Ui 2.0 - Feedback
#301
Posted 13 May 2013 - 07:11 AM
Make it so that you can just click the position/number for each of the weapons instead of just the arrow to/click control option. It would be faster and since I've experienced a problem with having to hit control 4 times (and its exactly that number almost every time even after I bought a new keyboard) to get a weapon position to hold.
Also, if the ELO system (and not the Battle Value system from TT game) is going to stay I would like to see the ELO ratings listed on a scale somewhere within the user interface.
Otherwise this looks like a really good start to me.
#302
Posted 13 May 2013 - 09:12 AM
Added - Rename Mech
Updated - Mech Details with item color coding.
#303
Posted 13 May 2013 - 11:00 AM
any chance we could keep existing yellow/red/green general scheme? I'm just used to it, no other reason really.
Regards,
JoJoBird
#304
Posted 13 May 2013 - 11:38 AM
#305
Posted 13 May 2013 - 12:03 PM
Bryan Ekman, on 13 May 2013 - 09:12 AM, said:
Added - Rename Mech
Updated - Mech Details with item color coding.
In the pic of the Mech Details, what is the Orange Triangle supposed to signify? I'm guessing that the Yellow Stars are supposed to be Energy Hardpoints, but in the hit locations that have orange triangles shown in the hardpoints list, you've got (yellow) energy weapons instead. Are these supposed to signify Omni Hardpoints for upcoming Clan 'Mechs? Or does this have something to do with the "Epic" endgame stuff briefly discussed in some of the recent Q&A's?
Also, it seems apparent that the art direction for this UI is an extension of the current in-game neurohelmet visor, so we're always going to be seeing through our neurohelmet, even when we're no inside the 'mech.
However, it still feels like there's a lot of wasted space on the sides where you could probably expand outward so everything's not crammed in the middle.
Edited by DirePhoenix, 13 May 2013 - 12:08 PM.
#306
Posted 13 May 2013 - 12:07 PM
#308
Posted 13 May 2013 - 12:52 PM
But please, please, please use Energy=Red, Ballistics=Yellow. We're all very used to it from MW4 and it makes more sense (all AC shots being white/yellow).
Mad props on taking suggestions though.
#309
Posted 13 May 2013 - 03:03 PM
#310
Posted 13 May 2013 - 05:02 PM
"Colors are not final, and we will probably stay away from red/yellow/greens, as they are used for other reasons."
Here is a suggestion, the first color is what it was in MW4 and the second color is closest on color wheel...
Energy: Red ---> Violet (ccw on wheel, primary to secondary)
Missile: Green ---> Blue (cw on wheel, secondary to primary)
Ballistic: Yellow ---> Orange (ccw on wheel, primary to secondary)
Edited by Maverick01, 13 May 2013 - 05:13 PM.
#311
Posted 13 May 2013 - 10:05 PM
Maverick01, on 13 May 2013 - 05:02 PM, said:
"Colors are not final, and we will probably stay away from red/yellow/greens, as they are used for other reasons."
This makes me so sad. PLEASE just go with RYG. Other colors for those other things. We're all very used to/attached to the old color scheme.
#312
Posted 13 May 2013 - 11:50 PM
#313
Posted 14 May 2013 - 01:49 AM
Hi folks.
All looks good to me here. As long as PGI keeps the mini games at a minimum.
Odin
#314
Posted 14 May 2013 - 02:39 AM
Quote
"Colors are not final, and we will probably stay away from red/yellow/greens, as they are used for other reasons."
Are there any obstacles to encode colors in .cfg files so anyone could set any color he/she wishes?
This is the way it should be done.
#315
Posted 14 May 2013 - 06:38 AM
#316
Posted 14 May 2013 - 10:16 AM
Bryan Ekman, on 10 May 2013 - 09:30 AM, said:
Could you define what "Social" means to you? That goes for anyone else wanting to weigh in! Love to get a clear definition from the players POV.
Yes. You are paying a mechanic to strip the armor off and reconfigure the mech to hold the new armor type.
So by that logic, shouldn't we be paying a mechanic to move any parts on or off our mechs?
#317
Posted 14 May 2013 - 01:02 PM
I like the gray for equipment that can't be removed. The green for missiles is also nice.
I don't really like the yellow for regular equipment and energy weapons, or the red for ballistics.
I would prefer white for non-weapon equipment, yellow for ballistics, and red for energy weapons. The red could also be a little brighter, to stand out better against the black background.
The red = energy, green = missiles, yellow = ballistics color coding has been used in several previous games, so it's a familiar system.
#318
Posted 14 May 2013 - 05:21 PM
#319
Posted 15 May 2013 - 01:56 AM
Mechwarrior is BIG ... Mechwarrior is OPEN... Mechwarrior is PANORAMA.
Make the Mechlab a Panorama, where specific menu points scroll to the right and left and let you pick stuff easily.
Why dont you try the "swipe homescreen" theory? Most people are used to it already via smartphones and it adds multiple levels and dimensions to the mechlab, to get specific features fast and intuitive.
With a nice camera angle this could really be good and specificly THE MECHWARRIOR GARAGE LABS IN REALTIME. We waited so long!
#320
Posted 15 May 2013 - 12:08 PM
I would rather use messy UI & have this ability.
Edited by Steel Talon, 15 May 2013 - 12:11 PM.
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