

Ui 2.0 - Feedback
#401
Posted 29 May 2013 - 10:24 AM
#402
Posted 29 May 2013 - 10:26 AM
... I really think I'm going to miss the military-style design and simplistic-functional colorset we have now.

Edited by Kyone Akashi, 29 May 2013 - 10:27 AM.
#403
Posted 29 May 2013 - 11:11 AM
The overall UI looks fine though.
#404
Posted 29 May 2013 - 11:40 AM
Druidika, on 29 May 2013 - 10:24 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.
#405
Posted 29 May 2013 - 12:09 PM
#406
Posted 29 May 2013 - 12:09 PM
Bryan 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
Posted 29 May 2013 - 12:45 PM
Moe Zart, on 29 May 2013 - 12:09 PM, said:
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
Posted 29 May 2013 - 01:14 PM
- 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
Posted 29 May 2013 - 01:16 PM
-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
Posted 29 May 2013 - 02:44 PM
#411
Posted 29 May 2013 - 03:04 PM
Bryan 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.

#412
Posted 29 May 2013 - 03:12 PM
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
Posted 29 May 2013 - 03:59 PM
#414
Posted 29 May 2013 - 05:20 PM
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
Posted 29 May 2013 - 05:22 PM
#416
Posted 29 May 2013 - 05:35 PM
Maverick01, on 29 May 2013 - 05:20 PM, said:
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
Posted 29 May 2013 - 07:08 PM
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
Posted 29 May 2013 - 07:17 PM
HRR Insanity, on 29 May 2013 - 07:08 PM, said:
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
Posted 29 May 2013 - 09:47 PM
HRR Insanity, on 29 May 2013 - 07:08 PM, said:
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
Posted 29 May 2013 - 10:22 PM
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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