Ui 2.0 - Feedback
#681
Posted 30 December 2013 - 09:13 PM
#682
Posted 30 December 2013 - 09:43 PM
Zerstorer Stallin, on 24 December 2013 - 02:08 PM, said:
.. is to make people really excited for new menus.
#683
Posted 30 December 2013 - 11:14 PM
Whatzituyah, on 24 December 2013 - 02:22 PM, said:
Personally I think they should move this whole thing to steam but thats a totally different animal.
*cringe*
I'd steer clear of Steam. MWO has, thusfar, managed to be somewhat hidden in the shadows.
It is not, in the slightest, ready for a Steam release. That would be like showing up to your first date dressed in BDSM gear. Whatever your first impression was, whatever reason she agreed to go on a date with you - you are just so far outside of the acceptable standards that it's not going to go over very well.
That, and Steam has weird funding structures regarding free to play games that, obviously, fund Valve, as well. While it would give you a lot more exposure and potentially a lot more customers... it also matters that you're dressed to impress - and MWO is barely in its underwear.
Yeah... using clothing references. It's like one in the morning, and I'm fighting sleep.
#684
Posted 31 December 2013 - 02:36 AM
Aim64C, on 30 December 2013 - 11:14 PM, said:
*cringe*
I'd steer clear of Steam. MWO has, thusfar, managed to be somewhat hidden in the shadows.
It is not, in the slightest, ready for a Steam release. That would be like showing up to your first date dressed in BDSM gear. Whatever your first impression was, whatever reason she agreed to go on a date with you - you are just so far outside of the acceptable standards that it's not going to go over very well.
That, and Steam has weird funding structures regarding free to play games that, obviously, fund Valve, as well. While it would give you a lot more exposure and potentially a lot more customers... it also matters that you're dressed to impress - and MWO is barely in its underwear.
Yeah... using clothing references. It's like one in the morning, and I'm fighting sleep.
I have always endorsed them moving to Steam... when they are ready. You are absolutely right. This would be a backfire of legendary proportions to go on there in this state.
#685
Posted 03 January 2014 - 12:37 AM
#686
Posted 03 January 2014 - 01:52 AM
Victor Morson, on 31 December 2013 - 02:36 AM, said:
I have always endorsed them moving to Steam... when they are ready. You are absolutely right. This would be a backfire of legendary proportions to go on there in this state.
but could you imagine the absolute HILARITY that would ensue with a steam launch.Hell,i'd pay PGI $50 to do it right now just so I could laugh my rear end off.again.
#687
Posted 03 January 2014 - 03:27 AM
I am however very curious about the overall arch of this games development as some aspects don't really make sense to me.
1. Why is there not a more of a focus on collective planet map creation and maps in general? Given the duration of this game there is a dearth of maps. In particular if there are plans for a community warfare in the future, collections of maps all focused on the same planet would make more sense than a variety of planet type maps. This would allow a future planet conquest mode to have specific points leading to conquest (i.e. 5 maps per planet). If you had only 4 planets at launch with 5 maps that would provide similar variety to now but with more focus. It might also allow earlier institution of a planet conquest mode (skirmish mode on 2 maps, conquest mode on 2 maps, and then assault on the base as the final map with major XP rewards for the winning side, and between each launch C-bills earned which are used for repairs--i.e. persistent mech damage) which might be fun even in the absence of an overall intergalactic conquest system. This would also provide a logical base for an eventual CW system with planet conquest for resources as its base (you could even change the resource drills to mechfactories or weapon plants). In general to retain interest this game there should be more focus on more maps as a general steam public launch requires more variety in this area then anywhere else. However, again this should be in a focused way to a final goal not haphazard (or at least I don't understand the map patterns).
2. Why institute clan mechs and technology when there are so few options for inner-sphere mechs compared to tabletop? This part really does seem like a money grab, and trying to link the game to the old Microsoft game/power gamer base. While I know a lot of people love clan (and it would be great once you have a viable product) it would make more sense to flesh out the innersphere mechs for each house to provide a wide variety of choices. An inner sphere focus also gives your game a different flavor from Microsoft and if CW was instituted a strong base for story/online development with clearly different factions. I don't really understand development but if you can make more mechs without holding up other aspects why not flesh out the other mechs to truly recreate battletech.
3. Why is there not already some system for balancing tonnage in games? It would make sense to have done this initially. Games where my squad has 7 lights and the other team has all heavies makes little sense.
4. This is more for the community and an observation. Given the limited maps and overall long development cycle I am curious about Microsoft's plans in supporting extension of this license. This game seems very likely to ultimately fail given its smaller development scope and long cycle of development dependent on payments, without any major single-player steam game launch to provide funding--this gameplay would make for an excellent single-player experience with a story behind it and some cut-scenes. I suspect MW was growing stale as Microsoft previously launched it. I have a feeling this game will eventually fold before reaching its goals (though I do feel it is a very fun game, I am not sure about its long term appeal given its current limited gameplay/maps). What I suspect will happen is once it folds Microsoft will use the core gameplay design improvements (which are really very good) with new maps to launch a singleplayer game with an added on online assault/skirmish mode without CW. They may toy with a persistent online game but doubt it will ever occur, since this type of gameplay lacks the social and hoarding aspects of other MMO (unless ultimately there is some out of cockpit options for that crowd).
