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Ui 2.0 - Feedback


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#761 Thaar

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Posted 05 February 2014 - 07:19 AM

My most pressing issue is about the graphics after the patch. I seem to get stuck with max settings when I change some of the graphics sliders... thus reducing my fps considerably.

Edited by Phylum, 05 February 2014 - 07:19 AM.


#762 RA2lover

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Posted 05 February 2014 - 07:20 AM

I'm unable to see experience points accumulated on mechs not in hangar.

#763 Rashhaverak

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Posted 05 February 2014 - 07:21 AM

Please, please, please increase the size of the font!!!

I play MWO on a 55 inch flat screen and I still can't read the dang thing. I bought the x-5 and I am trying to modify it in the mechlab, and I actually can't read what is in the slots.

If that's a size 8 font, then please make it a size 10, or even a size twelve. I want to love UI 2.0, but how can I love it if I can't see it?!?!

#764 Bonckers

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Posted 05 February 2014 - 08:11 AM

Two points. Slower. Cluncky. I think that I need to uninstall this game now and find something else. Who the did you have play test this garbage. Must of been an xbox designer and sycophants for testers. Wow so bad.

#765 Papaspud

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Posted 05 February 2014 - 08:15 AM

Well I gave it a try, to keep it simple..... it sucks. A few things are better, but most are much harder- who the hell thought this was a good change? Try figuring out what is on your mech...... oh you have to cycle through every section..... what a bunch of crap. Ammo, cycle through every section..... what mods do you have equipped.... have to go to that section, how heavy is that motor.... well you have to hover over it to see, so totally non-intuitive that it isn't even funny..

The 2 things I see better- easier to find your mech, and you can set up your weapons before the game, other than that the rest is one big mess.

So my vote is it sucks, man I can't believe this is the best they can do. I tried this on the test server and thought it sucked, but that they would change things due to feedback, but nope it still sucks.

#766 Tatula

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Posted 05 February 2014 - 08:16 AM

It would simplify things SO MUCH if they just add a Smurfy import function. All it is is a string of numbers when you generate the Share URL.

#767 Prezimonto

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Posted 05 February 2014 - 08:17 AM

In the spirit of positive feedback and how to improve this UI by leaps and bounds, please check out this suggestion(It's not mine, but from MoonUnitBeta).

It uses smurfy's layout as a core, and improves upon smurfy's interface through the use of a tabbed style file structure that's easy to navigate.

http://mwomercs.com/...it-should-work/

Edited by Prezimonto, 05 February 2014 - 08:18 AM.


#768 Justa Dogtrooper

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Posted 05 February 2014 - 08:19 AM

Having built a few sites in the past, I know what's meant by front end and back end.
Its all just fonts and layouts, buttons and beeps, at the end of the day.. They can all be changed......

I will put up with the clickfest Rsi and retina damage till it gets sorted....

PGI claim this new GUI will "open the floodgates" to new content....

Now give us a Universe to fight over....




or better yet use the one already created for MechWarrior...

#769 MarineTech

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Posted 05 February 2014 - 08:24 AM

Overall, there are things I like, things I dislike but can get used to, and 1 or 2 things that make me want to give somebody a good kicking.

Couple quick things come to mind.

Overall, I like being able to group weapons from the Mechbay. I still haven't figured out how to toggle chain fire in the group though. Am I missing something, or is it not there?

Where the heck did the training grounds go? Again, I can't find the option to get there. Are they gone, or have I just not clicked on enough crap yet to find the option?

Oh, and please, for the love of all that is Holy, give us the option to hide the trial mech when we've toggled to owned in the Mech Bay. If we can't modify 'em, why the heck to we need to see 'em there?

Edited by MarineTech, 05 February 2014 - 08:28 AM.


#770 AlmightyAeng

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Posted 05 February 2014 - 08:29 AM

Played for a couple hours last night...here are my thoughts.

*Edited to add positive #5*

Positives:

1. I like that you can save your weapon assignments prior to dropping.

2. I like the extra information on 'mech quirks.

3. It looks - artistically - better than the former UI.

4. Filters for finding 'mechs are nice.

5. I like being able to see the 'mechs my group is bringing before dropping.

Negatives:

1. The sheer number of clicks due to compartmentalized menus is very frustrating. Everything takes longer than in UI 1.5 and feels less intuitive.

