, accepted and advertised by sites and players alike? That just doesn’t make any sense now does it? No, I don’t think it’s fair to judge it or them that way. No amount of testing can compare to releasing a game to thousands, millions in the wild and that’s what they have on their hands. They’re a small studio, give them the benefit of the doubt, some patience, and they’ll get things into shape. Beautiful game, they really did a nice job and I know they’ll get the performance and bugs settled eventually. Won’t be to everyone's satisfaction but then again what ever is?
  8. It looks like there’s power supplied to the platform, so I guessing it’s hooked up in some manner to the rest of your base or at least to the main hab. When you’re ready to print, you may have to re-orient it because it likely won’t have enough room where it is to print some things and certainly not with you standing in front of it, but I realize that’s getting ahead of myself... Have you unlocked anything you can build with the Vehicle Bay? That’s what it looks like to me, you have a blank blue screen which appears in my games when I’ve yet to spend Bytes to unlock something I can print. Nothing shows up iirc unless you’ve spent Bytes. If you haven’t unlocked anything, try spending Bytes on something like the small rover (now called the Buggy I believe) and try again. That’s my suggestion if you haven’t done this already.
  9. I lost roughly 40 minutes of time spent on Exotic the other day. That really sucked because I’d gone off-Terran the first time that save to get mats, and I found stuff I was going to take back to home base. Hematite, wolframite and sphalerite, also some lithium. I was using my small shuttle seat as well as a salvaged seat to make saves about every 5-10 minutes (plus hiding from storms, geez they’re way too frequent on Exotic) thought I’d be covered. I play Xbox One and I know from experience the game is very prone to crashing once leaving Terran and trying to play on other worlds (even in just single player). When the game finally did crash (because it always does, never had it keep going long on another planet at another base) when I got the game going again I’d lost about 40 minutes and lots of progress. I know this problem has been reported many times before, but it’s the first time I can say definitively it’s happened to me. I will say I’ve noticed Microsoft has been having a lot of issues lately, especially with online status. I normally appear offline so I don’t get inundated with game invite requests, but sometimes if I stream or something I need to change my status back to online. Recently when I try to do so, the Xbox refuses to acknowledge the change in stasus, saying “online status unknown” and reverts to showing me offline. Could be coincidence, and I’m not sure exactly if this issue was occurring at the same time I lost progress from game not saving, but thought it worth mentioning. Online status seems a little bit weird still, but most of the time it changes like it should now. There are still some ongoing issues on other parts of the platform (some technical issues with clubs for example) so who knows what all could be causing this? I frequently restart my Xbox (which also clears the system cache). It’s the best I can do to help the system work better.
  10. Back to the original topic... Everyone has their own playstyle amd comfort zone when it comes to how much detail and complexity they enjoy in their games, especially those centered around activities like crafting and building. I lean towards the more organized side, but I wouldn’t enjoy the game if I were “forced” to make some chore out of base planning as someone suggested. This isn’t an electrical engineering project or whatever lol. The game has become more than a bit grindy as is, and doesn’t need more imo. The Basebuilding update issued last December was an amazing one, bringing unparalleled amount of freedom and flexibility to the game (in comparison to the far more rigid tube and node-like system used throughout Pre-Alpha) even mobile bases became a possibility. To take a step back from that would not only anger many players, it would be a poor decision imo for the game’s design. Some players like myself would like extenders to have a bidirectional function, perhaps a switch to change the mode, or maybe an alternate craftable version. I’ve argued before on behalf of extenders becoming bidirectional same as platform connections but I see that isn’t a great idea, because sometimes you want/need directional power. I don’t think SES will offer something like that, but it would be nice to have for certain circumstances. I too don’t use the splitter in the game. Only thing I ever used one for was to measure power output of the various devices like solar, wind, etc. Anyway, not going to touch the tether argument. But as for the power cables, no need to make some complex electrical design challenge out of the game. Who spends time just sitting around their base, marveling at how clever it’s designed anyway? Some people really enjoy planning every little detail about their base, and the game allows for that. Some just don’t care, and the game allows for that too. That’s the beauty of the sandbox and how things are set up. I understand wanting things orderly and just so. I can’t stand playing on a base that’s got ground clutter everywhere and not flatttened out. But I’ve played with some others, and seen plenty of videos of gameplay, where people just aren’t bothered by that sort of thing. It’s not a priority to them, and that’s ok. It’s their base, their playthrough, their time, their world. Some people forget this is meant to be an E for Everyone title (I think it is anyway). The kind of game families and kids can enjoy. It doesn’t need to be overly complicated (and it’s already getting quite complicated, you have to know a good bit about the game to figure out what you need to spend Bytes on, what those things in the catalog actually do, and many things changed recently with regards to recipes and crafting so it’s almost like learning the whole game again, well not all of it but a significant portion). As they say, I think basbuilding is in a really good place right now.
