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Ui 2.0 Mechlab Suggestions


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#1 Moromillas

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Posted 10 February 2014 - 09:47 AM

Very similar to Saxie's suggestions, with some more additions. Yes, it does seem that the community wants a Mechlab similar to the Smurfy Mechlab, and for good reason, it just works really well, and it's very easy to customise your Mech.

But before I dive into the UI design, I will point out all the offending items I currently see (granted there are more) with the UI 2.0 Mechlab, and focus on the Mechlab as that is the bread and butter. Diagrams are always easier than large blocks of text. Hopefully this image hosting site doesn't fall through.

Posted Image

Ok, as to my suggestions, for the first one, besides making it look more like smurfy there are a few things going on here.
  • The washed out green, yellow, orange, and blue colours to denote missiles, ammo, and energy weapons, and engines respectively. I darkened those slightly to make it easier to read the text. When you have white text siting on top of a washed out colour, it makes it difficult to read.
  • Streamlined the bulky armor panes into something more compact but still readable. Went with plus and minus, instead of up and down, because you're not moving numbers, or things up and down, you're adding and subtracting numbers, plus and minus.
  • Removed fruitless panes that were just black boxes.
  • Moved the hardpoints to the top because it looks neater that way.
  • Removed hardpoint icons, because that was straight from kindergarten, if you'll excuse my bluntness, sorry.
  • Reduced the panes girth, as there no point to them being that wide. It's still able to fit 4 hardpoint fractions, and in the oft chance a rare future Mech should happen to fit all 5 (missile, energy, ballistic, ams, ecm) why not just lump ams and ecm in the same category of equipment, in the UI only.
  • Treated the image in photoshop, the same way you would treat an overexposed image. Found out that those little computers in the corner, actually have stuff on them.
This setup of seeing all the sections of your Mech is the preferred setup for good reason. For those trying to get the most out of their Mech, it's good to see an overview of everything in order to work out what to do next. Improving your Mech isn't just a case of swapping out one component for another, but instead juggling all these systems in such a way as to get slightly more out of your Mech, and to do that, you need to see all the systems at once. I'm not sure if this explanation will gain traction.

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My next set of suggestions pertains to the menu buttons on the side.
  • Firstly, I've removed 'Loadout' and replaced it with 'Weapons,' 'Equipment,' 'Engines,' and 'Ammo.' So basically, when you want to go back and forth between different sections, you don't have to do several clicks it's just all there on the side, you just click once.
  • Whichever section you are in, will stay a blue colour on the menu buttons. For example on this image, we're in the 'Engines' section, so the button for that will stay blue. I noticed this happening in the 'Loadout' section but not so much others. Basically, this is something you need, so that the user knows exactly where they are at all times, so the UI doesn't become confusing or alien.
  • Removed 'Check out' button, and replaced with 'Save 'Mech config.' The 'Save 'Mech config' button only appears whenever there has been a change to your Mech, so that way, you know if there are unsaved changes or not, I also made it yellowish in colour as to distinguish it apart from the other buttons.
With the save Mech config prompts, you don't need a prompt if there's no purchase involved. It's actually quite annoying to click the button and be asked about it, you just think to yourself "Well I f***ing clicked it, didn't I?" Yet, when there is a purchase involved, the prompt could be better. The prompt itself, has all this text on it, believe me when I say, no one reads that. What you should do instead, is have a list of items that are going to be purchased along with how much each one costs and a total at the bottom.

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Ok, the last image. I know I don't have 2.5 tones free, but just for example, pretend that I do have 2.5 tones free.
  • Skooched the Mech over a bit to make room.
  • Changed the items window, from obnoxiously large icons format, to a list format, and shrunk it down to a respectable size.
  • Added Headers to give more control over the item panes. The Headers have plus and minus buttons on them to expand or collapse each category.
  • Moved all the non-critical information to the item info window, and added 'slots,' and 'tones.'
  • Increased the lightness on the item panes, to better differentiate them, and move them slightly more apart.
  • Instead of have text "that's too heavy" printed over and over, simply turned the free tonnage required number to red, and grayed out the pane. This green is for go, and red is for stop thing doesn't really work like that. When something is grayed out, everyone intrinsically knows that you can't use it, it's different for red.
  • Put all the information about your Mech in the Mech info window, shortened the bars as there's no reason for them to be that long, and added a back bg with 60% opacity in the chosen style of specific chamfer edges. Some things you can get away with, but strictly speaking, you really can't have bits of stray text and numbers just floating around the joint.
  • Tried to put as much info as possible in the item info window, and used the larger icon, because, well, it looks better.
For the item info window, you do want basically all the info under the sun in there. If you don't have one thing in there, that means all the users have to alt-tab out (at some point or another), and go rooting around the forums or google to find this missing info, so you want it all to be there. Also, please don't animate it, you don't need to, it just needs to instantly update when you mouseover something else. If there's a small delay on getting that info, it makes it feel sluggish when you're trying to get lots of stuff done, and you need that info. So basically, don't animate it, just instant update, and leave the window there, even if there's no new mouseover.

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Revised the layout after Kushko gave me an idea. Basically it now has 90% more Mech porn. Just for the example, pretend that the list doesn't repeat XL 170 more than once, but here's what I did.
  • Moved the Mech right over.
  • Extended the items list all the way to the bottom, so it has more height, placed it on the left side.
  • Changed the item info from a vertical window to a horizontal one. Removed the bars, as those just aren't needed. Placed it to the right of the items list.
  • Placed the Mech sections under the item info, and right of the items list.
  • Toned Mech info bg opacity down to 50%, so you can see the Mech better. Placed to the right of the Mech section near the bottom.
Posted Image

Edited by Moromillas, 15 February 2014 - 12:06 AM.


