Ui 2.0 - Feedback
#241
Posted 10 May 2013 - 12:26 AM
cheers
#242
Posted 10 May 2013 - 12:39 AM
#243
Posted 10 May 2013 - 02:06 AM
Bryan Ekman, on 08 May 2013 - 02:44 PM, said:
Strip mech - yes. Loadouts are still being discussed internally.
Great news. I really hope, that the save/load loadout decission comes out positive for the idea/implementation. This would speed up the games quite a bit (especially in the competitive team based matches) as quite a few players have to juggle between various loadouts depending on the role they are planning to play.... and it also happens quite often, that you end up in a match with the wrong ammunition type because you swapped out the weapons but not the ammunition.
Edited by Rushin Roulette, 11 May 2013 - 12:55 AM.
#244
Posted 10 May 2013 - 02:20 AM
#245
Posted 10 May 2013 - 03:30 AM
Puppeteerxerxes, on 08 May 2013 - 04:22 PM, said:
This, plus I would also add - smurfy's tools are extremely well laid out and full of vital gameplay information. You have made some progress in adding game info into the mechlab, but you really need to go the extra mile in this area! It isn't enough to just be able to compare one weapon to another. In designing mechs for the purpose of interplanetary conquest, software engineers would surely design systems to compare mech loadouts! I want to be able to see charts on how effective all mech weapons will be at all ranges including my efficiencies (ala Smurfy's Weapon Lab), simulations of how many times I can fire before overheating, how long that will take, how much actual damage I can expect firing LRMs or SRM's against various targets moving at various speeds and at various distances.
Sure, go ahead and summarize the weapons power and heat and efficiency for the newbies, but also elaborate with tools for the players who really get a kick out of designing the strongest mech as much as they get a kick out of piloting it.
Kartaugh, on 09 May 2013 - 12:26 AM, said:
Probably the most important post I've read yet. I hope this one gets plenty of consideration.
#246
Posted 10 May 2013 - 03:49 AM
#247
Posted 10 May 2013 - 04:10 AM
#248
Posted 10 May 2013 - 04:20 AM
LT/CT/RT/LA/RA...is all I ask. Just a small column, right next to weapon name...pretty please.
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...also, the whole thing oozes marketing strategies. Some fine balance between efficient, practical geekyness and the desire to milk us dry of money would be nice.
Some things are a welcome improvement, some look like a horrible mistake. For me personally, this new UI is too flashy, too "Web 2.0". A more minimalistic direction would be pleasing. A UI 1.5, if you will...because as others have noted, this modern-style doesn't reflect MW all too well.
Not sure about the usage of blue either. Too bright, happy...?
Edited by Ocaro, 10 May 2013 - 05:17 AM.
#249
Posted 10 May 2013 - 05:11 AM
#250
Posted 10 May 2013 - 07:32 AM
Kyynele, on 10 May 2013 - 05:11 AM, said:
I have to keep an empty mech bay open just to look at the stats of other chassis.
A couple things i would like to see added:
1) List the ammo in the info screen just like the weapons. Sometimes I want to check how much ammo and where on a chassis it is located just like having 4 medium lasers and hovering your mouse over to highlight where they are.
2) Mech avatars in your mechbay to show the paint scheme on it. People may identify their mechs not just by name but also by paint job. Also it's boring to have 12+ green mechs in a row.
#251
Posted 10 May 2013 - 07:49 AM
- color coding for weapon types (ballistic/energy/...)
- seperate color for all actions/buttons involving MC
- seperate buttons for social and grouping (no key combos please), maybe a permanent window for group chat (it's a teamgame so this should be a main part of the UI)
- weapon location when setting weapon groups (easiest way would be to just write RA, LT, CT,... next to the weapon)
- info about loaded ammunition in the mech overview window (ammount, location, protected by CASE,...)
- ability to rename mechs
- ability to save different loadouts would be nice
- one click actions for grouping with status display via text ("name of player" invited to group...) or color and no more confirmation windows like the current "You created a group."
- seperate tabs for owned mechs, trial mechs and any hero/custom/sale mechs
Rattlehead NZ, on 10 May 2013 - 07:32 AM, said:
Good point.
Edited by Roadbuster, 10 May 2013 - 07:54 AM.
#252
Posted 10 May 2013 - 08:18 AM
I don't find little bars of total mech damage helpful though in the overview. Size of alpha at optimal range doesn't tell me a lot.
The data I need for mechs to quickly select them is speed, xl or standard, and weapons. Als with the ecm/artemis box, an easy way to see modules I. Overview would be awesome.
Totally agree that I have no desire to see mechs I don't own at anytime unless I'm actively shopping. Having to "opt out" would be annoying.
Finally, social is so critical it should be nearly I'm mpossible to miss even if you're not think ng about it. Not pop upsbñ but an option to always have chat displayed scroling on the side even if you're not actively talking (say, while you're doing loadouts) is critical.
Also, you should be able to ready up in two or three clicks, max. Simply letting you ready with the big ready light launch button would have helped a lot, rather than needing to open group up.
Edited by DanNashe, 10 May 2013 - 08:20 AM.
