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Low Hanging Fruit - Easy Ui Improvements

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#21 Catho Sharn

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Posted 21 October 2014 - 05:59 AM

Speaking of wasted space... You know that giant grid of engines you see when you configure your mech? ALL those images are a complete waste of screen real-estate. They're identical. ICONS mean things. If they're not icons, they're useless. Eliminate them, streamline the text information, and shrink the grid so you don't have to scroll through two pages of junk to find what you want.

A global "in stock" filter would be nice too.

#22 Nick Makiaveli

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Posted 21 October 2014 - 06:25 AM

Mouse travel? Really? If only Windows had a way to speed up the movement. (PS: Do it one step at a time and you can ease into max speed).

Also many of the rest aren't as easy as you make out. Changing where the button goes to wouldn't be too hard as a rule unless you want a whole new feature added.

Let's get CW added first shall we? Not like it will need new features or anything.

#23 Hinacle

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Posted 21 October 2014 - 06:56 AM

Totally agree with all these points, well done!

#24 ThePonyBoy

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Posted 21 October 2014 - 07:19 AM

I totally agree with the OP. Besides, it was told that there would be a smurfy-like UI some time. PLEASE implement! You guys have improved some stuff but the UI is still a pain. I am surprised that it takes SO LONG to improve it, considering how bad some parts of it are. This should really be kind of embarassing for you but it seems that it is not.

#25 MadPanda

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Posted 21 October 2014 - 07:24 AM

How does improving UI bring pgi money? Go buy a mech pack and support the game and stop asking for dumb stuff like UI improvements.

Kappa

#26 Super Trooper

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Posted 21 October 2014 - 07:35 AM

In addition to #4, have unlocked colors group first so you don't have to search for it.

#27 Catho Sharn

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Posted 21 October 2014 - 08:07 AM

View PostMadPanda, on 21 October 2014 - 07:24 AM, said:

How does improving UI bring pgi money? Go buy a mech pack and support the game and stop asking for dumb stuff like UI improvements.

Kappa


UI is the first thing a new player sees, and the impression (speaking as someone who started playing only a few months ago), is *terrible*. If new players have to fight the UI to carry out simple tasks, they simply won't. No new players = stagnant / dropping player base as old hands move on to other games. Shrinking player base = less money.

#28 Kaeb Odellas

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Posted 21 October 2014 - 08:20 AM

View PostNick Makiaveli, on 21 October 2014 - 06:25 AM, said:

Mouse travel? Really? If only Windows had a way to speed up the movement. (PS: Do it one step at a time and you can ease into max speed).

Also many of the rest aren't as easy as you make out. Changing where the button goes to wouldn't be too hard as a rule unless you want a whole new feature added.

Let's get CW added first shall we? Not like it will need new features or anything.


If you're a fan of games that require precision, you never, ever use the windows mouse setting to increase mouse sensitivity.


Here's another one:

For all of those yes/no confirmation pop-ups that litter the UI, can you please map enter to Yes and ESC to no?

#29 Syncline

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Posted 21 October 2014 - 08:28 AM

The UI, while significantly improved from past iterations, is still really awkward and inefficient.

The OP and subsequent posts have a lot of great ideas. Do it, PGI.

Edited by Syncline, 21 October 2014 - 08:35 AM.


#30 cSand

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Posted 21 October 2014 - 08:43 AM

If you hover over your modules, in the information it shows you how many you own and which chassis they are equipped on. PLEAAAASE

#31 Troutmonkey

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Posted 21 October 2014 - 03:18 PM

View PostNick Makiaveli, on 21 October 2014 - 06:25 AM, said:

Mouse travel? Really? If only Windows had a way to speed up the movement. (PS: Do it one step at a time and you can ease into max speed).

Also many of the rest aren't as easy as you make out. Changing where the button goes to wouldn't be too hard as a rule unless you want a whole new feature added.

Let's get CW added first shall we? Not like it will need new features or anything.


Mouse travel is a serious UI heuristic. Excessive mouse travel reflects poor UI design and creates a poor user experience.

These improvements are what I'd call "quick" fixes, in that one programmer could knock several of them a day with very little risk. It's simply not true that only one or the other can be done, both can be implemented.


1. Mech Details button already exist, copy paste button into the mech grid element and map.

2. Save state of search filter, when back back is pressed, restore.

3. Copy paste. Already existing elements

4. Width = Screensize.x - buffer

5. boolean triggerBlinkOnPlayerJoined =false.

6. var hoverOverTime = 0f

7. Hover over code already exist elsewhere, copy paste, add mouse colliders to mech details elements

8. Spin code already exist

9. Equipped weapons are already tracked, and the UI throws a warning when unused ammo is present

10. The only "hard" one, as it requires a new UI element to be placed somewhere

11. States for previous section selections are already recorded. Apply them to every selection

12. One button

13. Comment out code that shows success dialogs

#32 TygerLily

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Posted 21 October 2014 - 03:21 PM

View PostKiiyor, on 21 October 2014 - 04:39 AM, said:

I... just want it all to work like Smurfy.


