Ui 2.0 - Feedback
#1001
Posted 19 February 2014 - 01:47 AM
#1002
Posted 19 February 2014 - 10:05 AM
Artifice, on 19 February 2014 - 01:39 AM, said:
In this case "Owned" == "Mechs you can play the game with"
You can play the game with trial mechs, even if you haven't bought them. But the option is there to buy them if you want.
Edited by DirePhoenix, 19 February 2014 - 10:06 AM.
#1003
Posted 20 February 2014 - 04:15 AM
- In the Skills list, when clicking 'Skill Tree' for a mech and when the tree opens up, after you hit Back it should lead you to the same screen as before (tabs open and cursor on the mech previously targeted).
- In the Mechlab, when switching from Owned to Purchasable, the filter resets. So, if you are in Purchasable and are browsing Assaults, if you switch to Owned, it resets to Trial Mechs or Whole list (one of those, I can't remember and I can't confirm it now). My point is that the outcome of an action should be predictable and not carry extra consequences.
- In the mech customization, when selecting colors, the color list keeps jumping around when you switch one of the three swatches. For example: if in Primary Color there is Yellow and in Secondary there is Blue, if you finished selecting the yellow, clicking on the secondary should not make the color list jump, but rather stay on the same spot. The indicator of the selected color, should change, of course. This issue is particularly annoying when you try to apply colors that are next to each other (like Camo combos).
#1004
Posted 20 February 2014 - 06:13 AM
The double ping sound for lowering armor is rather annoying. I'd prefer the option to turn it off, but at least make a single tone. It's hard for me to count 16 armor when I hear 32 dings.
Regarding the paint and camo screen:
Where's my locust? I can't see what it looks like while I paint it. The interface would work much better in the empty space to the right of the screen imo.
EDIT: Thought of another thing.
You can't see what engine rating a mech is equipped with from the tool-tip in the selection screen. I would rather see that than the max rating (for mechs that I own). Max rating is good for the shop (although I still want to know what it comes with so I know if I will need to purchase a new engine), but not as relevant to an already customized mech.
Edited by Darwins Dog, 20 February 2014 - 06:19 AM.
#1005
Posted 20 February 2014 - 10:05 AM
Sephlock, on 08 February 2014 - 02:57 PM, said:
I drop into a match.
I finish said match.
I click "mechlab"... AND BRING UP THE DATA FOR MY CURRENT MECH*.
*THEN AND ONLY THEN* if I want to change mechs, do I click to open up that giant menu with every single mech I own.
* And I mean all the data, all on one screen, with the ability to modify it all from that one screen.
Now imagine you click on skill while a mech is selected for play and you suddenly see the skills for that mech!
I really have to get a patent for that.
#1006
Posted 22 February 2014 - 11:42 AM
Installed the game, saw the new UI, tried it, hated it.
Uninstalled the game.
Cya in 6 months.
#1007
Posted 22 February 2014 - 11:45 AM
It feels as if the icons were created first and then thought about how to feature them instead of a logic clean layout. Distances between buttons were maximized without need, so my mouse needs to travel the entire table for reaching any one of them at HD resolution.
Managing inventory is a nightmare. There is no single overview which shows you what you have loaded in a mech and where.
There is no single item which makes me want to log out of MWO faster than UI 2.0. It actively wants me to quit the game.
#1008
Posted 22 February 2014 - 01:19 PM
This is the first time I've actually tried buying new mechs since the new UI came in, and it seems like I can't get ANY information about them, while I can see all kinds of stats on mechs I already own.
Where is this information listed? And if it's not availible, that's a ridiculously huge oversight on the part of whoever designed the UI.
#1009
Posted 22 February 2014 - 05:06 PM
its like... duhhh
#1010
Posted 22 February 2014 - 06:47 PM
I am completely intimidated by this new UI. I hate it. It very time consuming. I had to have a note pad next to me to keep track of items, and their locations.
So disappointing.
How can PGI be so good at the "in cockpit" experience, and so unfathomably bad at all supporting experiences (pre-launch, community warfare, game incentives, economy, etc). I am sad.
#1011
Posted 23 February 2014 - 02:22 AM
#1012
Posted 23 February 2014 - 05:28 AM
No display for how many HS I have installed on a mech, while configuring or while just looking through my mechs. This could easily be right next to where it says what type of HS are installed..............
