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Ui 2.0 - Feedback


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#781 Salleck

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Posted 05 February 2014 - 01:59 PM

I love the ability to pick a map before each match. Helps me remember to avoid Skirmish. Instead though of picking the one type of match you want. Could we have all three types of matches displayed and pick the ones we would be willing to play, and give the matchmaker multiple types to work with? I just don't want to play skirmish. As I am sure some just don't want to play Conquest or Assault. But I like and don't mind playing either Assault or Conquest.

I do not like that I have lost the ability to see at a glance what all is equipt on my mech. Hovering over does not help. Highlighting does not do it, Configuration gives me one piece at a time. Maybe I am missing it but I would like to see if the mech I am looking at has weapons what engine and what modules on one page and not deep down click, click, click. I own the mech my pilot should be able to tell what is on the darn thing without climbing up to the arm to see what is in the arm.

I do appreciate all the work you folks do. I do think the UI is ......Prettier. and faster, when I do want to change things.

Edited by Salleck, 05 February 2014 - 02:01 PM.


#782 Chronojam

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Posted 05 February 2014 - 02:11 PM

View PostKraven Kor, on 05 February 2014 - 09:33 AM, said:

Save loadouts for quick-switching? Please? Maybe?

*sigh*


Yeah, only if you've been using Mechromancer or Smurfy. We've been asking for this since 2012.

#783 Uncle Totty

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Posted 05 February 2014 - 02:16 PM

View PostRacerX, on 05 February 2014 - 11:26 AM, said:

I understand that this is phase one of UI 2.0 and great things are on the way. So please use my feedback below to improve the foundation you are building upon.


This is what angers many of us. Great things are always "on the way", even when they should be here by now. :rolleyes:

#784 Tombstoner

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Posted 05 February 2014 - 03:08 PM

Underwhelmed.

To design an interface all you need is a white board. The mech display should tell you everything you want to know about the mech at a glance. as it is its buried under too many clicks. no reason to have separate slots on the left side of the screen. When building a mech you need to see the whole layout at the same time.

meh its still an alpha after all.

#785 Furanofsky

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Posted 05 February 2014 - 03:13 PM

After playing some more with UI 2.0 i think you made things worse ...

Is there really no paper doll or something like that where we can see what section we are working on ? What the mech loadout looks like in ONE Screen ? What the Armor Distribution looks like in ONE Screen ? Why is there no visually feedback when clicking through the mech sections in the mech bay ? Why are there no different colors for the buttons ?

Is there no option where i can see the loadout of a mech (especially champion or hero) i want to buy ? Why is there no Fullsceen 3D Model of the mech i want to buy ? Why do i need to log out to exit the game (maybe i'am missing something) ? Why do you have to hide my current cbills/gxp in different sections. It's the first i want to see after finishing a match ...

Why do i have to see the trial mechs under my owned mechs ?

#786 Nastyogre

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Posted 05 February 2014 - 03:59 PM

View PostFuranofsky, on 05 February 2014 - 03:13 PM, said:



Why do i have to see the trial mechs under my owned mechs ?


To get you to buy them? Notice you have that snappy little buy button? There are a couple of places where the easiest thing to do on the screen is buy something, items and modules and trial mechs. Its all about making that experience easy for the micro transaction.

#787 Greenomen

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Posted 05 February 2014 - 04:16 PM

It's the little things. . . Like why doesn't it remember the last "Game Mode" I used? Or why are the screens so cluttered without providing any valuable information? The 2.0UI is all fluff and nothing useful.

#788 Waladil

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Posted 05 February 2014 - 04:20 PM

I'm not going to read through super-long thread to see if these things have been brought up already. I'm not even hopeful any of them will be addressed ever. Anyway, onto the problems with UI 2.0. The many, many problems.

1.) Too many clicks for everything. This is simply poor design; needed information is hidden behind menus and submenus and subsubmenus. This is the key flaw right now. Most of the other points in this list will address specific places where there's a glut of clicking and places that it could be easily cut out.

