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Ui 2.0 - Feedback


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#441 Utilyan

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Posted 01 June 2013 - 11:58 AM

How bout some drag and drop mech builds to the chat, so you can share build plans ect.

I wonder what that mech detail button is for....... :)
Posted Image

#442 Xeno Phalcon

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Posted 01 June 2013 - 12:02 PM

"Players Online" counter would be nice, and maybe a "Time Played" option to see how much of my life iv wasted.

#443 Nebelfeuer

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Posted 01 June 2013 - 12:53 PM

May be misleading but I still see a lot of scrollbars due to big icons - nothing wrong with a big detail view but could it not perhaps be mouseover sensitive(popup) instead of making navigation annoying? I kind of like my games to display all currently relevant information - and only that - on one screen. There is too much screenclutter elements that serve the purpose of navigation when i want info and to much screenclutter by infodisply when all i want is to navigate to a certain point. You should probably make sceenspace more exclusive to one functinality and get rid of scrollbars in favour of dropdown menu tabs.

Edited by Nebelfeuer, 01 June 2013 - 12:55 PM.


#444 Bonebiter

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Posted 01 June 2013 - 03:25 PM

Looks good - the "Letter from the President" brought me back to the beta - nice job team! I had all but given up. So this is my first day back after seven months away - very glad to see a training ground - still think too many people forget we are beta testing and not playing a fully functioning game. I look forward to the rants the day MWO goes live and we all lose all the stuff we have acquired. Great changes since I have been gone.

#445 TexAce

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Posted 01 June 2013 - 03:44 PM

View PostBonebiter, on 01 June 2013 - 03:25 PM, said:

Looks good - the "Letter from the President" brought me back to the beta - nice job team! I had all but given up. So this is my first day back after seven months away - very glad to see a training ground - still think too many people forget we are beta testing and not playing a fully functioning game. I look forward to the rants the day MWO goes live and we all lose all the stuff we have acquired. Great changes since I have been gone.


There won't be any reset anymore. No one is gonna lose anything.

#446 Muffinator

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Posted 02 June 2013 - 12:22 AM

Bryan will there be an easy way to see how many of an item we own in total as well as free items? Ideally I'd love to see what mech a used item is in too. Eg Large laser: 2/1 (2 owned 1 in use). Then click or hover over the '1' to get a tooltip showing what mech that used laser is in.

That would make it so much easier than clicking through a bunch of mechs to find that spare item, module etc.

Edited by Muffinator, 02 June 2013 - 12:22 AM.


#447 Phoenix Branson

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Posted 02 June 2013 - 07:52 AM

Bryan, can you guys please add some background noise to the new UI 2.0? Adding some random radio chatter or a voice over the intercom paging for BattleMech technician/engineer to the Mechlab would add tremendous immersion to the game.

#448 NeonKnight

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Posted 02 June 2013 - 03:07 PM

I like the look, I truly truly do, but for the love of ALL that is holy, PLEASE let me sell excess armor and ammunition! As can be seen by the following screen cap from my account, I am sitting on 7608 tons of Standard, and 1179 tons of Ferro-Fibrous armor. I am not even going to begin with ammunition, as that is just too much.

Posted Image

Even if I was able to sell for half their value (what appears to be standard For everything else), the Standard at 5,000 CB (half of 10,015) would mean a return to my account of 38,040,000 CB, while the Ferro at 10,000 (half of the 20,088) would be 11,790,000 CB, for a total return to me of 49,830,000.

I think this is fair, and I am likely an average representative of the game. This is in game product I have purchased, that I cannot sell for even a partial return. Everything else I can sell for a return (lasers, Missiles Launchers, engines), so why not Ammo and Armor? I can sell them when they are equipped on a a mech I buy, but if I choose to only sell the chassis, I retain the ammo/armor and am 'forced' to keep them in perpetuity.

Again, Love the look, just let me get rid of unwanted junk before Hoarder's comes around my mechlab and tries to force me to get rid something I can't.