  11. I don’t mind them getting rid of power nuggets or oxygen so much as it would’ve been better perhaps to decrease their amount (a wean basically), and then discontinue them. Going cold turkey was a bit harsh when in addition to that so many other changes were implemented at the same time. I’ve said before, in terms of raw power, was stupid easy to get. As for oxygen, I was already using filters and had been for a long time. They’d been misunderstood for far too long, and imo misnamed from the start. Not surprised a lot of players never took to using them, and with them not functioning correctly (they’re not meant to run continuously, they’re supposed to fill your tanks, stop running, and re-engage when you’re low again, much like the power cells do now, an “on-demand). It’s a little bit different of course when talking about filters because oxygen consumption is a constant, power consumption generally won’t be. Not sure I’m understanding the point about the Soil Centifuge and how that relates in some direct manner to the Trade Platform and scrap. Ive never been a huge vehicle person, but I don’t find much issue powering them (I drive to a location, one I’ve usually marked via foot travel with beacon, and pick up important cargo and continue on my way). A mix of small wind and solar is typically enough without need of batteries, but an organic generator can pick up slack if need be. I don’t find the organic generator a graceful or feasible power solution for my own character though. I hope the Inhibitor and the Power Cells are brought back to where they were, something easier to craft (with materials on Terran). I think it’s unreasonable to lock them off to travel offworld. Power cells have a very small footprint and when placed on a top slot don’t interefere with my sightlines. The organic generator, which I don’t like leaving in my pack (if I do it’s difficult to tell at a glance if it’s just a piece of organic or a generator), is too tall and obstructive in a power slot. Small solar at least pivots and has a thin “satellite” construction (whatever you call it, the solar cell panel itself), and the small wind turbine is also not a solid construction, plus it’s mounted on a bit of a stem. Maybe it’s just me, but I prefer any of these over the organic. Hard to argue though the power cells have the smallest footprint of all. They’re also the most reliable in all circumstances. Wind is preferable to solar though, for me anyway since I’m often making trips below ground or working at night. I disagree strongly though with the vehicle beacons. Those were extremely useful and I never really had issues with that system before. Now I’m having a lot of trouble with beacons. Imo the Devs just messed everything up in terms of keeping track of your vehicles and anything you mount a beacon on. They don’t stay activated. Even within the same game (meaning, without saving and leaving) they’ll deactivate themselves for no apparent reason. You move a beacon from a top power slot above your pack into your pack or vice versa and that changes it’s activated state, like wtf? Why would that change anything? It’ll reset its color as well, sometimes. So the way I see it, we went from a dependable system where we always knew where vehicles were when they were crafted to not knowing for sure (and being required to “pin” them ourselves). Even if we know we pinned them, we can’t be sure they’ll remain pinned because the beacon may not stay activated (I’ve seen my vehicles’ beacons deactivate during gameplay). Makes no sense! I’ve printed medium storage pallets underground in caves to hold ore precursor so I can retrieve later, and put an active beacon on those pallets only to save my game, exit, and return with no active beacon on them anymore. What’s the point of placing a beacon if it doesn’t stay active? I appreciate them allowing us to finally put them on items like storage and activate them, but seems to me they haven’t worked out all the kinks yet. It’s a buggy mess from my own experience. I’d really love to see vehicle beacons come back so I know at least those won’t deactivate and I can keep track of them. The Devs can’t even fix stuff falling through terrain, including vehicles, so I believe they owe it to us to keep a tracking system in the game (for now). By removing vehicle beacons before they addressed this issue, they’ve let us down.