#2 Moromillas

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Posted 10 February 2014 - 08:35 PM

Hm? No input?

Simply going back to UI 1.5 is not possible, as 2.0 was designed to relieve a bottleneck.

#3 Kushko

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Posted 10 February 2014 - 08:57 PM

Very interested in seeing the picture, but the link is not working for me...

#4 Moromillas

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Posted 10 February 2014 - 09:11 PM

View PostKushko, on 10 February 2014 - 08:57 PM, said:

Very interested in seeing the picture, but the link is not working for me...

Le sigh. I shall find another.

Edit: Ok, is this image hosting site working?

Edited by Moromillas, 10 February 2014 - 09:21 PM.


#5 Kushko

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Posted 10 February 2014 - 09:36 PM

View PostMoromillas, on 10 February 2014 - 09:11 PM, said:

Le sigh. I shall find another.

Edit: Ok, is this image hosting site working?

Working now yes, and i must say that is exactly what im looking for in a mechlab Ui. If i could like it more than once i would.

*edit* Just one small thing...PGI is pretty proud of the weapons actually reflecting the mech model so i doubt they would want to cover the changes, and for once i think they actually have something to be proud off since mech model reflecting the weapon thats fit on it is just awesome. So maybe the fit windows shouldnt cover the mech model so we could see changes to the model being made as we put different equipment on our mechs.

By all means keep the smurfy style fit UI but move the mech out from behind it to the right (like it currently is in UI2.0) and make mech body parts interactable/highlightable like the previous UI had.

Edited by Kushko, 10 February 2014 - 09:39 PM.


#6 Moromillas

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Posted 10 February 2014 - 10:28 PM

View PostKushko, on 10 February 2014 - 09:36 PM, said:

By all means keep the smurfy style fit UI but move the mech out from behind it to the right (like it currently is in UI2.0) and make mech body parts interactable/highlightable like the previous UI had.

It does look like that might be possible, there should be space on the right side. Visually seeing the changes on your Mech was one of the good things about the old UI. Perhaps have it pan around the Mech when you mouseover the different sections, or if an item gets equipped to a section.

#7 Moromillas

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Posted 12 February 2014 - 10:06 PM

Back from a very painful process of pulling data from a HD with a corrupted boot header.

I've another idea for the Mechlab UI. Place the item info horizontally above the sections, and the mech info below the sections, and have the items to the left (and have them extend the height of the UI), and have the Mech porn to the right of the sections.

I'll make another image of this soon-ish, or maybe even later.

Edited by Moromillas, 12 February 2014 - 10:38 PM.


#8 Moromillas

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Posted 15 February 2014 - 12:08 AM

Posted Image

#9 Pat Kell

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Posted 15 February 2014 - 12:19 AM

top notch man, PGI needs to get in touch with you. May not be something they have the time to work on right now but I really like how that looks and they may be able to work on something like this in the background to update sometime in the future.

#10 Syntax Error22

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Posted 15 February 2014 - 12:41 AM

PGI needs to see this NOW! This is what the community expects from a mechlab! Moro you have my utmost respect for doing this. =D

#11 GalaxyBluestar

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Posted 15 February 2014 - 01:58 AM

just going to leave this here...

other suggestions

Spoiler


#12 Kobioshi Maru

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Posted 15 February 2014 - 10:46 AM

Scrape it and go back to the previous UI it is twice as hard to use!!!!!

#13 Moromillas

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Posted 15 February 2014 - 07:11 PM

View PostKobioshi Maru, on 15 February 2014 - 10:46 AM, said:

Scrape it and go back to the previous UI it is twice as hard to use.

UI 2.0 is poorly designed, yet it's also true that 1.0 was ALSO poorly designed. I don't think reverting back is a good idea, I wouldn't want the bottleneck that was 1.x to be reintroduced back into the development cycle.

#14 Syntax Error22

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Posted 16 February 2014 - 09:40 PM

Bump for Great Justice! =D

#15 Oppi

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Posted 17 February 2014 - 04:31 AM

I think your suggestions are much better than what we have right now.

Also : I don't want to create a new thread for this, but I think we need some kind of search box, where you select a piece of equipment and the UI tells you which mech(s) in your hangar has/have that item equipped. Many people don't buy multiple expensive XL Engines of the same class or copies of the same module but switch them around as they switch mechs. A search feature would make this far easier to do.

#16 Syrkres

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Posted 17 February 2014 - 07:35 AM

The other big thing I would suggest is dynamic fonts, so when I increase my window to 1920x1200 I can still read the fonts...

Or give us an option which allow us to select a font size.

Also, PLEASE add weights to items. I hate having to run over to smurphy just to see how many of something I can put in, or what the max engine size is I can put in (and still fit other things). I know how much weight I have left (remember its that tiny small hard to read bar on the bottom right... - really...).

#17 Moromillas

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Posted 17 February 2014 - 07:39 PM

Should I add a poll? All the cool kids seem to be doing it.

#18 Boronho

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Posted 18 February 2014 - 06:00 AM

I like your suggestion and I like smurfy's site to design my mechs. Optimizing loadouts und try new ideas is for me the core of MWO. All UI development should be focussed on that ! And not on making all as complicated as possible ...

#19 Magos Titanicus

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Posted 18 February 2014 - 01:38 PM

Really like these suggestions. It looks like Pgi already got into smurfy like design. Watch dev.log#2 http://mwomercs.com/...he-devs-vlog-2/

Edited by Magos Titanicus, 18 February 2014 - 01:42 PM.


#20 Galerius

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Posted 18 February 2014 - 03:03 PM

Give us the option to EJECT ALL MODULES from any or all mechs by just pressing a button without having to navigate further than the Mechbay window.

Edited by Galerius, 18 February 2014 - 03:03 PM.






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