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Probably just me but I really could do without the, as far as I'm concerned, completely redundant and utterly unnecessary objective marker pointing at and showing the distance to where you're supposed to go in order to progress.

https://i.imgur.com/1F6RuLO.jpg

Toggles for individually turning off some or even all of the other HUD elements (during exploration as well as in combat) would be great too, but if I had to pick one it would be the objective marker.
A intelligent "fade out" and "fade in" for the objective tracker in the upper left corner maybe is something you could look into as well?

Thanks in advance for considering.
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Swedrami: Probably just me but I really could do without the, as far as I'm concerned, completely redundant and utterly unnecessary objective marker pointing at and showing the distance to where you're supposed to go in order to progress.

https://i.imgur.com/1F6RuLO.jpg

Toggles for individually turning off some or even all of the other HUD elements (during exploration as well as in combat) would be great too, but if I had to pick one it would be the objective marker.
A intelligent "fade out" and "fade in" for the objective tracker in the upper left corner maybe is something you could look into as well?

Thanks in advance for considering.
Hi Swedrani, thank you, those are actually pretty neat suggestions. Our main priority has been to make sure that people don't get stuck or too frustrated but we are getting a bit of feedback from more hardcore players who'd prefer a lighter UI and fewer aids so we will definitely look into making these kinds of things optional.
avatar
Swedrami: Probably just me but I really could do without the, as far as I'm concerned, completely redundant and utterly unnecessary objective marker pointing at and showing the distance to where you're supposed to go in order to progress.

https://i.imgur.com/1F6RuLO.jpg

Toggles for individually turning off some or even all of the other HUD elements (during exploration as well as in combat) would be great too, but if I had to pick one it would be the objective marker.
A intelligent "fade out" and "fade in" for the objective tracker in the upper left corner maybe is something you could look into as well?

Thanks in advance for considering.
avatar
F4LL0UT: Hi Swedrani, thank you, those are actually pretty neat suggestions. Our main priority has been to make sure that people don't get stuck or too frustrated but we are getting a bit of feedback from more hardcore players who'd prefer a lighter UI and fewer aids so we will definitely look into making these kinds of things optional.
Just what I was hoping to hear/read, cheers.

Another way to counter the "visual overload" and clutter could be to implement a scale/size slider for the HUD elements and (tool-tip) texts, similar to the "Subtitle Size" one under "Gameplay".
One would need to be able to scale everything down to almost ant size, in order to make a difference though.
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Swedrami: Another way to counter the "visual overload" and clutter could be to implement a scale/size slider for the HUD elements and (tool-tip) texts, similar to the "Subtitle Size" one under "Gameplay".
One would need to be able to scale everything down to almost ant size, in order to make a difference though.
Yeah, sadly none of these things are ever as simple as it seems but I will discuss some options with our UX guy.

I'll also see if there are maybe already some relatively hidden ways to get the results you want. AFAIK the HUD becomes smaller at higher resolutions and the guys have also put a lot of effort into making the game work well on Steam Deck so things might be a bit more flexible than I thought.