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Ui 2.0 - Feedback


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#1001 Loud Steve

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Posted 19 February 2014 - 01:47 AM

Please please please fix the Ok button to start a game. You click, and it does not always work. And PLEASE make bigger buttons, I mean come on.

#1002 DirePhoenix

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Posted 19 February 2014 - 10:05 AM

View PostArtifice, on 19 February 2014 - 01:39 AM, said:

Trial Mechs are still listed under anything 'Owned'. You cannot get to a screen without an option to spend MC.


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 sabujo

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Posted 20 February 2014 - 04:15 AM

Other suggestions regarding usability:
  • 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 Darwins Dog

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Posted 20 February 2014 - 06:13 AM

I like the new alert icon for no engine, missing ammo, etc. I just wish it were clickable while you were working on the mech loadout, without having to go back to the previous screen.

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.
Posted Image

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 Shismar

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Posted 20 February 2014 - 10:05 AM

View PostSephlock, on 08 February 2014 - 02:57 PM, said:

Also here's a crazy idea:

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 YUSUKETEAM

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Posted 22 February 2014 - 11:42 AM

I just went back to MWO with a new computer (2 months leave)

Installed the game, saw the new UI, tried it, hated it.

Uninstalled the game.

Cya in 6 months.

#1007 Slanski

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Posted 22 February 2014 - 11:45 AM

Canadians make UIs with less usability than Germans, that's what I learned over UI 2.0.

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 Roland

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Posted 22 February 2014 - 01:19 PM

Is there really no way to see anything about a mech before you purchase it?

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 Skabs

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Posted 22 February 2014 - 05:06 PM

The blinking/pulsing yellow triangle with the ! in mechbay is nothing more then an unwarranted distraction.. The information it provides is basic common sense one learns first day out...The idea I dont understand is in implementing this idiotic annoyance, how you fail so hard to actually provide a ***DISABLE FUNCTION*** I mean how would you like a huge neon sign in your garage that flashes *in your face each time* the words **DRIVE SLOWLY PLEASE** (and cannot be removed)

its like... duhhh

#1010 tuffy963

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Posted 22 February 2014 - 06:47 PM

I just tried to do some basic mech reconfiguration and inventory management in the new UI...


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 Norgur

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Posted 23 February 2014 - 02:22 AM

I do not like UI 2.0 either. Those annoying click sounds drive me crazy (Toggle option please). And the amount of screenspace given to an Icon-View of all those parts is more than annoying, because mostly, those Icons look ALL. THE. SAME. So instead of improving the overview, it makes any handling nearly impossible. Imagine a Windows 8 Environment, where every tile has the same icon and does some strange beepsound when you hover it. And there is no way to get your startbar back. Now you've got UI 2.0. And anyhow... What on earth took you a whole year of development to release a little menu-overhaul. And don't try to blame any "bottlenecks". If there would have been any, they should not have existed in the first place. So you're still to blame ;)

#1012 Fooooo

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Posted 23 February 2014 - 05:28 AM

Im sure its all been mentioned already somewhere in this thread but.


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...... :D

Edited by Fooooo, 23 February 2014 - 05:29 AM.


#1013 GrizzlyViking

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Posted 23 February 2014 - 06:10 AM

Ready/Launch button should be easily accessible in all screens after load-out is saved/confirmed/purchased. Everyone should be able to ready up from every screen as long as they have saved. I recommend putting the button in the upper right corner of every screen like it was in the previous UI. We should only have to go to the friends screen to join or create groups. The group leader should be able to launch the group from any screen as well. ALL READY can be indicated by a flashing launch icon.

Also, we need the ability to transfer group leadership without restarting the group.

Edited by GrizzlyViking, 23 February 2014 - 06:17 AM.


#1014 Slanski

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Posted 23 February 2014 - 07:07 AM

Thinking about it: We have computers so we can query a database and say "find x," "sort by x," etc.

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 DerMaulwurf

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Posted 23 February 2014 - 07:26 AM

Initially I was underwhelmed with UI2.0. But I just did a few drops and found nothing big to complain about. But, after playing around a bit, and especially trying to change a loadout, I have to say that it's a step back. My main complaints are the following:

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 Tincan Nightmare

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Posted 23 February 2014 - 02:06 PM

UI2.0 is an overly complicated fail. The original UI, especially in regards to altering your mech in the mechbay, was much quicker and simpler to use. PGI should have followed the KISS principle (Keep It Simple Stupid) instead of cluttering up the interface. A BETTER interface should make interacting with the game easier and faster, not add extra screens and pop ups you must navigate thru to achieve the same results. Makes me wish we had the option to use the older UI instead.

#1017 Goose

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Posted 23 February 2014 - 05:48 PM

Why do we need confirmation for unlocking a skill?

#1018 Heffay

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Posted 23 February 2014 - 06:11 PM

View PostGoose, on 23 February 2014 - 05:48 PM, said:

Why do we need confirmation for unlocking a skill?


Because accidentally spending 21500 GXP would probably really piss off a lot of people.

#1019 Roland

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Posted 23 February 2014 - 09:08 PM

View PostHeffay, on 23 February 2014 - 06:11 PM, said:


Because accidentally spending 21500 GXP would probably really piss off a lot of people.

And the reason for the additional confirmation that we just spent the XP after we unlocked it?

#1020 rpm

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Posted 24 February 2014 - 01:03 AM

I'll apologize in advance for not listing my issues properly but there were just so many. Over all it makes my eyes bleed and is very hard to use.

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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