#449 Blade Pride

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Posted 03 June 2013 - 09:00 AM

View PostBryan Ekman, on 01 June 2013 - 06:20 AM, said:


Due to the amount of on screen real estate, we have to make it one or the other still. The interface will be onscreen at all times via the bar at the bottom. So you will always know if there are messages/chat waiting.

Edit - It may be possible down the road to add this as a large res only feature. The UI theoretically could support it.


You may need to re-look at finding the real estate. The new chat UI will be a fail before it even gets used if this is the way it’s going to be. I do not chat much, but online games are community games that require an in-game always viewable chat interface. So you can play and chat at the same time. If you have to click out of the game to chat, why not just Alt-Tab out and use 3rd party software, we already have to do it for VOIP.

I don't like being negative but you're completely remaking the whole UI and you're already saying "down the road". How did that work out for UI 1.0.

Other than the above the new UI is looking good.

Edited by Blade Pride, 03 June 2013 - 09:57 AM.


#450 Fooooo

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Posted 03 June 2013 - 10:25 AM

View PostBlade Pride, on 03 June 2013 - 09:00 AM, said:


You may need to re-look at finding the real estate. The new chat UI will be a fail before it even gets used if this is the way it’s going to be. I do not chat much, but online games are community games that require an in-game always viewable chat interface. So you can play and chat at the same time. If you have to click out of the game to chat, why not just Alt-Tab out and use 3rd party software, we already have to do it for VOIP.

I don't like being negative but you're completely remaking the whole UI and you're already saying "down the road". How did that work out for UI 1.0.

Other than the above the new UI is looking good.


Yeah, WoT worked like this from what I remember. The chat would always be there unless you closed it or minimized. Haven't played it in a long time however so it may have changed.....

You just move / resize it to get access to stuff "underneath" the chat box.
Eventually I had a nice spot where I could place it and it didn't really cover anything.

I'm sure there is other games with chat setup like that.


For this new UI, I would probably end up moving it to the far left or just resize it to a long rectangle and put it above the chat tabs. Seems that wouldn't really get in the way of anything.

Somewhat like this I guess....(ignore the unreadable chat text, its a simple mspaint copy/paste + resize)

Spoiler

Edited by Fooooo, 03 June 2013 - 10:37 AM.


#451 Victor Morson

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Posted 03 June 2013 - 04:26 PM

I know this is a highly requested feature, but for the love of all things good, please please consider adding variant drop downs to 'mechs. I want to be able to swap my Cataphract 3D from a PPC Sniper to Laser Brawler in two clicks, not five minutes.

We'll pay. We don't care. I'll totally throw down a a hundred MC for quick variants per chassis. Maybe more. Just give us this feature, please!

#452 Sh4dow78

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Posted 03 June 2013 - 04:44 PM

Yes that would be nice if i can change from sniper to brawler by clicking my stored setup with one button, and not by wasting 5min. And since there will be 12v12 if half my team want to respec well we got like 30min watching mechlab for nothing. Would be really nice if u add this to game so we can store our setups for mech and just choose what to equip from a list.

#453 Void2258

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Posted 04 June 2013 - 05:06 AM

The stupid requirement to play the same mech 3 times to unlock skills is still in the game. So fail, no matter how nice it looks. Single Mech, Single XP Tree.

#454 Victor Morson

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Posted 04 June 2013 - 12:44 PM

View PostVoid2258, on 04 June 2013 - 05:06 AM, said:

The stupid requirement to play the same mech 3 times to unlock skills is still in the game. So fail, no matter how nice it looks. Single Mech, Single XP Tree.


My problem with how Pilot skills are setup is that I was effectively expecting to customize my pilot, when in fact they are just busy work that you want to 100% if possible.

Fortunately modules are turning into the thing that I wanted from the pilot lab (picking and choosing your advantages), but still I wish we had to CHOSE between skills, even if we retained the 3 'mech system. I want to make a call between tweaking speed and tweaking heat, etc, honestly.

I doubt it'll change now though. It's too entrenched and would require a 100% XP refund which would be really insane at this point.

Edited by Victor Morson, 04 June 2013 - 12:44 PM.


