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Ui 2.0 - Feedback


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#341 Jman5

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Posted 17 May 2013 - 06:14 AM

Posted Image

I find the graphs confusing and difficult to interpret. What is the X axis representing? Acceleration/Deceleration rate? You need to find a better, more intuitive way to explain these values.

#342 Trip Hammer

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Posted 17 May 2013 - 06:25 AM

I had another thought while looking at the mock-ups. While adjusting the armor values for the Legs, Arms and L/R Torso's I would like to see a lock button so that you only have to add armor once to those areas instead of having to do it separately for each. It would be much easier IMHO.

If someone else has already suggested this I apologize for doing so again.

#343 Trip Hammer

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Posted 17 May 2013 - 06:34 AM

View PostArcturious, on 16 May 2013 - 04:05 PM, said:

I notice the quirks doesn't display anything about Jump jets on the Highlanders :lol:

Looks like even the devs agree taking 6-8 T will be worthless once screen shake is in. They may as well have made this a pic of an Atlas.

But yeah, I know this is only a mockup and I really have to wait for the JJ thing to come in before I make a final judgement.
However this was a classic symbolic / subliminal affirmation of my doubts lol


Forgive me if I'm being dense but I'm not sure what your concern is with this. Could you elaborate a little.

And if you think I'm trying to troll I'm not, I'm actually really interested in seeing the new UI as useful and informative as it can possibly be.

#344 Garagano

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Posted 17 May 2013 - 06:54 AM

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How about a simple scrollbar for the armor? Gives it more practice look.
-The bar can be adjustet with the mouse pointer, as usual.
-Right click on the red/black field will add armor points.
-Left click on the red/black field will subtract armor points.
--Double click on the word "Armor" fills the armor to max points.

#345 Bryan Ekman

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Posted 17 May 2013 - 09:03 AM

View PostJojobird, on 17 May 2013 - 04:38 AM, said:


In ideal situation, it would be nice to have:
1. base mech data for comparison with mechs you don't own yet and
2. mech actual data, including your skills, for comparison between owned mechs.

Yes I know we can do the maths in our heads, but... :lol:

Best regards,
JoJoBird


All of the new elements will show you deltas between two compares (mechs). We're also looking at adding in the CUR/MAX values, so players understand what the max potential for their mech is once all of the Mech Eff. are purchased.

#346 Michael Costanza

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Posted 17 May 2013 - 10:15 AM

Well, 2.0 looks like it gives more information and is better organized but, at least from the mechbay, it's hard to tell how much more functional is.

There should be some method of saving loadouts.

There should be a way to yank a weapon, an item, or a module directly to a mech. For example, let's say I had a Target Decay module but, because I have 20 mechs in my bay, forgot it's on my JR&-F. Let's say I want to put it in my Atlas. I should be able to go into the Atlas mechbay, click-drag a target-decay module from the inventory into the slot, get a warning popup that "The Target Decay module is currently in the JR7-F. Do you still wish to remove it?"

Also, there should be a method to strip a mech in your mechbay of weapons/modules/parts. Ideally, a right-click that allows a dropdown with options for "Strip weapons" and "Strip all".

#347 MadTulip

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Posted 17 May 2013 - 10:44 AM

Add
- Damage per Heat
and
- Damage per Second
and maybe
- Damage per heat and second D/(H*S)
to the weapon stats, as this is the effect of the weapon and thus of interest.

you do not want to always have to devide damage per shot by reload time or heat by hand.

you also dont sell milk at 50cent per gramm in 2736 gramm bottles.

Edited by MadTulip, 17 May 2013 - 10:46 AM.


#348 Name140704

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Posted 17 May 2013 - 12:55 PM

The quirks need to be visible. Everything else I can work around.

#349 SgtMagor

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Posted 17 May 2013 - 03:32 PM

yes please have quirks listed in mechs specifications it would help a lot towards deciding which mech I want to purchase.

