Henlikuoth Posted May 26, 2024 Share Posted May 26, 2024 I have a few requests, and I attached three pictures for reference: 1. If I check, for example, the metals in the materials overlay, I often notice that various colors that are supposed to be different are hardly distinguishable. For instance, buildings made of gold are usually barely different from those made of copper. If you check picture 1, you will notice that the copper battery has a faintly darker orange-like hue compared to the gold battery, but that is sometimes hard to spot. By comparison, the colors shown through the minerals overlay are somewhat more distinct. Picture 2 shows the difference between sandstone and igneous rock. Sandstone exhibits a lighter brown, while igneous rock is a darker one. The colors are more noticeable, making it easier to spot and change the materials if needed. However, I still believe that the colors are not dissimilar enough. So, would it be possible to implement a more advanced high-contrast color palette in the game, with colors that display starker differences? Furthermore, as you can see in picture 1, if you have cables and railways overlapping and want to detect the different materials used, it is almost impossible to see clearly. I had this experience when I tried changing all my copper cables into gold. The power overlay also did not help because it only shows the wires, but it does not show precisely where on the cable which material is. Is it possible to somehow overwork the materials overlay and combine it with the other overlays? For example, if I activate the power overlay and see all cables, I would like to have the option to display all different materials on those cables in clearly distinct colors. Additionally, would it be ok to create a legend for all materials that can be quickly accessed for reference, maybe even with numbers or letters? I believe it could help. 2. In picture 3, you see a tropical Pacu ready to be brought to the aquarium. However, the Pacu is graphically clearly dislocated at the incubator. First, it is much too low compared to the other critters, and second, it looks like it is outside the incubator. This should be graphically adjusted. Moreover, it would make more sense if the incubator included some graphical water for Pacu eggs. After all, they are fishes that need water. However, that should only be a graphical improvement and not require piping water into the incubator. Unless Klei decides to create incubators dedicated to fish/water critters only. In that case, such an incubator could require water and look different. 3. Currently, there is no graphical difference between, for example, tiles made of sandstone and those made of obsidian. However, I think it would be great if each material displayed a different hue. For example, granite could have a whitish/silvery hue, while obsidian should be shown with a deeper black and shimmer. Completely new graphical designs would not be required. I guess it would be enough if a general color tone were applied to all buildings made in a specific material, e.g., all buildings made of obsidian would have the mentioned dark tint, while all others made in Granite would appear in the suggested brighter tint. If this was introduced to the game, I believe it would enhance the ONI experience hugely. These different color tints could then easily be applied to all new tile/building designs for the supply closet. 4. Texts should be improved and show complete information. For example, especially as a new player, I never knew which buildings could be submerged underwater, which couldn't, which could be built in the air, which must be placed on solid ground, and more. I would like to see refined texts and descriptions overall. Link to comment https://forums.kleientertainment.com/forums/topic/156359-a-few-requests/ Share on other sites More sharing options...
SGT_Imalas Posted May 26, 2024 Share Posted May 26, 2024 Mods provide the tile feature: True Tiles: every tile gets its own texture dependent on the material used Material Color: all buildings receive a tint based on material material tints can look pretty ugly (imo), they should stay a mod only feature Link to comment https://forums.kleientertainment.com/forums/topic/156359-a-few-requests/#findComment-1717157 Share on other sites More sharing options...
Henlikuoth Posted May 26, 2024 Author Share Posted May 26, 2024 2 hours ago, SGT_Imalas said: material tints can look pretty ugly I am sure Klei can find ways to make it beautiful 2 hours ago, SGT_Imalas said: Mods I principally don't use mods. First, they might cause bugs or other issues, and second, I expect genuine developers to find good solutions for their own games. I forgot to mention one more request: I would like to see an overall adjustment to the numbers/values in the game. They should be somewhat relatable to real life. For example, a 100 kg door is unrealistic, and 25 kg for one meter of cable is also unrealistic. Also, every time I see a critter pooping around 70 kg of something, I feel strange 70 kg is the weight of an average woman. My point is that the numbers are partly over the roof, which can be a bit misleading compared to real life. And it is somewhat immersion-breaking. (quoted this from myself from the other thread, but wanted to subsume it in this thread) Link to comment https://forums.kleientertainment.com/forums/topic/156359-a-few-requests/#findComment-1717174 Share on other sites More sharing options...
DolphinWing Posted May 27, 2024 Share Posted May 27, 2024 It's a game. In a world named Oxygen Not Included. It does not have to be identical to the real world in my opinion. Here duplicants are 30 kg weight make them more like ants since they can carry 1600 kg weight. Yet I believe there can be some color adjustments or contrast enhancements in material overlay. Any QoL would be a nice touch. Link to comment https://forums.kleientertainment.com/forums/topic/156359-a-few-requests/#findComment-1717276 Share on other sites More sharing options...