2.) Inventory menu only shows un-equipped items. This was a major issue with the old UI and has only been exacerbated by 2.0. In the old UI, checking for an un-equipped item (such as a weapon) involved clicking on a mech with appropriate hardpoint (I used my Founder's Atlas for this purpose since it has all 3 hardpoint types), clicking "modify" then clicking the correct location. This has been improved by 2.0's listing of all unequipped items! However, that list of all unequipped items is still three clicks away from the MechLab, which is where you need that information. More importantly, that list does NOT include equipped items. In the old UI, checking if you had a given (non-cockpit) item equipped meant clicking on each mech in order until you found it listed under "weapons" "equipment" or "modules." Now, in order to check a mech for weapons, you have to mouse over each mech in turn. Not much different than before. HOWEVER, checking for ENGINES or MODULES or COCKPIT ITEMS (you know, those really expensive things that many many players shuffle between mechs), involves clicking "configure" then "loadout"/"modules"/"cockpit" then "back" then "back." Four clicks. Per mech you need to check. An improved way to handle this is to utilize the existing screen that lists all owned items -- and make it list ALL OWNED ITEMS, including installed ones. Installed items, of course, would be denoted as such with a clear label of which mech they're installed on. Perhaps also a "remove" button, to quickly remove an item from a mech so you can install it elsewhere. The "remove" button is not particularly important, however. The most important aspect would be an easy way to view all installed items.

3.) The inventory menu's "save" button reads "checkout" even when no C-bills or MC are being spent. IMO, "checkout" has such a strong real-world money-spending connotation to it, it should only be used when MC -- real money -- is being spent. If the button were to change description and color based on the changes being made, that would actually be a huge improvement. "Return to Lab" (grey) -- no changes. "Save" (green) -- changes only involving owned items. "Confirm" (orange) -- purchasing items with C-Bills. "Checkout" (red) -- purchasing items with MC.

4.) As of now, the only way to go back within the menu structure is to click, well, back. This can be a PITA especially given that the back button is relatively small. There's an easy fix, however. Add a keyboard or mouse command that will always go back. Common commands for this include right-clicking (anywhere), or pressing escape, shift, or tab. This would even partially alleviate problem 2.

5.) The pop-up mech specs menu has a lot of less-useful information and neglects a lot of useful information. Things like "installed modules" or "Engine size/type" are left out, while torso twist information is left in. (For the record, I'd like all that information to be in there. But if I had to pick one, I'd take module and engine info over twist any day).

6.) Speaking of that pop-up menu...
6a.) It only pops up when you mouse-and-hold. I'd like a place to click where it'd stay open. Maybe even add some further tooltips onto that menu. I thought that the little triangle in the corner was the button to make that menu pop up for a little bit.
6b.) If you click the mech (like anyone would do if they want to select it), the menu wont pop up unless you mouse off the mech and back onto it. Fix.
6c.) The point of having the menu be a pop-up is so that it doesn't always conceal the pretty picture of the mech. Well, if you've got it popped up on a mech in the rightmost column, you can sometimes jerk your mouse over to the menu area quickly and the menu stays popped up. Relatively minor. Still, fix.

7.) Remove trial mechs from the "owned" filter. Add them to a separate "trial" filter. When I click on "owned," I want to see only the mechs I OWN. (If you REALLY MUST, add another filter called "pilotable" that lists trial and owned mechs)

8.) I don't see why you didn't bother to just fully integrate the statistics and code-redemption functions into the client.

9.) The "select mech" button just takes you to the MechLab tab. Well, there's a different button that does the exact same thing like an inch away (depending on screen size). Instead, why not make it show a list of all mechs ready to drop? That is to say all mechs (trial and owned) that have an engine and 10 heat sinks installed. That'd be nice for players with mechs that they don't want to sell but also have no plans to pilot.

10.) On the skills menu...
10a.) No XP functions are available if you don't currently own a mech of a given variant. For example, I have Awesomes mastered but only own one. Therefore, I must have some XP and skills on at least two other Awesomes. I cannot see which skills the unowned mechs do and do not have, nor can I exchange XP to GXP on those sold mechs. This may be intentional... but I disagree with it.
10b.) The ribbon-and-emblem system is confusing. The ribbon reads the tier they're currently working on, not the best tier they've completed. In fact, get rid of the emblem entirely and leave only the ribbon. Just shift it a tier. If a mech has yet to finish the basic tier, make it grey and read "amateur" or "novice." Then blue and "basic" for a mech that's finished the basic tier but not the elite tier, et cetera et cetera. Unless there's something I don't understand about the ribbon-and-emblem system, doing it my way only increases clarity and sacrifices no information.
10bsub1.) Wow, I am really nesting now. I'm looking at the information I have and wonder if I might actually understand the ribbon-and-emblem system. Does the ribbon read the highest tier a mech CAN reach? That's really really unclear.
11.) This is really minor but I just noticed it: The Hunchback visibly jiggles a little tiny bit at the waist when you select it in MechLab. As if it were shifting a little bit. I can only see it on the Hunchback, and with all Hunchback variants. Maybe it's spawn point is a tiny bit off from it's resting point?

12.) Pretty up the weapon damage graphs. This is an art thing, but they look really jarring and engineer-y right now. Don't actually obfuscate any information but... make em pretty.