Exactly!

#33 ApolloKaras

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Posted 21 October 2014 - 03:57 PM

View PostKiiyor, on 21 October 2014 - 04:39 AM, said:

I... just want it all to work like Smurfy.



If we can have the mech there sure. Otherwise I'll go print up some battletech sheets and do that ... :|

The smurfy layout is very spartan... The focus of the current UI is centered around the mech, which is how it should be, PGI could definitely do something smurfy like without detracting from the artwork.

#34 Kiiyor

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Posted 21 October 2014 - 04:01 PM

View PostSaxie, on 21 October 2014 - 03:57 PM, said:



If we can have the mech there sure. Otherwise I'll go print up some battletech sheets and do that ... :|

The smurfy layout is very spartan... The focus of the current UI is centered around the mech, which is how it should be, PGI could definitely do something smurfy like without detracting from the artwork.


DEAL.

#35 Kirkland Langue

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Posted 21 October 2014 - 04:04 PM

I literally clicked on this thread to make sure that your #5 was on the list - or to brow beat you until you added it.

Browbeating was unnecessary - so I'll go back to refitting my Timberwolves.

#36 Yiazmat

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Posted 21 October 2014 - 04:18 PM

Yeah pretty much signed on all of it.

#37 Euklides

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Posted 04 March 2015 - 06:25 AM

Instead of me making another one of these threads, rehearsing all the good points made here.
I am instead going to bump this and add some links to past archived post to stress the grace the intuative implementation suggested here could provide.

That and adding that the CW planet selection does not need a confirmation after clicking the X in the planet detail box I am STRAINING my self not to type in caps regarding this. I do not need to know that matchmaking is cancelled, thanks for the gesture. But I rather not. (perhaps this is the inappropriate place for CW feedback, I'll see if I can't repeat my self somewhere else aswell)

Regarding the older threads:
May 08 2013 - UI 2.0 official feedback thread, this is at page 44 since that is what the search tool gave me results regarding "excessive clicking", I do not doubt that there is more feedback regarding this phrased differently somewhere in that pile of posts:
http://mwomercs.com/...k/page__st__860

Jul 25 2014 - Excessive clicking to get stuff done, a good thread with some good points, though some seems fixed others still persist:
http://mwomercs.com/...get-stuff-done/

Edit: added another THE

Edited by Euklides, 04 March 2015 - 06:27 AM.


#38 Oppi

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Posted 04 March 2015 - 08:55 AM

This thread cannot be bumped up enough.

Edited by Oppi, 04 March 2015 - 08:55 AM.


#39 Scyther

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Posted 04 March 2015 - 10:55 AM

Agree with most of these, although I can see a possibility where someone might want to add ammo before adding the weapon of that type, maybe some kind of on/off option there.

The other thing would be to please show what achievements/items are being unlocked/granted, instead of the completely non-informative "Achievements/items have been added" pop-up. Some things do it (faction unlocks), many don't.

#40 Troutmonkey

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Posted 04 March 2015 - 03:29 PM

View PostMadBadger, on 04 March 2015 - 10:55 AM, said:

Agree with most of these, although I can see a possibility where someone might want to add ammo before adding the weapon of that type, maybe some kind of on/off option there.

The other thing would be to please show what achievements/items are being unlocked/granted, instead of the completely non-informative "Achievements/items have been added" pop-up. Some things do it (faction unlocks), many don't.

Yeah. A simple "show all ammo" tick box or "show ammo only for equipped weapons would be great. Have ammo ordered and separated by type would be nice too

[X] Show all ammo types

--BALLISTICS
MG - 1 Tonne, .5 Tonne
AC2 - 1 Tonne, .5 Tonne
AC5 - 1 Tonne, .5 Tonne
UAC5 - 1 Tonne, .5 Tonne
AC10 - 1 Tonne, .5 Tonne
AC20- 1 Tonne, .5 Tonne
GUASS - 1 Tonne, .5 Tonne

--MISSILES
NARC - 1 Tonne, .5 Tonne
SSRM - 1 Tonne, .5 Tonne
SRM2 - 1 Tonne, .5 Tonne
SRM4 - 1 Tonne, .5 Tonne
SRM6 - 1 Tonne, .5 Tonne
LRM5- 1 Tonne, .5 Tonne
LRM10 - 1 Tonne, .5 Tonne
LRM15 - 1 Tonne, .5 Tonne
LRM20 - 1 Tonne, .5 Tonne
Also. Why the scroll bars? Remove them and expand the windows out fully
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