2. I am unable to double click items to add or remove them...something UI 1.5 had that was much appreciated.

3. The ESC key doesn't allow me to quickly back out of menus to the main menu.

4. To exit the game I have to log out and THEN exit. It adds an unnecessary step. While I'm sure there are people with multiple accounts, please add an 'EXIT GAME' button on the home screen options.

5. I dislike being unable to SEE 'mech loadouts I'm potentially buying. That lack of information is frustrating.

6. The 'ready' 'mechs was a nice functionality for keeping favorites easily on-hand. Wasn't there supposed to be an option to create a 'favorites' filter for our 'mech list? Right now looking at dozens of 'mech pictures just feels like information overload. I'd much rather have a text list of chassis, and have that unfold into pictures of JUST the chassis you selected.

7. Opening the social tab takes away access to everything else. Annoying. Additionally, ESC doesn't work here, either, for easily backing out of a VERY limited view.

8. The Camo spec of scrolling horizontally is still a GIANT pain in the ass compared to UI 1.5 Can we get a pallet of 'owned' colors? Please? You have so much real estate...why can't we use it?

9. The 'Home' view, the one with JUST our 'mech, is the only view where we CAN'T spin it around to look at it. Really?

10. The 'checkout' button. Makes me nervous every time I have to click it and makes me think I'm spending extra money. You used 'SAVE' for the weapon assignments...please return it to the rest?

11. Clicking on a 'mech doesn't display information easily as to it's loadout. You have to actually enter the loadout screen....this makes looking through 'mechs to select one a real pain.

Overall Impression:

Artistically it's pretty...but functionally it's a pain to use compared to the old system. It is less intuitive and changing around 'mechs takes LONGER. It is more difficult to find things you want, and the system for making changes is slower.

For the first time, EVER, I have found myself getting frustrated enough with MWO to want to go play something else. And over what? A clunky user interface? It's stupid, but true. The gameplay is still fun, but the new UI is a real turn-off for me.

Edited by Ghost Badger, 05 February 2014 - 08:32 AM.


#771 Prezimonto

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Posted 05 February 2014 - 08:29 AM

Here's another thing I'd love to see.

Use the list style inventory on the "home" page and have a mouse-over blow out a pop-up for "engines" which goes to std/xl which blows out to a list of engines with your available inventory listed.

Each item should get a rating for available vs. owned. So if I have 2XL300, it will tell me 1/2 ... meaning I have one available and I own two. If I click on the XL300 I should get a blow out that tells me where all equipped versions are, so I don't have to go through my whole mech inventory to find it. This should be true for all items, including modules.

#772 Greenomen

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Posted 05 February 2014 - 08:32 AM

Did anyone test this? For example, I'm in MechLab adding/removing weapons and I'm not seeing any stats for the weapons.

It turn out that only an "mouse over" event brings up the weapon window. "Mouse button down" event closes the stats window. So if you jump into MechLab, start clicking weapons, if you have steady hands, hence your mouse is not always in motion, then you will not see the stats window for the weapon you just selected. Should the stats for a weapon you appear when you select it? I think it should, any normal UI designer would think it should.

Come on PGI, you've been working on this GUI since closed beta. Do a better job. Many of us would love to see MWO be successful! That's why we keep dumping money into it.

#773 Vladz

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Posted 05 February 2014 - 08:51 AM

UI 2.0 mech lab.

guys this is a fail. please consider going to a paper doll lay out so you can see all areas at once. The lay out allocation of space should be more on the mech and less on the scrolling through 100 engines. when you are in a location other then center torso, all that space is wasted. also trying to find where that 1 extra ton of equi/armor is at is no longer intuitive.

take a look at http://mwo.smurfy-ne...ab#i=56&l=stock . This is a striaght forward paper doll much like the pen and paper version.

i know you all wanted a more "SEXY" mechlab but this isnt the answer. the previous mechlab was more functional.

the current lay out to find my mech to see which ones have modules or specific gear loaded i need to rob to out fit a different mech is a true pain now.

#774 Leifanator

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Posted 05 February 2014 - 09:26 AM

So I do hope that the code part of this update has been worth it so we can get more regular updates to improve the UI.