13.) THIS IS MUCH HIGHER PRIORITY THAN THE NUMBER IMPLIES. I just didn't want to re-number anything to include this where it should be. Anyway, the complete lack of mech-wide information when in MechLab. I mean, when would I ever want to know little details like "which guns are currently installed" or "how many bullets I have." As it stands I would never recommend that someone design a mech in that lab. It is only suitable for copying a design over from elsewhere, like smurfy-net. I mean, did someone from smurfy-net bribe the design team to force people to use their mechlab? I'm kidding but seriously, guys. Come on. Pretty basic stuff we're talking about now.


As a whole, this new UI is substandard. I wasn't around for the public test weekends, so I didn't have first-hand experience of this, but there is no way the community would have thumbs-upped this after the public tests, so I can only assume the design team said "eh, whatever, just ship it anyway."

Anyway, the UI is too onerous for me to enjoy much, so I'm probably not gonna stick around long. Maybe pop back in after a patch or two. See if even one of these problems has been fixed.

#789 Zanathan

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Posted 05 February 2014 - 04:37 PM

View PostWaladil, on 05 February 2014 - 04:20 PM, said:

Snip ...


I was going to type up a lengthy feedback post myself but Waladil beat me to the punch. Good post with useful information what the pain points are.

I also want to add that a key feature I would like to see is to be able to filter everything, be it mechs, items/equipment, etc. Filters make scrolling through masses of items easier. I can see the beginnings of one with the menu on the left hand side but would it be too hard to just have a drop down menu populated with options to filter by?

#790 DisasterMedic

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Posted 05 February 2014 - 06:21 PM

In the words of members of the gImperium, the only worse spergs I know than the white knights here: "sig test"

e:signature is extremely relevant to UI 2.0 feedback, for content

Edited by DisasterMedic, 05 February 2014 - 06:21 PM.


#791 KishPrime

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Posted 05 February 2014 - 06:47 PM

Did I miss a reason to enjoy this new interface?

Was so ready to be happy when I saw it come up, too. Sigh.

WAIT you can rename your mechs. Hooray.

Edited by KishPrime, 05 February 2014 - 06:54 PM.


#792 Tevesh

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Posted 05 February 2014 - 06:50 PM

New UI is supposed to be faster? It takes 45-60 seconds to bring up my friends list when I click on the social icon. Mech information is harder to find and not all it there. Like how many heatsinks are on my mech? Guess I have to go into config and count now.

#793 Direption

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Posted 05 February 2014 - 07:02 PM

Biggest Grip is mech Configuration. I have this nice mech standin in my view. If this mech would show me all this parts and armor totals on it, then I could live with the Click and dealing with each part seprate. But the Fact that at a glance I can not see hard points, whats on the mech, and where it's armor is, is the worst thing ever. It makes making small changes a huge hassle. I like the old system I could hover over hardpoints see them all, hover over energy weapons see them all. Clicked on armor is showed me a resonable chart with all the armor. As it stands now it's terrable, and frustrating to use. Favoret thing was to strip down mechs and put them back together. now im scared to by anything new cause it's hard to even guess what weapons are on a mech let alone know what hardpoints it carrys.

Edited by Direption, 05 February 2014 - 07:03 PM.


#794 Olunn

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Posted 05 February 2014 - 07:05 PM

Looks pretty, but that's it.

Please give us back the old UI, honestly I can't see **** in the 2.0. It took this long to come up with this? After going through the new UI for a while I realized why. You guys were doing your best to make the clunkiest, shiniest, thumbnail wall filled interface ever. I feel sorry for the new players who come in now, they will definitely be confused by this interface.

Refering to your main goals
  • Reduce friction for new players.
  • Communicate information in a clear and simple manner.
  • Make each screen relevant to the task at hand (contextual).
How is this interface not the complete opposite of what you intended?

#795 KishPrime

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Posted 05 February 2014 - 07:27 PM

This is, at best, a sideways step. I personally think it is a huge step backwards on all of your goals.

Can anyone who beta'd this explain why you liked it?

#796 Chronojam

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Posted 05 February 2014 - 07:35 PM

View PostKishPrime, on 05 February 2014 - 07:27 PM, said:

This is, at best, a sideways step. I personally think it is a huge step backwards on all of your goals.

Can anyone who beta'd this explain why you liked it?

No, because they didn't like it. Both tests were essentially purely negative feedback, albeit interspersed with "It's so pretty!" which is nice but aesthetic don't define functionality or usability. The best reading of the second test feedback, if you're being generous, is "not any worse than the first test."

#797 Deduin

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Posted 05 February 2014 - 08:10 PM

Anyone else have the game minimize during fights? never did this before the UI change.

