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Ui 2.0 - Feedback


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#281 Bryan Ekman

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Posted 11 May 2013 - 10:47 AM

View PostStraker, on 10 May 2013 - 01:39 PM, said:

Bryan, any chance we can get these answered?


Out of the gates, we're only going to support single monitor resolutions. However the great news, the new UI can support multiple monitors, so over time we can support these larger resolutions.

Players will have a complete inventory ledger. This ledger will show if an item is currently equipped to a mech or not. This will allow players to sell items quickly as well.

Mech loadouts are being discussed internally. We like the concept, just need to make sure it plays nice with the game architecture (secured/safe transactions between client and server). Moving items around is designed to be very safe and foolproof, so once the technical aspects are solved I would expect to see this show up. The new UI is being designed to have this ability.

View PostAvimimus, on 10 May 2013 - 03:46 PM, said:

Like:
- Being forced to see everything I haven't bought



I'll keep mentioning this, because it's super important.

These are mockups - they show all of the possible states (owned/not owned/on sale/in game/etc). Players are not required to see mechs they do not own. Players can filter the list view a number of ways to their own preference. This list view is also used in the store inferface as well. So the goal was to demonstrate the variety.

Quote

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.


This is coming with the new lobby system (yet to be fully revealed). Players will be able to bring a bunch of mechs with them in their own DropShip. They will also be able to vote for the map to be played, and be able to select from the mechs available to them in their DropShip.

#282 BlueSanta

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Posted 11 May 2013 - 11:23 AM

View PostBryan Ekman, on 08 May 2013 - 02:23 PM, said:


Internal testing starts in late July. Public test mid to late August. Live late Summer.


What do you mean "late summer?" Is it possible this game launches BEFORE UI 2.0 is live?

#283 chumppi

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Posted 11 May 2013 - 11:43 AM

I'm not sure if I missed it but you guys need to remember quick loadout configuration! A quick dropdown menu where you have your saved profiles per mech.

#284 snake8eyes

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Posted 11 May 2013 - 02:04 PM

Sorry if this has already been asked, but there are 15 pages of comments on this thread already, but, in the mechlab, can we get a "strip mech" button that takes all weapons and equipment off the selected mech? Maybe another button that removes all armor?

#285 MentalPatient

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Posted 11 May 2013 - 04:06 PM

Love the look of the new UI, however its almost like there is TOO MUCH info at once. What if only the window where your mouse was pointing at was in focus, and the rest was blurred a bit, and when you mouse over a different part the stuff in the background blurred a bit. It might be slightly annoying I don't know, just a thought because it is so busy right now.

#286 SirLANsalot

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Posted 11 May 2013 - 10:20 PM

beautiful, epic, I want it now.

Almost had a MW4 feel to it in how it looks, and not the mektek version either.

#287 Modo44

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Posted 12 May 2013 - 12:02 AM

Mechlab button suggestions (most already mentioned): Stip Mech, Fill Armor, Load/Save Preset, Strip Unused Ammo, +1 Ammo for Every Weapon.

#288 Cest7

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Posted 12 May 2013 - 02:39 AM

The new menu system and flow seems awesome. The 3x3 list looked odd at first, but compared to the 7 item list we currently have, turns out to be a step up.

Looking forward to seeing this in practice :)

Edit: WIll the mechbay be organizable without the use of filters?
How does selecting a hardpoint work?

Edited by Cest7, 12 May 2013 - 02:58 AM.


#289 Garagano

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Posted 12 May 2013 - 08:51 AM

-The amount of items you posses (weapons) should be more clear to read. (Maybe a number in the Icon-> "x3" )
-All mech, weapon and module icons should always have a "Info" symbol on it (left,upper region of the Icon), that displays relevant information about it, as a tooltip. (eater click on it or mouseover)
-The "Logout" button should NOT always be present, IMHO it tells the user "aw, just go and leave...". Implement it into the Options Screen.
-Rename "Settings" -> "Options"
-A "encyclopedia" would be very nice thing to have, ingame. (something like in the UFO games) that tells the Player everything about the BT/MWO lore. That makes it more beginner friendly. (but this is prolly a issue for the suggestion forum)
-The "Buy Mechbay" should be different then the "Buy Mech" feature. Visually. To make it more clear that one costs MC and the other one can be bought my MC AND by C-Bills.
-The Skills Menu should show a small overview (text only?) of how many Mechs the User have already unlocked to full basic/elite/master (-> important for the Master unlock path). Something like: "4/2/1"

#290 Rumplestiltskin

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Posted 12 May 2013 - 09:32 AM

View PostTheCaptainJZ, on 08 May 2013 - 02:06 PM, said:

I actually felt more confused by that interface but I'm guessing it's just because it's only screenshots. The real thing will be interactive. I see some nice features in there. One thing I'd like to see is when you are setting your weapon groups, it tells you which ones come from what location. Left or right arm? Left or right torso? I might want to set up a group of 4 mlas with group 1 on the right arm and group 2 on the left.

