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Ui 2.0 - Feedback


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#301 Trip Hammer

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Posted 13 May 2013 - 07:11 AM

Suggestion for the Weapons Configuration screen.

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 Bryan Ekman

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Posted 13 May 2013 - 09:12 AM

http://mwomercs.com/...ost__p__2345978

Added - Rename Mech
Updated - Mech Details with item color coding.

#303 Jojobird

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Posted 13 May 2013 - 11:00 AM

Bryan,

any chance we could keep existing yellow/red/green general scheme? I'm just used to it, no other reason really.

Regards,

JoJoBird

#304 Iqfish

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Posted 13 May 2013 - 11:38 AM

Wait. What:

Posted Image

#305 DirePhoenix

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Posted 13 May 2013 - 12:03 PM

View PostBryan Ekman, on 13 May 2013 - 09:12 AM, said:

http://mwomercs.com/...ost__p__2345978

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 Wispsy

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Posted 13 May 2013 - 12:07 PM

Please tell me it has an autorebuy for consumables?

#307 Darius Deadeye

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Posted 13 May 2013 - 12:50 PM

View PostWispsy, on 13 May 2013 - 12:07 PM, said:

Please tell me it has an autorebuy for consumables?


I would rather buy in bundles and then have the option to auto-refit, if needed. Small difference I guess, but seems more appropiate imo.

#308 Khanahar

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Posted 13 May 2013 - 12:52 PM

Hey just wanted to say to PGI that I'm really happy you're adding color coding. The new picture looks massively better than the old.

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 Belorion

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Posted 13 May 2013 - 03:03 PM

I think the skill tab needs to be closer to where it is now. I am constantly paging between the variants and chassis looking at the different skill trees. That kind of navigation seems to be missing from the mock up.

#310 Phoenix Branson

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Posted 13 May 2013 - 05:02 PM

Bryan Ekman@bryanekman
"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)

Posted Image

Posted Image

Edited by Maverick01, 13 May 2013 - 05:13 PM.


#311 Khanahar

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Posted 13 May 2013 - 10:05 PM

View PostMaverick01, on 13 May 2013 - 05:02 PM, said:

Bryan Ekman@bryanekman
"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 Nuesse

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Posted 13 May 2013 - 11:50 PM

Hell its only colors, is anyone to lazy to read or what....

#313 Odin

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Posted 14 May 2013 - 01:49 AM

Horrido Nuesse!

Hi folks.

All looks good to me here. As long as PGI keeps the mini games at a minimum. :)



Odin

#314 MasterBLB

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Posted 14 May 2013 - 02:39 AM

Quote

Bryan Ekman‏@bryanekman
"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 Corvus Antaka

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Posted 14 May 2013 - 06:38 AM

I'm not liking how obscured the mech is on many of these screens. Still like the current UI better overall so far. The new weapons screens and all looks great, but I really really like the current visuals of the centered mech in mechbay, and am not seeing those same quality visuals here...still early on I know, just a note :P

#316 MeatForBrains

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Posted 14 May 2013 - 10:16 AM

View PostBryan 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. :P



So by that logic, shouldn't we be paying a mechanic to move any parts on or off our mechs?

#317 Renthrak

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Posted 14 May 2013 - 01:02 PM

On the color coding:

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 Nothing Whatsoever

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Posted 14 May 2013 - 05:21 PM

Looking forward to using the new UI, the ideas/concepts are looking good.

#319 SuperBroHeroFella

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Posted 15 May 2013 - 01:56 AM

Everything is so cluttered and narrowed to one closed screen.

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!

Posted Image

#320 Steel Talon

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Posted 15 May 2013 - 12:08 PM

No option to try mech & loadout before paying for it?
I would rather use messy UI & have this ability.
Posted Image

Edited by Steel Talon, 15 May 2013 - 12:11 PM.






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