#688
Posted 03 January 2014 - 11:05 PM
Caviel, on 08 May 2013 - 01:56 PM, said:
Edited by Magos Titanicus, 03 January 2014 - 11:06 PM.
#689
Posted 16 January 2014 - 01:26 AM
Oraeon1224, on 03 January 2014 - 03:27 AM, said:
I have to ask, few options? What we have is effectively inner-sphere omni-mechs with full-blown custom options. What sort of options are you missing? There are a few weapon(s) missing from the 3050 IS tech but not many unless my memory is totaly down the drain.
PS. Im genuinely curious, its not a flame bait or anything
#690
Posted 16 January 2014 - 05:48 PM
Edited by Syrkres, 16 January 2014 - 07:27 PM.
#691
Posted 17 January 2014 - 10:19 PM
Cavendish, on 16 January 2014 - 01:26 AM, said:
I have to ask, few options? What we have is effectively inner-sphere omni-mechs with full-blown custom options. What sort of options are you missing? There are a few weapon(s) missing from the 3050 IS tech but not many unless my memory is totaly down the drain.
PS. Im genuinely curious, its not a flame bait or anything
I think he just means because there are like, a thousand IS mechs that aren't in game yet, and we're already getting into clan mechs.
#692
Posted 30 January 2014 - 05:29 PM
TanE, on 30 November 2013 - 04:26 AM, said:
I added and changed the colours in the navigation bar, proper coloured the frames around the weapon icon/buttons and added some important buttons, that should be implemented (did I say shortcuts? ).
I think the triangles for the hardpoints are Ok, but I didn't changed that here.
Best UI! Piranha plz use it!
Edited by Sercher, 30 January 2014 - 05:30 PM.
#693
Posted 04 February 2014 - 01:46 PM
It's that little tiny button at the bottom right of the window, that I'd imagined the first time I'd click it, would work like a toggle button.
The social button needs to be a focus, not a tiny little icon that I had to make an effort to find in my first impression boot up of 2.0.
The social interface needs drag and drop grouping and some kind of pop to it visually. When you open the social screen, a nice aesthetic touch would to have it open and jump from the button like a holo-image or something. When you create a group, a new group window should pop left or right of that one then drag and drop friends into the group. Friends accepting invite green, not red or whatever. Chat bars in all. Some different music when you go into social mode would be nice. I'd like to look at my friends mechs and load-outs too, just from my friends list, offline or not.... if they allowed me. *cough Bookface
Social Social Social. Make it friendly and awesome.
Thanks for reading and hope you like my suggestions.
****Whoops... link to new feedback thread please?
Edited by Sexport, 04 February 2014 - 01:51 PM.
#694
Posted 04 February 2014 - 01:56 PM
#695
Posted 04 February 2014 - 02:34 PM
#696
Posted 04 February 2014 - 03:02 PM
#697
Posted 04 February 2014 - 03:07 PM
#698
Posted 04 February 2014 - 03:11 PM
ZealotTheFallen, on 04 February 2014 - 03:07 PM, said:
Did you just steal my name-suffix?
OT: I kind of like the new UI, still I have some problems launching the game, from time to time it just freezes, sometimes even when I come back to the main menu from a batte.
#699
Posted 04 February 2014 - 03:26 PM
I understand that anything new (change) is going to be accompanied by whining (confusion), but seriously, this UI is awful (somehow even more badder than the previous incarnation - yes. more badder.). Here are my first impressions after dealing with it for about 20 minutes. Shocking how some of this stuff gets through not only QC, but the design process in general.
- What used to take me 1 click now takes me 3. This is not an improvement
Information that used to be available in game is no longer there (hi, how many shots of ac10 are in a ton while in the mechlab? for that matter, what about range, tonnage and heat information per weapon. I mean what the fsck. You tell us we have X tons to work with, then don't tell us how much anything weighs? Or is the rationale that we don't need specifics since we can just read the bagraph below that also doesn't contain any of this information.have you ever heard of tooltips?Edit: tooltips now work that contain this information- pick a color for your UI. You've got blue, gold, black, and cyan happening on the menu.. It's like a rainbow of awful.
- speaking of colors, good job completely obscuring the color i'm about to paint my mech with the white mouseover - why ? how about you highlight around the color but leave the center.. you know.. the color you want to see...
Edited by Liquidx, 04 February 2014 - 06:37 PM.
#700
Posted 04 February 2014 - 03:43 PM
ZealotTheFallen, on 04 February 2014 - 03:07 PM, said:
Oh, so much this. There's just... well, you can read the other comments about people's issues with the new UI (which I agree with), but the font is my biggest gripe. Its not clean on the eyes at all, despite the fact that it was probably what you were shooting for. I've got great eyesight and read a lot of texts for my job, but I was unable to stand reading it for more than a few minutes. Please, consider maybe introducing an alternative option for it, as it really shouldn't be that big of an issue. At very least, consider that for the in-match font, please.
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