

Ui 2.0 - Feedback
#261
Posted 10 May 2013 - 10:00 AM
http://mwomercs.com/...ial-discussion/
#263
Posted 10 May 2013 - 10:10 AM
Roadbuster, on 10 May 2013 - 07:49 AM, said:
- color coding for weapon types (ballistic/energy/...)
- seperate color for all actions/buttons involving MC
- seperate buttons for social and grouping (no key combos please), maybe a permanent window for group chat (it's a teamgame so this should be a main part of the UI)
- weapon location when setting weapon groups (easiest way would be to just write RA, LT, CT,... next to the weapon)
- info about loaded ammunition in the mech overview window (ammount, location, protected by CASE,...)
- ability to rename mechs
- ability to save different loadouts would be nice
- one click actions for grouping with status display via text ("name of player" invited to group...) or color and no more confirmation windows like the current "You created a group."
- seperate tabs for owned mechs, trial mechs and any hero/custom/sale mechs
All of this.
I know you guys couldn't acknowledge doing so, but seriously, go take a look at a third party mechlab like Smurphy's. There are a lot of important visual elements that could be helpful, some of which have already appeared in MechWarrior games:
-Give tonnage remaining, not total tonnage
-Color coding (R/G/Y for weapons and Blue for HS and White for structure and Purple for special equipment)
-Make empty slots fade away visually with actual emptiness, or at least grey words
-Button color standardization: Green for MC purchase, Yellow for C-Bills, Blue for go, Red for cancel, etc.
-Weapon/Hardpoint locations visible at a glance, a la the charts used by Ohm and Smurfy.
-Ammunition listed separately
-Ability to name and save a loadout like in MechCommander2. Really handy feature, every 'mech game should have it.
And the other things the guy above me said. UI is key to making a user experience pleasant, and the UI of MechWarrior should be easy to compensate for the fact that the game itself is inherently difficult for new players to get into.
#265
Posted 10 May 2013 - 10:21 AM
I do like the new mech selection layout. Giving us a custom filter option would be kinda of awesome, too. Maybe a way to check favorites or most commonly played mechs, so they appear first in the master list, or have their own filter tab.
A personal want is to have an "overview" screen option for the mech creation. A lot of us remember character/mech sheets, and would like to see all of our slots at a glance. Spending 10 minutes fretting over a build-out only to discover you forgot about the ton of armor in your head can be trying. Something along the lines of a prettier version of http://mwo.smurfy-net.de/ would be absolutely lovely.
All in all, though, I like the direction of this. Thanks for the info.
#266
Posted 10 May 2013 - 10:25 AM
Pre-configured loadouts selection per mech based on maps being played. IE: If the map that gets selected is hot, I run a more ballistics heavy mech. If its going to be cold, I can run more lasers...
Like having an mech with specific loadouts already configured and purchased. An hot running Atlas variant to run on Frozen City, or a cooler configuration Atlas variant to run on Caustic.
- Either the player would preconfigure which variant would load depending on the map provided
- The player is allowed to select which mech variant to run after the target map is selected
- Players can actively select which maps they are willing to play on and variant before dropping into matches.
#268
Posted 10 May 2013 - 10:33 AM
WaKK0, on 10 May 2013 - 10:25 AM, said:
Pre-configured loadouts selection per mech based on maps being played. IE: If the map that gets selected is hot, I run a more ballistics heavy mech. If its going to be cold, I can run more lasers...
Like having an mech with specific loadouts already configured and purchased. An hot running Atlas variant to run on Frozen City, or a cooler configuration Atlas variant to run on Caustic.
- Either the player would preconfigure which variant would load depending on the map provided
- The player is allowed to select which mech variant to run after the target map is selected
- Players can actively select which maps they are willing to play on and variant before dropping into matches.
Ya know, I'm not sure this is a UI issue, but I'm all over this. There is no logic, at all, is us not knowing where we are fighting before choosing our mech. If you want to keep the stage randomized, that's more than fine, but let us, somehow, choose our mech after we know where we are going. Not a lot of pilots would knowingly take a laser boat to Caustic, and not a lot of commanders would let them. Please.