#798 Szegedin

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Posted 05 February 2014 - 08:31 PM

Only thing I like about the new interface is the ability to rename mechs, that's great and should have been in 1.0 but is a minor minor thing.

The new font is also more readable in game.

And I find it funny the cockpit monitors now say 'Autodetect....No' instead of No Signal.

'Autodetect....No' sounds like a mission statement.

#799 DaangeroussDann

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Posted 05 February 2014 - 10:34 PM

This UI is clumbsy and childlike. I cannot see my mech's entire loadout on a single screen as I build it.
1)The ENORMOUS pictures of the ammo and weapons list is childish and perhaps designed for he blind? I mean do you really need a 2 by three inch square of pixles to say "SRM ammo". or "advanced zoom"?
2) And why can I not double click a mech on my "mech inventory" and select it automaticly? instead then have to find it and select it again once Im in the lab. The inventory should be directly linked to the lab for quick modifications, or what is the point of having the list to begin with.

3)There seems to be a problem with glitching in UI2.0 as well, I cannot minimize the screen on occation and have to cycle my video settings from windowed back to full to fix it.

This new ui may offer some nice new features, compared to the last, a few even (like name change), but even they fall far short of what previous versions of the game had available in a much smaller space. Not this tab after tab of huge cartoon drawings of a bullet shell that fills half the monitor space. So much more information from other "tabs" could fit on the same screen if the drawings were reduced in size to about a quarter of what they are now. Honestly, a friend came over when I was trying to modify a mech, I felt embarased by the look of it and tried to hide the screen (since minimize was not working) Its so childish and wasteful and distracting from what I am trying to do. (place ammo on my mechs last couple available slots, if I could find them). after about 2 hours of trying to play, and fix some of my mechs weapon groupings(wrecked by ui2), I quit in frustration when the mech save screen froze on "saving loadout"

I was not able to complete a single modification on a single mech in that time. All the seperate tabs for arm, leg, torso are poorly layed out and seperated in such a way that it is like a job just to try and outfit a mech to fine detail. Honestly, the previous ui was much easier , smarter and faster to modify accurately with from where I'm sitting. This needs to allow a person to see the entire mech as he is building it, the visual image helps plan the weapon grouping and placement of groups of weapon types.

On a scale of 1 to 10 , based on what I know from all the previous versions and what I was expecting here now 15 years later with better technology, I give this design 5 or less. Its almost as if someone is trying to re-invent the wheel and cannot recognize systems from the past that worked very well. Instead of starting off at the tale end of the mechwarrior 4 mercs interface and building from there, we have come full circle to the comador 64 box and tile space wasting , dos feel of a multy layered broken link cyber cake. buried somewhere under all that mess and tab after tab is my mech. I wonder if you might be so kind as to help me dig it back out?

#800 DaangeroussDann

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Posted 05 February 2014 - 11:02 PM

View PostDireption, on 05 February 2014 - 07:02 PM, said:

Biggest Grip is mech Configuration. I have this nice mech standin in my view. If this mech would show me all this parts and armor totals on it, then I could live with the Click and dealing with each part seprate. But the Fact that at a glance I can not see hard points, whats on the mech, and where it's armor is, is the worst thing ever. It makes making small changes a huge hassle. I like the old system I could hover over hardpoints see them all, hover over energy weapons see them all. Clicked on armor is showed me a resonable chart with all the armor. As it stands now it's terrable, and frustrating to use. Favoret thing was to strip down mechs and put them back together. now im scared to by anything new cause it's hard to even guess what weapons are on a mech let alone know what hardpoints it carrys.


Just to clairify this and my previous post.
When I make mech, say a sniper; I choose a chassis with high guns. like sholder mounted , chest mounted,, etc, The Quick draw for example. As I placed the weapons on a mech in UI1 I could see its exact hight in proportion to the mech. Sometimes if I put a medium laser in after I had put in a ppc, the medium laser pushed the ppc to the lower slot on the chest. So I take the med out to retain the highest possible mounting point for my primary weapon on the jump sniper or hill humper. This UI 2 appears to be made by someone who does not have a clue about the fine details people put into their mechs. We cannot see it on the screen as we place things and therefore will take much longer to detail and memorize a mechs perfect function after modifying it. This is a huge screw up pgi. Honestly, I am losing faith in your ability to be objective. Its like you never played the game for any length of time, never had people waiting while your trying to make a simple modification in a 12 or even 4 man. You did not recognize all the good things about 1.0 or mw4, mw3, mw2, you just do something different clueless or careless on how it impacts the players and the often times limited amount of playing time we may have to figure out this messy , cluster of tabs and buttons highlighted by giant cave man drawings of weapons and ammo that block out any possible view of what we are really doing. Your clueless man.





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