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Ui 2.0 - Feedback


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#381 Hawk819

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Posted 26 May 2013 - 06:03 AM

I love what I'm seeing here for the intereface, however, there's nothing on changing weapon grouping. Please tell me we'll have this feature in 2.0.

Update: I looked it over again. I have to apologise, I did not see this feature at first but went to look it over again, and then I saw it, with an arrow point out the loadout portion of the screen. Here's hoping it's a good one.

Edited by hawk819, 26 May 2013 - 06:07 AM.


#382 SniperCzar

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Posted 26 May 2013 - 07:19 AM

Please support resolutions up to 2560x1440/2560x1600 as opposed to just 1920x1200.

Half-Life 1 supports these resolutions, and that game is 15 years old. Steam hardware survey numbers may show that we're the 1%, but I'm certain that there's a much greater proportion of monstrous gaming rigs and monitors among MWO's community.

#383 EchoMike

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Posted 26 May 2013 - 08:11 AM

View PostMudslinger, on 20 May 2013 - 07:02 AM, said:

Very nice direction to be taking. One itty-bitty lil'ole' thing: Don't use INGAME when a mech is currently in a match. Use DEPLOYED.

:)


PGI listen to this man. He is wise.

#384 Jabilo

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Posted 26 May 2013 - 01:33 PM

The ability to sort mechs by installed modules.

I have 28 mechs and I can never remember where my modules are...

#385 Mordynak

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Posted 26 May 2013 - 02:22 PM

I'm sure this has probably been answered but I can't find it.

Do we have a date? An estimate even?

#386 Thomas Covenant

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Posted 27 May 2013 - 10:36 PM

Posted Image
Posted Image

Something I'd like to see is the ability to drag and drop command onto a keyboard representation like weapons on a mech, to get a visual representation with color coding like this^ rather than a long list that is NOT visually obvious at a glance.

I'd also like to see more flexibility in how controls configure. such as I hold "w" to accelerate but if I double tap "w" I get 100% throttle.

Edited by Thomas Covenant, 27 May 2013 - 10:44 PM.


#387 Cab

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Posted 28 May 2013 - 01:59 AM

According to the screenshot given under the topic "Updated Item Color Coding", I would suggest, to swap the option "camo assignment" to a screen, where you can actually see the the mech and the updated camo.

Edited by Cab, 28 May 2013 - 02:00 AM.


#388 IHateAtlas

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Posted 28 May 2013 - 02:43 AM

I am really going to miss the aesthetics of the current state of the mechlab... As much work as has been into this already, I don't expect to beable to talk them or anybody else out of this...

:)

#389 PurpleNinja

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Posted 28 May 2013 - 03:50 AM

Looks nice.

#390 BlackIronTarkus

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Posted 28 May 2013 - 06:38 AM

I reaaaaaaaally really rly like it. Can't wait to use it!

#391 Koniving

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Posted 28 May 2013 - 03:21 PM

So far I'm impressed with the way the new interface will be. I'm also a little hesitant to embrace it since change is sometimes scary. (Despite having Windows 7, I keep reverting it back to a Windows 98 interface, look and feel).

One request I do have is for either a universal cockpit, or an easy way to remove items from previous cockpits in order to put them into new cockpits. I have 59 mechs and 60 bays. It took me the better part of an hour and a half looking for my cockpit Snake.

Turns out I passed it twice. If nothing else maybe an indication as to which mech has my cockpit items, statues, etc.



#392 TexAce

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Posted 29 May 2013 - 07:22 AM

View PostKoniving, on 28 May 2013 - 03:21 PM, said:

So far I'm impressed with the way the new interface will be. I'm also a little hesitant to embrace it since change is sometimes scary. (Despite having Windows 7, I keep reverting it back to a Windows 98 interface, look and feel).

One request I do have is for either a universal cockpit, or an easy way to remove items from previous cockpits in order to put them into new cockpits. I have 59 mechs and 60 bays. It took me the better part of an hour and a half looking for my cockpit Snake.

Turns out I passed it twice. If nothing else maybe an indication as to which mech has my cockpit items, statues, etc.





It would be cool if we would be able to just drag the stuff wie have onto our mech (only on cockpit stuff) so we don't have to search for it at all and it gets removed automatically from the mech/mechs that had it previously.
A pop-up could indicate that we are removing the item from mech x and if we want to continue.

Edited by TexAss, 29 May 2013 - 07:24 AM.


#393 Bryan Ekman

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Posted 29 May 2013 - 09:26 AM

Posted Image

#394 Evax

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Posted 29 May 2013 - 09:34 AM

Looking good, I would now like to see some of the Social/Group screens.

I would also like to ask, If it hasn't already, that we be able to organize lances before we begin the drop.

#395 Coolant

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Posted 29 May 2013 - 09:34 AM

I love the idea of each skill having several unlockable levels. I've pushed for rewards to work for in every match, besides Cbills, so this will help, and the current skill tree is just too small. This will expand it. I assume each heat containment unlocked further increases the threshold at which a mech will shut down?

Edited by Coolant, 29 May 2013 - 09:35 AM.


#396 Mechteric

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Posted 29 May 2013 - 09:34 AM

I have a minor suggestion, rename "GXP" to "Pilot XP". I think that could help stand it apart better from "Mech XP".

#397 Evax

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Posted 29 May 2013 - 09:39 AM

@ Coolant...could be wrong, but I am pretty sure those are just place holder names for the 8 basic unlocks, same with the four elite.

#398 Stalkerr

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Posted 29 May 2013 - 09:40 AM

On the pilot skills screen, instead of referring to the display of your overall level as "Efficiency Level", refer to it as "Mastery Level". This jives with the nomenclature of Basic -> Elite -> Master. Thus, the player is obtaining Efficiencies to reflect their Mastery of the chassis.

Edited by Stalkerr, 29 May 2013 - 09:42 AM.


#399 Crimson Fenris

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Posted 29 May 2013 - 10:13 AM

We MUST be able to quickly switch between different mechs, like the current system allows. The "back" button is frightening me about the non-ergonomic changes that are about to happens here...

Plus, there is absolutely no need of already get a scrolling bar to see the whole arborescence... You can display the whole thing at once in a windowed screen, why the need of adding more manipulations for the player ?

I thought your main goal was to ease the player with those things ?
Because actually I see nothing that seems to be ever close to reaching that goal...

Edited by Crimson Fenris, 29 May 2013 - 10:17 AM.


#400 Stalkerr

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Posted 29 May 2013 - 10:14 AM

I would suggest removing the % progress indicator on each efficiency level. It's irrelevant with the x/y indicator in place.

Also, on the right side, Variants Unlocked should be displayed after Efficiency Multiplier. The provided wireframe could be misinterpreted to mean that the efficiency multiplier applies to all variants.

Finally, I'm not a fan of having the icons for each efficiency in the middle of the display if it causes the display to require a scrollbar. Remove the icons from the center overview cards but retain the enlarged icon for the detailed efficiency display on the lower right. Move scrollbar support for this view out on the roadmap as a feature enhancement in case you all decide to add more pilot skills later on.

Also, the wireframe should probably reflect a select state for the efficiency cards. Right now it's not clear which card you're getting details for.

Edited by Stalkerr, 29 May 2013 - 10:16 AM.






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