  12. Mentioned on the (now official) Discord but we REALLY need some sort of running lights for vehicles. To me, running lights aren’t same as for most of the world (I remember my first car had “running lights” in the car manual, which I dutifully read, I think for Canadian versions; described as fog lamps or dimmed headlamps that otherwise are on anytime your principle headlights aren’t on, the ones you use in dim or dark conditions etc). What I’m talking about would be more for enhancing our ability to see our vehicles (primarily terrestrial craft but it would be nice to have for all craft, for unifying design) so we can see them more easily when they’re out there in the terrain especially in the dark of night. That can be incredibly hard sometimes! So here are some suggestions. -front and rear running lights (like most cars have now that are constantly illuminated regardless of ambient light levels) -a high visibility band or undercarriage lighting system (similar to the neon blue band that lines the circumference of the platforms) I would use a different color, not the blue used for platforms. Maybe a high-vis yellow for the terrestrial craft, similar to power color, and violet, similar to the color of hydrazine, for spacecraft. Most important, it needs to be a neon glow type color similar to the blue one for platforms, something that is easy to catch your attention from fairly long distances, like I said something high-vis. Particularly important to be able to pick out in the darkness, distinguish between it and the surrounding terrain, or find underground. Right now it’s easy to lose sight of one out in a mixture of rocks (boulders), trees, hills, grass (and other decorators) etc. I find beacons are disabling themselves sometimes and thats another worry, so I implore the Devs to add this feature. Really should’ve been added shortly after inception, but I’ve thought about it awhile (keep forgetting) so I’m adding it now to the QoL thread. They may have some upcoming changes to look of the vehicles idk, they’re always working on new stuff, but this should be incorporated nonetheless . If you bother crafting a vehicle, chances are you’re using it to haul some important cargo at some point. Not fun losing it! Rovers can be hard to spot even during the daytime I’ve found (on Terran anyway, ymmv, also depends on the background esp the planet and it’s colors). Thanks
  13. We’re all subject to bias. What really matters is how we handle it, particularly in our dealings with others. A biased person alone isn’t really doing much harm one might argue. When you’re biased and carry a lot of responsibility, such as to a community, that’s a big problem. Most people in positions of authority, which means they hold great responsibility, hopefully recognize their bias and try to compensate for it, for their own sake but mostly for the good of the community. When a person cares only that they’re right, when they argue continuously about how they’re right, when they threaten or throw their weight (power) around to prove it, they’re not only not serving the good of the community very well, they’ve become part of the problem, not the solution. Just saying. I’m not perfect, far from it. I have bias same as anyone else. I do my best to look at other sides of a discussion. Not always successful, but I try to put myself in others shoes a lot more than I ever did when I was young. People don’t do enough of that these days, try to think from another’s perspective. Most don’t try at all. I sure wish I knew a lot of what I know now, especially when it comes to dealing with people, about 20-25 years ago. A lot of people, those getting older, probably feel the same. But demanding your way is right and no one else’s, that your vision is the only right path and so on, that’s no way to be and others know it. Many have seen people who believe and act that way, and it tears up communities rather than unite them. It’s a sad thing to watch. Again, just saying. As for the retro design, I hope it won’t stay that way, I don’t mind the current old style suits like the PJ Astroneer but if it’s set in however many centuries in the future, it should be you know very futuristic lol. Too much retro these days imo. I already live much of the retro period, it wasn’t that great tbh. Speaking more about the retro game craze of course, and yeah some nostalgia is good now and then but it’s been overdone. Stick the fork in. I agree, if we can use some sort of mystical “Jedi powers” or whatnot for levitating platforms and pods, we certainly should be able to do much more. No reason I can think of for crafting rubber tires or being restricted to some teeny tiny tank that lets us live only few minutes before suffocation. I don’t mind the oxygen requirement just think it’s too restrictive atm. I know there’s a lot more to come, hope it’ll all be great. I think we’re in good hands.
