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Ui 2.0 - Feedback


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#421 Darwins Dog

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Posted 30 May 2013 - 04:46 AM

I know these are just mockups, but are the unlock requirements changing? In the screenshots it says that you need to to basic/elite for three variants of the same chassis in order to unlock the next level. That differs from the current requirement of needing to elite three mechs of the same weight class for master level to be available.

#422 Darwins Dog

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Posted 30 May 2013 - 06:29 AM

View PostThontor, on 30 May 2013 - 04:56 AM, said:

I don't believe the requirements are changing, any more than I believe that all of the efficiencies are getting replaced with "heat containment" or any more than I believe that 2/8 = 12%

Haha, I'm a derp. Way to catch one small discrepancy and miss several big ones. No more posting before coffee.

#423 Dan Nashe

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Posted 30 May 2013 - 06:56 AM

It's probably too late to change, but I hate the word unlock when you learn skills.

Ordinarily if I "unlock" a skill like pinpoint in a game, I have access to it, but have not learned (do not benefit)n from it. "Unlock elite" makes sense. I am gaining access to it. But "unlock" pinpoint still causes me momentary confusion.

I don't see anything telling new players that if you learn (unlock-purchase, not unlock-make available) all elite skills you get 2x basics. This is THE reason to get all 4 elite skills. (The module slot is nice too, I admit). So it's critical.

#424 slash b slash

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Posted 30 May 2013 - 07:31 AM

View PostDarwins Dog, on 30 May 2013 - 04:46 AM, said:

I know these are just mockups, but are the unlock requirements changing? In the screenshots it says that you need to to basic/elite for three variants of the same chassis in order to unlock the next level. That differs from the current requirement of needing to elite three mechs of the same weight class for master level to be available.

You only need to unlock all basics on three chassis to unlock elite+master level.

#425 Trauglodyte

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Posted 30 May 2013 - 07:44 AM

That's a lot of "heat containment" efficiencies in the new pic, Bryan. We'll be running supa cool foreva!!! :(

#426 Thorqemada

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Posted 30 May 2013 - 11:08 AM

If we ever get more "Gamemodes" i want not to pick them manually but to have checkboxes where i can mark these i want to play and unmark these i want to avoid.

#427 Valcoer

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Posted 30 May 2013 - 09:59 PM

if your not going to put community warfare in then your wasting your time in my humble opinion putting in fancy new ui's that wont be used. the first part of community warfare was suppose to take place last December with the introduction of decals. now if you cant even do that six months after it was suppose to go in then there is a lot of confidence being lost in your ability to provide anything even remotely like what you promised to develop. Already I have trouble finding friends willing to play this with me because they feel betrayed by your lack of caring for the community by introducing a bunch of unnecessary " new " sparklies instead of putting out the meat and potato's. No one thinks that you should have to develop for free. but the goal is community warfare until you provide that no one wants to test your combat resolution engine any more. we want a game. not game modes. not more mechs. not flashy ui's. not trinkets for the interior. we want a game. until community warfare goes in this is not even a game. I want my friends back give us community warfare.

#428 Abombs

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Posted 30 May 2013 - 11:00 PM

Can you guys add a stats page for each individual weight class. and DPS per class and that kinda stuff. I don't like using my calculator.

#429 Abombs

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Posted 30 May 2013 - 11:04 PM

This is so helpfull!! Smurfy's page doesn't even get the point accross. i like to know what mechs can shoot up and down and this helps a lot. This is almost as cool as u guys fixing the the most broken bug ridden game ever.

#430 Aurrous

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Posted 31 May 2013 - 05:47 AM

Posted Image

I am curious if you could add icons to the mechs with the modules for the mechs that have them equipped.. In a large line up this would make them easier to spot and keep track of..
like the picture displayed above..

#431 Bryan Ekman

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Posted 31 May 2013 - 10:57 AM

Posted Image

#432 Druidika

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Posted 31 May 2013 - 11:01 AM

A great improvement over the current social UI! Will there be timestamps and support for custom channels?

Edited by Druidika, 31 May 2013 - 11:03 AM.


#433 Chavette

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Posted 31 May 2013 - 01:07 PM

Holy moly that looks perfect!

Only extra thing I can think is a status message, where ppl can write "invite for game"/"dont mind me"/"afk for a bit"/"drops at sat 8pm" and so on.

Edited by Chavette, 31 May 2013 - 01:08 PM.


#434 StandingCow

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Posted 31 May 2013 - 02:54 PM

Hey Bryan, any chance for offline friends of getting a last time online display? I think that would help find inactive friends.

#435 Wintersdark

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Posted 31 May 2013 - 03:12 PM

View PostBryan Ekman, on 31 May 2013 - 10:57 AM, said:

Posted Image
Bryan, will it be possible to chat with people while you use the mechlab etc? One of the more frustrating issues currently is how you need to keep clicking back and forth between things to talk while working in the UI. I'd really, really like to be able to chat without having to keep opening and closing the social window.

#436 Baddicus Wolf

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Posted 01 June 2013 - 12:12 AM

Looks better than the current social stuff, but I could care less if my friends are founders or not.

#437 Xenroth

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Posted 01 June 2013 - 05:35 AM

View PostAurrous, on 31 May 2013 - 05:47 AM, said:

Posted Image

I am curious if you could add icons to the mechs with the modules for the mechs that have them equipped.. In a large line up this would make them easier to spot and keep track of..
like the picture displayed above..


That would be great! Because at the moment it is a pain to check all mechs to find out where the wanted module is!

View PostBaddicus Wolf, on 01 June 2013 - 12:12 AM, said:

Looks better than the current social stuff, but I could care less if my friends are founders or not.


I think thats a placeholder for House icons etc


It also would be nice like somone above already said, if you can chat to people while you are in the mechlab or while they are in a drop (deployed) !

Edited by Xenroth, 01 June 2013 - 05:37 AM.


#438 Bryan Ekman

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Posted 01 June 2013 - 06:20 AM

View PostWintersdark, on 31 May 2013 - 03:12 PM, said:

Bryan, will it be possible to chat with people while you use the mechlab etc? One of the more frustrating issues currently is how you need to keep clicking back and forth between things to talk while working in the UI. I'd really, really like to be able to chat without having to keep opening and closing the social window.


Due to the amount of on screen real estate, we have to make it one or the other still. The interface will be onscreen at all times via the bar at the bottom. So you will always know if there are messages/chat waiting.

Edit - It may be possible down the road to add this as a large res only feature. The UI theoretically could support it.

#439 Xenroth

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Posted 01 June 2013 - 08:28 AM

One thing that just came in my mind, it would be also nice to a have a slider or something like that to get some ingame info about the progress of your challenges/achievements (like the one that was ending on friday) so you dont have to login to the forum and watch it there.
Would be a nice to have.

#440 Sprouticus

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Posted 01 June 2013 - 09:11 AM

Put me in the 'support custom channels' group. A unit channel would be great too. Even a House/Clan channel.

Last time online would be great as well.


And I will take this oppurtunity to say (for the umteenth time) that you either need to make the actual C-Bill cost for modules really cheap (perhaps add a c-bill cost to the initial module buy in and make the actual modules super cheap) or make it a lot eaier to move modules around. The module moving is by FAR the most annoying thing in the current mechlab. Sorry to go off on a tangent, Xenroth's comment reminded me.





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