A loud yes to that. The paper doll in the current interface IMHO gives you a quick glance of your rig, you can then focus on the area needing adjustment by selecting the relevant button. Sex it up for sure, but don't fix it if it ain't f@#$ed.

#291 scJazz

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Posted 12 May 2013 - 11:00 AM

For god sake could UI 2.0 include some persistence. Click, click, clicking every time I want to get to the Pilot Lab - Mech Skills for the Mech I'm piloting is ANNOYING! Like perhaps auto push the Mech Skills section to the Mech I'm actually in, failing that... the last I chose, failing that no choice like it is now.

Edited by scJazz, 12 May 2013 - 11:01 AM.


#292 Garagano

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Posted 12 May 2013 - 11:37 AM

another topic about the new UI is, that i hope that it consumes less GPU power then the current one.

Currently it uses about 50% GPU time of a GTX 560ti ! This equals into about ~120 Watt energy consumption!
120 Watt, only to show the 2D-Frontend !!!

Please, do something about the GPU usage in the frontend UI !

#293 Av4tar

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Posted 12 May 2013 - 12:07 PM

Jump distance 17, not bad for an Atlas.

#294 Tragos

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Posted 12 May 2013 - 01:41 PM

Two comments:

1. The comparison window is fine - although it might be missleading for new players.

Higher HEAT (and Weight) should be marked in RED, not GREEN. Any parameter that is worse in comparison should have a red bar, not a green one.

2. Please add a "quirks"/"full stats" window. Torso movement speed, max turn rate and so on.

#295 Zanathan

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Posted 12 May 2013 - 04:03 PM

While I love the new UI, I thought the other point of UI 2.0 was to add lobby function for improved communications. We need to foster the community into growing and without communication channels in-game it makes for poor experience ... unless you haven't gotten to that part yet?

As for the mechlab it looks great and the grouping of mechs will make it easier but I hope the following function will make it into the new build:
- Ability to sort mechs (alphabetically, most used, active, etc) and items
- Filter mechs (by active or non-active) and items (owned - in inventory)

#296 BladeXXL

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Posted 13 May 2013 - 12:11 AM

View PostGaragano, on 12 May 2013 - 11:37 AM, said:

another topic about the new UI is, that i hope that it consumes less GPU power then the current one.

Currently it uses about 50% GPU time of a GTX 560ti ! This equals into about ~120 Watt energy consumption!
120 Watt, only to show the 2D-Frontend !!!

Please, do something about the GPU usage in the frontend UI !


Mech lab is NOT 2D ... it's full rendered 3D!
Only if you switch to "Home" tab you get 2D ... my GPU usage here: 0%

#297 SuperBroHeroFella

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Posted 13 May 2013 - 12:36 AM

Hello,

I really like the new version.


Thank you, but please consider this:

- Give the Mechs some Room and a size-comparison to your pilot standing near it; an interesting mechlab with little details


- It is necessary that we can rotate our machines by 360° all the time, not only in the Camomenu (please also a little from below and above view)

- For the love of Mechwarrior, add in some lore information to the various parts! Right now its like online shopping, wheres the digital merchant that talks you into stuff? Especially hero mechs

- Let us minimize menus i dont need for more a more clear view

- Let us see my Inventory right away; avoid scrolling

- Let us see buyable Mechs in 2d and 3d

- Let us zoom in and out of the mechgrid like windows files

- Media section with the release trailers etc.?

Thanks.

#298 ToxinTractor

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Posted 13 May 2013 - 01:42 AM

Why must you devs make me pop a woody v.v;

#299 WidowMaker91

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Posted 13 May 2013 - 04:16 AM

View PostEvilTwinTepe, on 08 May 2013 - 02:00 PM, said:


I was JUST going to ask about this. I launch MWO from Steam (I launch all my games from there) - will the Shift+TAB step on my Steam UI? That's going to be problematic.


when i launch through steam the windowed UI and the full screen gameplay have the shift tab enable and it works fine

add me xD

http://steamcommunit...61197962434370/ ( yea 2003 acc get at me )

#300 Jakeyda

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Posted 13 May 2013 - 06:21 AM

It would be nice on weapon groups, if it indicated whether weapons where in the right or left side arm/torso.





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