#455 Void2258

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Posted 04 June 2013 - 01:14 PM

View PostVictor Morson, on 04 June 2013 - 12:44 PM, said:


My problem with how Pilot skills are setup is that I was effectively expecting to customize my pilot, when in fact they are just busy work that you want to 100% if possible.

I doubt it'll change now though. It's too entrenched and would require a 100% XP refund which would be really insane at this point.


It forces people to play mechs they don't want to play. If they don't want to play the mech, they will not spend any money to upgrade them. Unupgraded mechs are a battlefield liability for the team that has them (which is a separate issue that needs to be addressed). This means that any team that has people playing mechs in order to get the higher upgrade tiers is playing at a disadvantage with players who don't care if they win, they just want XP points. Of course they would get more XP for wins, but winning would waste money on mechs they are just going to sell the instant they get all 8 skills.

This makes the game worse for EVERYONE. Players are forced to play mechs they don't like after being forced to buy them, and other players are forced to play with players who don't want to play these mechs and thus put in minimal effort. You in effect create an envirnment wherein a significant number of players in each match DON'T CARE, which ruins the match.

#456 Kageru Ikazuchi

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Posted 04 June 2013 - 07:45 PM

View PostVoid2258, on 04 June 2013 - 01:14 PM, said:

... Players are forced to play mechs they don't like after being forced to buy them, and other players are forced to play with players who don't want to play these mechs and thus put in minimal effort.

I see it differently. In order to be the best (insert mech variant here) pilot you can, you need to know not only your favorite mech's strengths and weaknesses, but the strengths and weaknesses of other types of mechs--including, in my opinion, different weight classes.

And you're not "forced" to do anything ... if you only want to drive (insert mech variant here), you can do that ... you can max basics, earn (or convert) enough GXP to max the basics on the other variants, etc., etc.

#457 Bryan Ekman

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Posted 05 June 2013 - 08:42 AM

View PostFooooo, on 03 June 2013 - 10:25 AM, said:



For this new UI, I would probably end up moving it to the far left or just resize it to a long rectangle and put it above the chat tabs. Seems that wouldn't really get in the way of anything.

Somewhat like this I guess....(ignore the unreadable chat text, its a simple mspaint copy/paste + resize)



While your logic is sound, we need to obey some safe frame rules the prevent us from putting anything in the red bars below:

Posted Image

We still (unfortunately) need to support 4:3 resolutions down to 1024x768. This limits our ability to keep chat on screen at all times and deliver maximum information and maintain a reasonable element scale over a range of resolutions from 1024x768 up to 1920x1200 and up. All the while, trying to avoid making a hi-res UI and a low-res UI, which is both costly and time consuming.

At higher resolutions we MIGHT be able to offer full time on screen chat. Still looking at this.

#458 Mechteric

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Posted 05 June 2013 - 09:19 AM

View PostBryan Ekman, on 05 June 2013 - 08:42 AM, said:

At higher resolutions we MIGHT be able to offer full time on screen chat. Still looking at this.


sounds like a reasonable compromise. Perhaps you could target 1680x1050 or higher for this kind of option since all new LCD widescreens are at least this size more or less. Personally I run 2560x1440 so not expecting special treatment myself!

Edited by CapperDeluxe, 05 June 2013 - 09:20 AM.


#459 Chavette

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Posted 05 June 2013 - 10:45 AM

I still don't have anything to complain about... the social UI is spot on aside from me wanting status messages.

Its a convenient way of letting people know something other than messaging them all one by one.

#460 Maelan

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Posted 05 June 2013 - 11:17 AM

I have a suggestion for the group interface.

It would be nice if you could select multiple players in your friends list and have an invite button down by Add Friend on your screenshot that would invite all selected to your group. The button would be inactive/disabled if no players were selected or if you selected more players than available group spots.

The main thing this brings is fewer clicks to invite. Your existing screen appears to be a bit easier to navigate, but will not reduce the "whack-a-mole" concept to inviting members to a group because, as it appears at least, I still have to select a name, then click invite, then select a name, then click invite. much easier to select name,name,name,name click invite.

Maelan





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