Here's an example of how unintuitive the new UI is: I had a stripped out mech prior to the update, I go in and decide to see what I can do with it. I had to put an AMS on to see if the icon for that hard point was indeed for an AMS because the hard point icons do not say what they are. I then could not figure out how to get rid of the AMS until I realized that part of the old UI was still present and I had to click and drag to get rid of it.

If you're going to have a large box that says equip for a particular item, then you need another box that says unequip.

Like I said, hopefully this update can get us more updates to improve the UI.

#775 Kraven Kor

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Posted 05 February 2014 - 09:33 AM

Save loadouts for quick-switching? Please? Maybe?

*sigh*

#776 Victor Morson

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Posted 05 February 2014 - 11:26 AM

The biggest pro to UI2.0 for the competitive community is the fact the groups show what 'mech people are in. That will make Drop Commanders lives WAY easier and was a huge change.

IT WAS NOT WORTH BEING SHOVED INTO A "FIND THE ENGINE!!" SITUATION where it takes us 15 minutes to find a single part!

#777 RacerX

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Posted 05 February 2014 - 11:26 AM

I understand that this is phase one of UI 2.0 and great things are on the way. So please use my feedback below to improve the foundation you are building upon.

Good:

1) Prettier interface
2) Bigger mechs on every screen
3) Is full screen.
4) I can organize my mechs according to weight.

Needs Improvement:

1) Too many clicks to get to everything
2) confusing interface. For example: How do I know what each mech has at a glance? How do I find which mechs have modules and which don't? What is the purpose of the stats information that pops up when I click on a mech? It doesn't hold any useful information since the labels are not meaningful. And the information I find most important is nowhere to be seen such as loadout, armour, heat sinks, etc...
3) I am unwilling to purchase any new mechs because I cannot peek at thier stats and loadouts before purchase. I'm not going to purchase a mech simply because it is there.
4) Why do I need to purchase a mechbay before I can view all of the stats of a mech. Ok, this is a gripe I had from UI 1.5. It is still a valid point. Personally, I think the whole idea of purchasing mechbays is rediculous.
5) The Skills tree is tough to use. I can no longer quickly jump between mechs in a family to see where they all are and what I need to improve them. UI 2.0 forces me to enter each mech individually. We should have a federated view from the top level screen. Otherwise we have too many clicks and it takes too much time. This is not an enjoyable feature.
6) Mech lab. The mechlab simply sucks in its current state. Why do I need to go to every single section, pull up a full picture gallery of weapons and equipment for that section, and then hunt through really small text to find the item I want for that section. You guys over engineered this one. My route to my information should be instant without the interface getting in my way.
7) Why are the fonts so redicoulsy small?
8) Why must I go into each object such as an engine, weapon, or module one at a time to get the information that should simply pop up on the main screen or be part of the object's listing? Why does each object have it's own dedicated screen? This is slow and gets in the way of an enjoyable mech lab expereince.

And that is all I have for now other than I am finding it very difficult to build a mech now. I also feel it is guesswork knowing which mech I'm dropping in.

Thank you.

#778 UnknownTarget

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Posted 05 February 2014 - 11:28 AM

the new UI is much less intuitive then the old one.

one word sums it up pretty good :

lol



PS : who ever designed it should get fired

#779 sneak0277

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Posted 05 February 2014 - 12:46 PM

This UI takes away alot of fun. It slows you down so hard i dont wanna play anymore...
I really believe you can do better than this. This game gets better and better the whole time.
Plz dont mess this up cause of a stupid UI.

#780 matux

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Posted 05 February 2014 - 01:29 PM

What the hell was so wrong with double clicking to add/remove parts and to move from arm to head to etc? I takes me about 3 times long to add a component. It would be easier to navigate my fat fold than this monstrosity.

I play on a 42 inch lcd tv and i also have this problem with the text being small, that its hard to read and when you open up the engine screen it starts to cut your eyes with a wall of text and engine icons that have the same affect.

I can see where this game is heading now but, with the checkout button,

"Welcome to checkout warrior online, where the sales are plenty and the value is low."

The game play had become stale already (skirmish added nothing but TDM), but this just makes it even more of pain to customize mechs that its not worth playing anymore.





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