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Ui 2.0 - Feedback


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#401 Druidika

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Posted 29 May 2013 - 10:24 AM

All that stuff used to fit in a small window without any scrollbars, now they're required to display all efficiencies. I'd classify that as a degradation of usability.

#402 Kyone Akashi

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Posted 29 May 2013 - 10:26 AM

Hmmh, as much as I like some of the improved functionalities ...

... I really think I'm going to miss the military-style design and simplistic-functional colorset we have now. :P

Edited by Kyone Akashi, 29 May 2013 - 10:27 AM.


#403 Zyllos

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Posted 29 May 2013 - 11:11 AM

I still think the skill tree needs to only allow a set number of skills to be selected instead of a pool to just grind out.

The overall UI looks fine though.

#404 Bryan Ekman

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Posted 29 May 2013 - 11:40 AM

View PostDruidika, on 29 May 2013 - 10:24 AM, said:

All that stuff used to fit in a small window without any scrollbars, now they're required to display all efficiencies. I'd classify that as a degradation of usability.


The mock ups represent what the UI looks like at the one of the smallest support resolutions 1024x768. The images are being provided in x720 to show a widescreen feel. The elements scale up and down depending on your resolutions size (a new feature with 2.0). If you run at a larger resolution, all of the skills will be visible at one time.

#405 DevilCrayon

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Posted 29 May 2013 - 12:09 PM

Please be considerate of me and my fellow color-deficient MechWarriors. The current yellow/amber and green colors on the comparison screens are very difficult to differentiate. On the comparison graphs I would love to see different line types as well as more contrasting colors.

#406 Moe Zart

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Posted 29 May 2013 - 12:09 PM

View PostBryan Ekman, on 29 May 2013 - 11:40 AM, said:


The mock ups represent what the UI looks like at the one of the smallest support resolutions 1024x768. The images are being provided in x720 to show a widescreen feel. The elements scale up and down depending on your resolutions size (a new feature with 2.0). If you run at a larger resolution, all of the skills will be visible at one time.

Would you provide us some screenshots for min and max resolutions, please? Seeing different screen proportions would help to get a tangible UI impression. Thanks.

#407 Sprouticus

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Posted 29 May 2013 - 12:45 PM

View PostMoe Zart, on 29 May 2013 - 12:09 PM, said:

Would you provide us some screenshots for min and max resolutions, please? Seeing different screen proportions would help to get a tangible UI impression. Thanks.



I think we need to think about folks running at lower resolutions, but let's be honest, most of us run at much higher resolutions, right?

Regardless, Moe is right, let's see both.

#408 Khanublikhan

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Posted 29 May 2013 - 01:14 PM

Efficiency Progression Screenshot:

- Too many padlock symbols. How can I explain it - it has negative connotations rather than positive connotations. Perhaps these symbols should be faded / softly displayed somehow.
- The heat containment symbol (flame in a container). Each different unlock will have a unique symbol?

If efficiency progression is indeed a progression, perhaps there should be a progress bar?
(The brown underline - make it glow green left to right, as each item is unlocked - or make the symbol itself glow?)

Edited by Khanublikhan, 29 May 2013 - 01:16 PM.


#409 Caviel

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Posted 29 May 2013 - 01:16 PM

Here's my quick feedback to the new skills window:


-The new GXP symbol is nice, although not very clear that's what it is since it is just the styled "G" from what I can see. The "xp" text is far too small to read.

-It seems a little confusing to display the mech XP near the more universal C-Bill and MC values, or add a space between the MC and C-Bill "group", and a separate XP/GXP group similar to this:

XP 1,000
(convert button)
GXP 5,000



C-Bills 10,000
MC 10

-You could also remove the variant XP total in the upper right since you are displaying it in two places.

-We've lost the ability to see how much the unavailable/locked abilities are going to cost, not sure if this was intentional

-Possibly change the locks for unavailable skills to text saying "unavailable" or "basic unlocks required", or possibly nothing at all? Having that many lock icons takes away from the visible divider lock icon between the basic, elite, and master tiers. Will also condense the vertical height a little bit for lower resolutions.

-I will also miss the ability to switch between variants from this screen, it now looks like I have to back out a screen and go back in to switch between variants of even the same chassis.

Still looking good, hard to get a good feel for it without being able to click around in it though.

#410 TheMagician

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Posted 29 May 2013 - 02:44 PM

IMO, you make far too much exp per match to break it up into such small increments.

#411 aniviron

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Posted 29 May 2013 - 03:04 PM

View PostBryan Ekman, on 29 May 2013 - 11:40 AM, said:


The mock ups represent what the UI looks like at the one of the smallest support resolutions 1024x768. The images are being provided in x720 to show a widescreen feel. The elements scale up and down depending on your resolutions size (a new feature with 2.0). If you run at a larger resolution, all of the skills will be visible at one time.


While I appreciate that it will fit on a bigger screen, I still think the original complaint was pretty legitimate. The alert symbol with fire in it is cool and all, but it doesn't really help convey any additional information about the upgrade, and the cool factor will wear off after seeing it twice. What won't wear off is users running at anything below 1080p having to scroll through filler space on screen to get where they want to be.