#350 Kobra Kommander

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Posted 17 May 2013 - 09:13 PM

is there a "strip weapons and ammo" button? so often I want to completely rework my mechs, and end up with a ton of ammo left somewhere. Also a full mech loadout would be nice to see, not just one body part at a time

#351 Kobra Kommander

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Posted 17 May 2013 - 09:17 PM

... And while I am making wishes, A photo op tab that will let you pose your mech in whichever map you want so you can make some sweet game art type pics, maybe with broken mechs and weapon effects and 'splosions and crap

#352 Scarcer

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Posted 17 May 2013 - 09:22 PM

THANKYOU THANKYOU, this shows you guys at PGI got your **** together regarding community relations. We LOVE being kept up to date and interacted with concerning current projects; and it will make less people feel in the dark or that they are not being heard.

Congrats! Bryan, your dev's are doing a good job, and we appreciate you working with the community!

I feel a little less bad about how much I spent on the founders program; but knowing it's helping to feed your employees is a great thing. Just don't forget about us!

Something that might not be too hard to emplement and make this game a little more interactive appealing may be a semi-interactive mechlab experience. A free-roam of the mechlab on foot, take a simple lift up the the high walk-ways, look at the mechs and get a real feel of just how big they are. - If you want an unparreleled feel that competes with other games on the market... you should consider implementing this into the U.I. since mostly everything is already actively rendered. The pilot model is already there too.

my .02

Good Job!

Edited by Scarcer, 17 May 2013 - 09:28 PM.


#353 slash b slash

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Posted 17 May 2013 - 10:13 PM

Hey Bryan are you going to implement being able to assign a different camo for each map per Mech with UI 2.0, so your Mech always has the right camo when it drops? If so, how will it look like and how will it work. If it works with map camo slots, do you have to buy single use patterns for each slot?

#354 Straker

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Posted 17 May 2013 - 11:50 PM

Bryan,
Just to clarify what you said about the UI only supporting single monitor resolutions. This has me a little concerned. I love playing across three screens. My center view is my center monitor, and my mech side windows are my side monitors.

I am 100% fine with the front end UI not spanning three monitors. In fact, I would probably prefer it just being on the middle monitor. As long as it switches across all three when I play the game.

By what you said, do you mean the UI simply wont work for those of us using surround or eyefinity setups? Meaning we need to go back to one monitor to play the game? I very much hope that is not the case, as it would ruin the game for me. Thank you for your time.

#355 Aidan

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Posted 18 May 2013 - 07:40 AM

Bryan, The addition of MechLab mech re-naming and weapon grouping before dropping is excellent. Good show ! I was wondering if your team has given thought to using this current UI 2.0 metaphor for the Community Warfare element of MWO? Would team and lance commanders be able to see their team mates, chosen mechs, and weaponry/equipment during the pre-battle phase of a given Community Warfare drop? Again good work on UI 2.0 !

#356 Straker

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Posted 19 May 2013 - 12:41 AM

View Postder langsamere, on 18 May 2013 - 01:00 AM, said:


Wonder if the % of ppl doing this is more than the % of the ppl that dont want 3rd person view as that would ruin the game for them?
Wonder which % theyre likely to listen to?


I'm not sure what your point is. You do realize that I am talking about playing across 3 screens and not 3rd person view. I am also not suggesting that anything be changed for people who play on one monitor. I just don't want those of us who use multiple monitors to be locked out.

#357 Trauglodyte

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Posted 19 May 2013 - 09:57 AM

Do we have any word, yet, as to whether we'll be able to organize our mechs within the bays?

#358 Aidan

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Posted 19 May 2013 - 09:59 AM

View PostTrauglodyte, on 19 May 2013 - 09:57 AM, said:

Do we have any word, yet, as to whether we'll be able to organize our mechs within the bays?


Could you give examples of how you would prefer to "organize" your mechs?

#359 Viralstrayne

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Posted 19 May 2013 - 10:42 AM

Damn this UI looks smexy as fudge! Looking forward to getting my hands on it

#360 Arcturious

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Posted 19 May 2013 - 08:30 PM

Trauglodyte, that has been confirmed as part of the basic functionality of UI 2.0

I'm pretty sure it will be some sort of drag and drop. At worst something like a 'click to swap'.

Not sure of exact link but I'm 99% sure I've read that quite a while ago.





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