#253
Posted 10 May 2013 - 09:01 AM
#254
Posted 10 May 2013 - 09:14 AM
Milt, on 10 May 2013 - 04:10 AM, said:
Don't be disappointed! We haven't showed it to you yet! Hold tight, WIP will be coming soon.
#256
Posted 10 May 2013 - 09:30 AM
InMidnightClad, on 09 May 2013 - 04:15 PM, said:
While I ultimately understand where you're coming from, people will find and use the social features no matter where they are. I feel like you would feel differently about the use of the word "Trivialized" if social was on a button and the Store was the only thing buried behind a Keyboard Shortcut. The Social menu is as important to us as the Store is important to you.
Could you define what "Social" means to you? That goes for anyone else wanting to weigh in! Love to get a clear definition from the players POV.
Mokou, on 10 May 2013 - 09:01 AM, said:
Yes. You are paying a mechanic to strip the armor off and reconfigure the mech to hold the new armor type.
#257
Posted 10 May 2013 - 09:34 AM
Bryan Ekman, on 10 May 2013 - 09:27 AM, said:
Could you define what "Social" means to you? That goes for anyone else wanting to weigh in! Love to get a clear definition from the players POV.
I think that on the initial load up, you should be dropped into a chat room that is set-up for new players to ask questions.
This game has a TON of info. And I think it's like asking someone to read an encyclopedia (for those of us old enough to know what those are) to learn everything via the various tool-tips and descriptions.
I also realize we will have a tutorial, but there is only so much you can do in a tutorial.
The first thing I did when I started up Path of Exile (a F2P diablo2 clone) is figure out how to talk in their "global chat" and start asking some basic questions.
They have the same problem, their skill trees and attributes are insanely hard to grasp just by using the in game menus/UI.
I think this also creates an immediate connection with the game, I forsee new players saying to the people that help "Hey can I add you to my friends?". Creating relationships immediately gives the player a feeling of community and keeps them coming back.
Also I think that the "friends" list should be upfront and center. And when you join a group, it shouldn't be hidden, it should be upfront and center.
And that is a basic overview, I'm at work so it's hard to easily get my thoughts across sometimes.
#258
Posted 10 May 2013 - 09:53 AM
Thontor, on 10 May 2013 - 09:51 AM, said:
Also, I think it would be great if the FEUI had a dedicated chat window on the bottom, visible in any screen of the UI. With a global chat and different channels (tabs) for things like recruitment, help, etc. this would also serve to show private messages aka "whispers"
Every other multiplayer mechwarrior game I have played had something like a global chat... From MW2's Netmech, to the MS Zone for MW3 and 4.... All had a global chat where people could socialize outside of actually playing the game or visiting the forums.
I know a lot of this is beyond the immediate scope of what you are doing with the UI, but I think it should be taken into serious consideration for implementation at some point in the future.
Good post, totally agree.
#259
Posted 10 May 2013 - 09:55 AM
Bryan Ekman, on 10 May 2013 - 09:30 AM, said:
Here at Kaemon Industries, we'd be happy to strip anyone's mech free of armor any time they want, just remove all weapons and hit launch please, one of our associates will be with you shortly to fulfill your request...
For me (and I'm not a 'social' kinda guy) it means any group function within the game, or that could tie into a com application that currently resides outside of the game e.g. C3.
I'm a minimalist (you'd never know that by my posts) but for me less is more, and reducing # of clicks to do something should be paramount in design discussions.
At this time, it seems very click heavy, and window intensive, DragNDrop™ assets onto chassis is cleaner, faster, and more visceral than click x4 (that seems backwards, right?).
I'm arming a mech, I am not arming an xml file with extra lines of cfg.
Mech doll center, info left and select-able stuff to the right, with data/options above and below.
That works best for me, not window, window, window, window.
ALSO LARGE CHAT/C3/SOCIAL BUTTON.
The basic premise is team work pays in this game, to keep that forefront in ALL design aspects allows for continuity and a feeling of consistency.
Having it strangely absent makes it seem as if it's not that important, which contrasts with everything else.
Edited by Kaemon, 10 May 2013 - 09:57 AM.
#260
Posted 10 May 2013 - 09:58 AM
Bryan Ekman, on 10 May 2013 - 09:30 AM, said:
Could you define what "Social" means to you? That goes for anyone else wanting to weigh in! Love to get a clear definition from the players POV.
Im kinda curious how we're the players you need to get a POV from when not too long ago the attitude was we were the minority so not so much. By your own words, when asked:
Quote
Roadbeer, on 22 March 2013 - 01:15 AM, said:
Bryan, please answer this honestly. I have seen 2 polls on this topic and they have been OVERWHELMINGLY against 3rd person. Why are you guys so stuck on this when clearly the players (by majority) don't want it?
Bryan Ekman, on 21 March 2013 - 04:39 PM, said:
Honest answer.
The analysis on those who voted, showed that the majority of votes came from a very narrow demographic of our player base. And while they represent some of core players, they did not necessarily represent the opinion of the general user base. The majority of our players never visit, post, or read the forum content, so the poll could be considered weighted in favour of a specific demographic.
Since the majority of players who have an issue with 3rd person come generally from the core players, we elected to address this issue via this forum post to collect all of the concerns and ideas that this group faces or has with 3rd person.
Are you looking to get closer to the playerbase then? Making things right in opposition to that previous position?
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