Hard to look at the display of all the items / engines etc, its quite confusing and hard to read some things. A list view would be preferable with a scroll bar or something.
No filters for owned weapons / engines only. Have to go through the terrible display to try and find wtf Im looking for.
Cant quickly swap to another mech in the loadout screen to change things, you have to save the mech, click home, then your other mech, then configure, rather than just being able to select your other mech whilst editing another like we used to be able to.......... + add the hard to look at the display above here.... (IE taking XL engine out of one mech, to put into another is a real pain in the **** for multiple reasons....not knowing what engine is in what mech is probably the worst one....)
The info about the mech ? Put a black background or something behind it, seeing the background through it makes it hard to read at times.
Add an option to just display EVERYTHING that section can hold. IE dont make me pick "engine" or "Equipment" , just let me see everything like we used to be able to pretty much......HS were with engines etc etc......
Your adding smurfy already (basically like the old mechlab somewhat) so thats something I dont have to mention.
List view list view list view list view. Or even a display similar to the old UI with the smallish rectangle green boxes etc...they were way easier to read and find stuff etc....
Merge the "Upgrades" tab and the modules tab with the "loadout" tab so when you go into the loadout ts all right there under the torso sections or whatever else is there when smurfys view comes in as an option.....
etc etc etc......
Edited by Fooooo, 23 February 2014 - 05:29 AM.
#1013
Posted 23 February 2014 - 06:10 AM
Also, we need the ability to transfer group leadership without restarting the group.
Edited by GrizzlyViking, 23 February 2014 - 06:17 AM.
#1014
Posted 23 February 2014 - 07:07 AM
What PGI have done with UI 2.0 is take that computer and turn it back into a file cabinet with no search functions, no sensible index and then knocked it over.
It drives me crazy. Using computers to recreate an analog inventory.
A very angry customer.
#1015
Posted 23 February 2014 - 07:26 AM
1. Sometimes less is more (Icons).
The icons that UI2.0 added bloat the list of your items so much, that it takes about half the screen when you work on your layout. Simultaneously, the important info (what does an item weigh, what is in which slot) is small or even in pop-ups. What the MechBuilder needed was a clean overview. Instead it gets cluttered with even more fluff.
On a similar points all these info-graphics for things like pitch, yawn, rotating speeds, acceleration and so on are placed quite prominently. But why? You look at these numbers when you buy a mech and perhaps when you compare mechs. It's not needed to always display them. It's not a big minus, but PGI has very strange priorities of what to display prominently and what not.
2. Sometimes less is more (clicks)
Many actions require more clicks than necessary and that makes for a clunky UI.
Want to distribute some DHS? Sorry, weapon tab is default display, when you switch locations.
Want to spend MechXP after some rounds on different machines? First click back and then start all over new with selecting Chassis/Variant. No quick switching between variants.
3. No good overview
This point is not just concerning a "smurfy-view" (already anounced, I know), but also things like a list of modules you've bought and their current location. Or one screen to distribute armor for all the mech, instead of going to each section separately. Or some well ordered array giving info on where you are at leveling your variants.
To sum things up: UI2.0 offers next to nothing of the things that were asked for ("smurfy-view", automating consumable rebuy, where are my modules?). The things it does add, not only weren't asked for, but some even make the UI worse.
After a long development time and many delays, PGI manages to underperform pretty much every MechLab software/website since "The DrawingBoard". This has undermined my confidence in the devs even more and I'm certain that I will not spend any real money unless things change.
#1016
Posted 23 February 2014 - 02:06 PM
#1017
Posted 23 February 2014 - 05:48 PM
#1020
Posted 24 February 2014 - 01:03 AM
Apparently of particular import was the need to make it simple for new users, have you seen the interface. I couldn't find the go button, the most basic function took me ages to figure out. That in itself tells you something.
I can't tell which mechs have what engines easily, I have to click many times to remove one.
How about we just have an inventory of all items owned whether equipped or not. If you want an engine take it from the inventory it will offer a list of mechs to remove it from.
I mean i really want to like this game and obviously you put effort in. But...... its really bad to the point of taking the enjoyment out of configuring mech's and that's something you should worry about.
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