#269
Posted 10 May 2013 - 10:35 AM
#270
Posted 10 May 2013 - 10:37 AM
WaKK0, on 10 May 2013 - 10:35 AM, said:
This, also. I have a 2 mechs I love playing, but I've been apprehensive about choosing them lately because they are designed for medium-to-close range. If Tourmaline or Alpine turns up, I feel less effective than I should.
#271
Posted 10 May 2013 - 10:43 AM
I feel like the orange tone of the current set up matches the mechwarrior vibe more than the blue tone does. You know, blue evokes sleek, advanced futuristic design while orange brings to mind sparks and hot metal. Just a minor quibble.
Play Now for the launch button is a bit odd. I can get at the 'mechbay, I'm already playing. Launch was good, it conveyed both a battletech feel without being something difficult to recognize to newbies (like "Drop" might be).
On the 'mech details mockups:
bit of an information overload. Current version actually feels cleaner in this regard, with a view of the 'mech and a list of equipped items on the right. Unless I am actively modifying the 'mech at the time I'll never need to see the actuators, or all those empty slots, just a listing of how many there are and an option to show where is enough (like how we can mouseover "empty slots" and have numbers appear on the 'mech).
If I am modifying a 'mech, unless I can just drag items right in to all those part windows, I don't really need to have more than one visible at once. having to click into the specific component to modify it, when I can already see it in this set up, kinda clunky. Also, just having all these windows in my face sort of pulls me away from the idea of building a 'mech- right now, I click on the actual physical component of the 'mech to modify it, giving a very hands-on feel. Unless I can tinker with the whole paperdoll at once, showing me everything is too much too fast. Summarize the whole, and don't hide the 'mech behind all these windows.
I also see that the equipment menu is listing MC costs for all items. I suppose this is why you've decided not to call it "upgrades" anymore. Not really a fan of that change. Fiddling around in the loadout screen is one of the things I can do right now without any fear of accidentally spending MC. You can make us pay real cash outside the loadout screen, and by all means allow us to bring those things we bought into the loadout screen, but don't have it in our faces while we're working, that feels like having a door-to-door salesman who's set up in my living room and refuses to leave, and keeps trying to sell me things while I'm eating breakfast and whatnot. Sort of an idea of Store territory and Player territory. I get you want to make it easy to buy things, and make sure people know what can actually be bought, but this feels intrusive.
I guess we'll get a better look in september, so we'll see what comes round in the Fall.
#272
Posted 10 May 2013 - 11:00 AM
MC Purchased UI Themes. That is all.
#273
Posted 10 May 2013 - 12:12 PM

#274
Posted 10 May 2013 - 01:39 PM
Straker, on 08 May 2013 - 06:52 PM, said:
Bryan, any chance we can get these answered?
#275
Posted 10 May 2013 - 01:51 PM
Nicholas Carlyle, on 10 May 2013 - 10:03 AM, said:
You guys really want to make sure I have to spend as much time as possible at work finding threads, don't you?
Wasnt that the point of the new forum structure?
Only answer I really want is off topic:
Will CW be in first person only or will there be multiple CWs for 1pv only, mixed, and 3pv only?
Edited by Mechwarrior Buddah, 10 May 2013 - 02:54 PM.
#276
Posted 10 May 2013 - 03:46 PM
- UI will allow weapon variants to be introduced
Don't like:
- Being forced to see everything I haven't bought
- Not being able to arrange my mech's (with their custom names) in an esthetic layout
- No clear evidence of a system for remembering different loadouts
#277
Posted 10 May 2013 - 05:45 PM
#278
Posted 10 May 2013 - 06:59 PM
#279
Posted 10 May 2013 - 08:08 PM
#280
Posted 11 May 2013 - 07:39 AM
Maybe offer a few colors, or keep the old orange-brown?
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