I've also heard that you guys plan to revamp the pilot tree in one of the ask-the-devs, and so I am also concerned that if it gets any bigger then everyone will have to scroll through multiple screens of icons that tell them very little about what the skill actually does.

If I were in your shoes, I would either tell your art department to spend its time working on other things than symbols for all the pilot skills and go with a somewhat more minimal interface for the pilot lab. Or, if you really want to make the icons, condense it down a bit- there's a lot of wasted space, a lot of areas that get clicked once and then never touched again. This is a real bang-up job because I am in a rush, but something like this fits on-screen a lot better, and still has the graphical interface touches you want.

Posted Image

#412 Asmudius Heng

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Posted 29 May 2013 - 03:12 PM

I think the efficiencies mock up looks fine graphically, but it still feels like a list of things you just have to grind through - not something special or different or interesting to a pilot.

This is more how you have done the efficiencies than the actual art and design of the page though.

The ideas behind it feels very flat and so the mock up does as well despite being pretty enough.

#413 shotokan5

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Posted 29 May 2013 - 03:59 PM

Looks very interesting. But overhaul ui 2 seems no more than a facelife. If the game grashes a high %of the time to Launch it means nothing not a word about DX 10,11. Which I would think being a higher level of engine would handle. Sounds like you are thinking of a new opening that should be interesting. Eye candy is great but to much candy makes you sick remember that. Also, when can us founders change their name to fit into what ever place we have moved into? Keep working it's getting their.

#414 Phoenix Branson

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Posted 29 May 2013 - 05:20 PM

Bryan, please add some background noise to the new UI 2.0!

Adding random radio chatter or a voice over an intercom paging for Battlemech technician/engineer to the Mechlab would add tremendous immersion to the game. The silence is deafening! It should sound something like this...


Edited by Maverick01, 29 May 2013 - 05:31 PM.


#415 Chauneko

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Posted 29 May 2013 - 05:22 PM

The only thing I don't like so far is the further nesting of the mech skill trees. Not being able to quick switch between variants is an easy way to frustrate me when I misclick or am just wanting to see multiple mechs quickly. I would take the current mech skill tree setup over the proposed one entirely because of this point. Further nesting is pointless and cumbersome. Otherwise, I like what I see of UI 2.0.

#416 aniviron

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Posted 29 May 2013 - 05:35 PM

View PostMaverick01, on 29 May 2013 - 05:20 PM, said:

Bryan, please add some background noise to the new UI 2.0!

Adding random radio chatter or a voice over an intercom paging for Battlemech technician/engineer to the Mechlab would add tremendous immersion to the game. The silence is deafening! It should sound something like this...



Ick who hires Arthur Dankins.

#417 HRR Insanity

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Posted 29 May 2013 - 07:08 PM

You guys seriously need to look at Hawken/LeagueOfLegends for how to do 'efficiencies' in this sort of game in a more interesting way.

Having to unlock everything on a 'Mech just makes it a grind.

Unlocking points/efficiencies in a limited fashion (which should be able to be redone as many times as desired) makes 'Mechs more 'customizable' and IMHO better.

#418 Phoenix Branson

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Posted 29 May 2013 - 07:17 PM

View PostHRR Insanity, on 29 May 2013 - 07:08 PM, said:

You guys seriously need to look at Hawken/LeagueOfLegends for how to do 'efficiencies' in this sort of game in a more interesting way.

Having to unlock everything on a 'Mech just makes it a grind.

Unlocking points/efficiencies in a limited fashion (which should be able to be redone as many times as desired) makes 'Mechs more 'customizable' and IMHO better.


Agreed!

#419 Tice Daurus

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Posted 29 May 2013 - 09:47 PM

View PostHRR Insanity, on 29 May 2013 - 07:08 PM, said:

You guys seriously need to look at Hawken/LeagueOfLegends for how to do 'efficiencies' in this sort of game in a more interesting way.

Having to unlock everything on a 'Mech just makes it a grind.

Unlocking points/efficiencies in a limited fashion (which should be able to be redone as many times as desired) makes 'Mechs more 'customizable' and IMHO better.


Ok but then that takes the feel of you being a part of MechWarrior. Grinding for experience is how the RPG was when we played. It should be a grind of sorts like earning experience.

This is not HAWKEN, or any other game, this is MechWarrior Online and it should be a feel of earning experience. Now with that said, I don't feel like there are enough choices, like a multitude of choices to earn from right now. Hopefully with the new UI2.0 there will be more choices to choose from so your MechWarrior will have it's own feel and certain quirks that separate him from other MechWarriors.

#420 Corvus Antaka

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Posted 29 May 2013 - 10:22 PM

Remember that holographic system mechwarrior 2 mercenaries used in the data area? or the blue holographic type HUD/systems from mech3 missions or Crysis 2?

I wish the UI could look more like that than like it does now.

i dont like the gold buttons on stuff except MC. I find it confusing. when I see gold I think you want my money ;)





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