  14. I remembered a good one, bothered me for ages. When you’re sitting in hab, vehicle, whatever, the game doesn’t (and don’t think it ever has tbh) take into consideration passage of time and how that should affect certain things. Specifically, charging your power and refilling your oxygen. Drives me nuts! Not expecting everything to charge up and fill up instantly (though, if that we’re the only way to do it, program it, I’d be fine with that of course! It’d save a lot of time lol). I’d be plenty happy if they’d fill based on whatever the equivalent rate would be (calculated based off how much time you’ve been inside whatever you’re in, using whatever the charge or fill rate is from tether or whatever standard the Devs find appropriate). Whatever is chosen, the passage of time should be evident in the state of your equipment i.e. tanks filling, batteries charging. Batteries may charge, can’t remember for sure, but I know tanks aren’t being filled and that’s annoying, and more important now than ever. It’s just illogical not having them fill while inside your base, or sitting in equipment that provides life support. Unless something changes in provisioning life support, PLEASE fix this. Always frustrates me to go into a place, my oxygen tanks mostly empty, yet after being stuck in there for a few minutes (like IRL minutes) due to some stupid storm or such, I come back out and nothing has changed. Tanks still same unfilled state, it makes no sense. Thanks P.S. Oh and the pack on your dead body still has items in it backwards (mirror image) and also rotated 90 degrees I guess (if you look at a tether pack for example it’s not oriented the way it’s supposed to be, same for anything that’s rectangular or whatever, hopefully that made sense I don’t feel I’m making much sense right now lol sorry)
  15. Yes I agree. There does need to be much better visual cue. I happened to turn down the volume too much, had been watching a TV show with someone then switched back to gaming so overcompensated without realizing, and my oxygen got too low and I died before made it to tether to base. Luckily I was just smoothing (flattening) around base, and was almost right next to the main hab, so it wasn’t a big deal for me at all. That’s not the point though. Some people are deaf or hard of hearing. Some need to turn down the sound significantly because they aren’t allowed to or don’t want to disturb others when they play. While some can use earphones, that’s not always an option (and for some like myself, no matter the earphone or style, nothing is comfy past an hour or two anyway; I’ve looked at getting custom-molded plugs but that’s again not the point, no one should be required to use earphones to work around what’s clearly a UI issue). To accommodate needs of both hearing and visually impaired players, a system should be in place that provides clear means of notifying players of all vital information as it pertains to the game (in this case, that which is related to survival elements). This includes not only oxygen, but also damage with directional indicators as well. That’s beyond the scope of the thread, but I’m just putting that out there (not everyone can hear where acid plants are popping and know the threat is coming from etc, when they’re out of sight). I liked the old oxygen text notification, it was simple, unambiguous, and pretty much impossible to miss. I wouldn’t mind an oxygen bar as part of a minimalist HUD but some don’t want it (just make it an option, seems silly not to). The color change isn’t a bad idea but won’t be seen for supplemental tanks, not sure that’d work. In a 3rd person game like this, especially when much of your focus isn’t on your character but rather on what they’re doing or where they’re going, you need these cues and vital info “out in the world” where you can see them, not in your pack imo. The biggest issues with the current icons are (1) focusing on the wrong info, like the big “O”or the lighting bolt, and (2) the overall construction and audio cues don’t convey urgency. On Xbox One for example the light blue oxygen indicator is so easy to miss, ignore. Doesn’t look important, doesn’t seem to convey what is critical info vital to survival. For power icon ,the lightning bolt is very thick (thicc, no not really lol) you can’t really make out the plus or minus on a 65” TV at reasonable viewing distances (many play on couch or in bed, for me it’s the latter and I measured 15” away screen to eyes roughly). I’m sure it’s fine on some monitors playing on pc, but it’s terrible for console with big TV. Things were much better before, you knew EXACTLY what info was being delivered and took action accordingly. Having said all that, I’d be surprised if they’re not working on it. Kind of stuff best mentioned in the QoL thread, now that we have it.