Ui 2.0 - Feedback
#941
Posted 10 February 2014 - 05:03 PM
#942
Posted 10 February 2014 - 06:33 PM
#943
Posted 10 February 2014 - 07:18 PM
Equalizer, on 07 February 2014 - 04:48 PM, said:
1. The excessive clicking should be reduced considerably, i.e. remove most unnecessary confirmation dialogues like the mode select dialog on each launch, modules/mech save confirmations, etc. Or at least add an option to turn these on/off. While at it, hitting the Enter key should CONFIRM instead of defaulting to the cancel button.
2. We should be able to turn off the beeping sound on mouse over.
3. When in the mech lab, I'd really like you to bring back the ability to select different mech locations by clicking on them on the mech model. Also bring back double click to equip/unequip a component or even better - bind it to the currently unused right mouse button.
4. When you buy a new mech, the default currency is MC - that's like the worst marketing move I've ever seen. Sure, it might net you a few bucks but customer satisfaction will reach a new low. For example, I almost bought a Victor for like 2000+ MC today, while at the same time I had 50+ million C-Bills - stared at that dialog for like a minute in utter frustration. Please change the default currency to C-Bills when you buy stuff that allows both options.
5. The mech info window currently shows the most irrelevant information possible - sure, I'd like to know my mech's torso twist angle/speed but that's not even close to what I NEED to know when picking up a chasis. You should really show what is currently equipped on a mech, including engine, JJs, ammo, etc. Stuff like modules, free slots left and hardpoint locations is also much more important than the current window (which I'd only display by clicking an additional Details button or something similar). For example, I have 70 mechs and 1 of each module - presently it is a nightmare finding on which mech I have it equipped. Same goes for XL engines, gear like BAP, expensive weapons, etc.
6. Add more sort options like the ability to exclude trial mechs from owned mechs screen, sort by weight, name, chasis, etc. Also the toggle between grid and list view should be made available ASAP.
Generally, some automation on the most mundane tasks would be really awesome - stuff like making possible to save/load configured mechs, strip mech/max armor abilities like in Smurfy or even making purchased modules usable on all mechs would go a long way towards streamlining the UI and vastly improve user experience.
What a great post - agree with everything here. Just wanted to call that out!
#944
Posted 10 February 2014 - 07:22 PM
wickwire, on 23 October 2013 - 07:59 AM, said:
Along the same line, why is Heat Efficiency a scale from 0 to 2?
Smurfy does this much better... and did I mention that I'd like to be able to see the loadout of the *whole* Mech please?
Edit:
Just saw this old mockup on reddit. Are we getting this too? Would be great!
OMG, why can't we have this ^^^^
#946
Posted 11 February 2014 - 03:47 AM
Yes, you could buy them from the mechlab, so you switch there and want to see, let's say, purchasable assault mechs. Nothing indicates the ones you allready have. So you switch filter to owned mechs, but arrive at trial mechs. O.o
You can't see the number of module slots, or which modules are installed, or where the f... your modules are right now. You can't see the weapons installed before you have selected mech and magnifier glass.
I wonder if this UI has been made by someone actually playing this game.
Edited by Haribocommander, 11 February 2014 - 03:48 AM.
#947
Posted 11 February 2014 - 04:19 AM
Its pretty much ruined the mech-making part of the game to the point where my mechs are now stuck with what ever config they have because its such a monumental ball-ache to go change them :|
(I did find one , single , lonely feature I liked though: the 'owned' list of paints)
Edited by SubXulu, 11 February 2014 - 04:21 AM.
#948
Posted 11 February 2014 - 06:38 AM
#951
Posted 11 February 2014 - 09:18 AM
-Jon (wants to be able to configure everything from a screen like that and not just view details)
#952
Posted 11 February 2014 - 09:28 AM
#953
Posted 11 February 2014 - 10:21 AM
Helsbane, on 11 February 2014 - 09:28 AM, said:
And here lies another prime example of the fact that no one at PGI has any clue how to make a user interface.
There are industry experts that you could hire for a week to tell you how to make a top notch interface!! And it would have saved you tons of cash in the long run because now you have wasted how many hundreds of man hours making the piece of garbage we have now?
Just hire an expert, fix the UI, and impress the community. Please!
#954
Posted 11 February 2014 - 10:52 AM
Dymlos2003, on 10 February 2014 - 02:25 PM, said:
The number of clicks it takes to do basic tasks is a common measure of UI efficiency. Complaints about having to click too much are valid and, as shown by how common a complaint it is, a clear indication of how bad this UI is.
#955
Posted 11 February 2014 - 10:56 AM
Papaspud, on 09 February 2014 - 10:29 AM, said:
Well supposedly the new UI will allow them to add stuff very fast.... right...right?? that's what they said the reason for it was, so lets see how fast they can fix this thing.... impress me with how much of an improvement it is, or show me you guys are just really incompetent..... it's crunch time PGI.
Me too, Papaspud. I love tweaking my mechs.
I would actually go so far as to say that this UI is almost unusable without having a tool like Smurfy's mech lab up on a browser tab to reference.
So disappointing. Back in the A La Carte feedback thread, fanboys and critics alike said the UI 2.0 patch was going to make or break this game. My premium time has 7 days left on it and I see little reason to play after that given I can't even enjoy building my mechs anymore.
Pathetic; absolutey pathetic work on this, PGI.
#956
Posted 11 February 2014 - 12:09 PM
Canadian Attack Beaver, on 11 February 2014 - 10:56 AM, said:
We said the patch, not the UI itself. That's just the glitz. The backend was what was holding all of development back, and we're still waiting to find out whether the backend work results in any appreciable acceleration of development. They did say, too, that the UI would be a work in progress, so you shouldn't be surprised by this.
Considering that since right before the patch we've suddenly heard talk of balancing NARC, flamers, LRMs and large pulse lasers; the Frozen City texture bug; the Smurfy coming in March; DX11 public test; and a few other things, I'm hopeful.
#957
Posted 11 February 2014 - 12:17 PM
Khobai, on 11 February 2014 - 07:11 AM, said:
zero doubled is still zero.
Community interaction in our eyes: PGI listening to player feedback, talking to meta teams and non-meta players, and taking into account our serious concerns with the design flow of UI 2.0.
Community interaction in PGI's eyes: Paul making inflammatory comments, bragging about doing so, and then disappearing with a "Gonna do if you like it or not!" attitude. i.e. the Highlander thread that is sticky in Gameplay Balance.
#958
Posted 11 February 2014 - 12:27 PM
im more concerned about the balance side of the game. we just should not have these kindve balance issues this late in development. why are 40 damage alphas still a thing?
#959
Posted 11 February 2014 - 01:57 PM
Canadian Attack Beaver, on 11 February 2014 - 10:52 AM, said:
The number of clicks it takes to do basic tasks is a common measure of UI efficiency. Complaints about having to click too much are valid and, as shown by how common a complaint it is, a clear indication of how bad this UI is.
At least someone gets it.
Just imagine. Word or other office applications:
Typing...
Go to fonds menue
go to styles menue
click "bold"
checkout
go back
go back
go back
Nobody would use a UI that complicated, yet somehow it´s alright for a game.
check results
#960
Posted 12 February 2014 - 12:23 AM
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