Henlikuoth Posted May 27, 2024 Author Share Posted May 27, 2024 12 minutes ago, DolphinWing said: It does not have to be identical to the real world in my opinion. If certain things like weights and amounts of masses are more based on real life, it is easier for the player to relate to it more, thus increasing immersion mentally. Klei would only have to adjust the overall numbers. That shouldn't be too hard. I have nothing against supernatural elements or effects that go beyond real-life physics. They are even good, but they should still be embedded in an overall relatable game with various aspects based on real life. It makes the game more connected to real people's lives. Link to comment https://forums.kleientertainment.com/forums/topic/156359-a-few-requests/#findComment-1717278 Share on other sites More sharing options...
Henlikuoth Posted May 31, 2024 Author Share Posted May 31, 2024 Three more points: 1. You may check the following two links for an overview of a variety of colors: https://digitalsynopsis.com/design/color-thesaurus-correct-names-of-shades/ https://en.wikipedia.org/wiki/List_of_colors:_A–F As you can see, the spectrum of nice colors is vast. It would be great if such colors were introduced to the game, especially given how many elements/materials ONI has (and rising). Navy blue and azure blue, for example, are visually distinguishable, but ONI must graphically display them correctly to achieve an appropriate effect. This would help to detect them in the materials overlay. 2. The priorities tab has an arrow at the top left. If the arrow points down, the dupes are shown in alphabetical order. If it points up, the alphabetical order is inverted. If the arrow points right, the dupes seem to be shown in chronological order. The problem is that the chronological order is no longer displayed if you change the arrow only once. You would need to reload the game. This should be fixed. Also, why does the arrow shift its color to red? It seems inconsistent. You may refer to the added picture. 3. The game speed tab at the top left of the screen shows three tiers: slow, medium, and fast speed. However, what is labeled as "slow" is the standard speed for the game. The seconds, for example, pass like in real life under that category. I recommend changing the wording, maybe even simply 1x, 2x, and 3x. Otherwise, that might be misleading. Generally, proper language is important and should be accurate, especially in a technical game like ONI. Link to comment https://forums.kleientertainment.com/forums/topic/156359-a-few-requests/#findComment-1718221 Share on other sites More sharing options...
Henlikuoth Posted June 20, 2024 Author Share Posted June 20, 2024 A few more things: 1. As you can see in picture 1, the micronutrient fertilizer left of Banhi is entirely (properly) displayed while the one right of her is half sunk into the upper line of the airflow tile. It is covered more than 50%. That is too much. It should be adjusted so solid ground does not hide any objects or debris. This should apply to all objects/items in the game. I noticed this already quite often. It is, of course, better when the beauty and art of all objects can be seen clearly. 2. In picture 2, you can see that the power station's electronic arm cranks right into and over the decor plant, partially hiding it. On the contrary, the statue on the right is hiding the electronic arm instead. I would argue that decor items should have precedence. They should hide all other objects behind them and not vice versa. 3. In picture 3, you can see that the liquid vent is displayed as open despite being disabled by the automation. This is a known issue but should be fixed soon anyway. Link to comment https://forums.kleientertainment.com/forums/topic/156359-a-few-requests/#findComment-1727429 Share on other sites More sharing options...
O2Enjoyer Posted July 19, 2024 Share Posted July 19, 2024 I'm new here, but guessing it is probably better to keep different suggestions in different threads. Its a long read, and one cant simply "like" if one of them seems nice. Liking the adjusted numbers suggestion. More relatable numbers would be nice. Link to comment https://forums.kleientertainment.com/forums/topic/156359-a-few-requests/#findComment-1736635 Share on other sites More sharing options...
Slvrsrfr Posted September 17, 2024 Share Posted September 17, 2024 as a prior tester, this I think was a better format. If at worst it could all be condensed into the first post, except for any replies OFC, but taking 6 or 8 threads to say the same things, nah, that's okay. I had a bug thread to a degree, a suggestion thread, etc that I pruned and condensed as time went on. In the old forums. TBH, I was liking it. They have a good eye for detail. I've never taken a moment to pay attention to the order in which objects get over-drawn and such. Or how some may sit lower, of askew, in terms of the art. It's a context that slipped my mind, while I may have brushed up against in some situation. They commendably seem to have taken that time to distinguish those things. It's a good catch, for in all the years and all the pro, semi-pro, astute, and capable folks here, none of us have inferred the same, or even much noticed unless in some specific circumstance. And others are seemingly well-considered thoughtful calls to discussion. I wouldn't take offense. Yeah, glancing back over it in more detail, I have asked for some of the exact same. Good Luck! Link to comment https://forums.kleientertainment.com/forums/topic/156359-a-few-requests/#findComment-1748887 Share on other sites More sharing options...
goboking Posted September 18, 2024 Share Posted September 18, 2024 Regarding 1, most of them aren't too bad, but discerning lead from gold gives me fits. Regarding 3, I'd rather not be put in the spot between choosing form and function when it comes to building materials, personally. Link to comment https://forums.kleientertainment.com/forums/topic/156359-a-few-requests/#findComment-1749030 Share on other sites More sharing options...
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