Ui 2.0 - Feedback
#901
Posted 08 February 2014 - 09:16 AM
#902
Posted 08 February 2014 - 09:24 AM
#903
Posted 08 February 2014 - 09:46 AM
1) Easier way to apply changes made in the mechlab. After applying changes, it was counter-intuitive to have to click "check out" on the Cart Total. Maybe give the option to check out after clicking the "<back" button, or make a seperate, highly visible, "Apply" button on the mechlab UI?
2) Beating a dead horse, but Smurfify UI for the the mechlab.
3) Add a "favorites" toggle for specific mech chassis and "show favorites only". As a legendary overlord, I have a lot of stripped mechs that I would love to not have to scroll through.
#904
Posted 08 February 2014 - 12:57 PM
Elli Gujar, on 08 February 2014 - 08:41 AM, said:
Also, [the firepower rating is] listed as having a maximum of 250, which is so ludicrous I just don't care, really.
First off, I totally agree with most of your post. That one line just got me to thinking, though, what IS the maximum firepower? Well, I fiddled around in smurfy a bit (obviously not the in-game mechlab. Why would I do that to myself?) and came up with this. I believe it is the highest-firepower-value mech that can currently be launched.
Lottafirepower
Of course, there was no room for ammo on that. Or armor. But you COULD theoretically launch in a 'mech with a listed firepower value of 145.1. I suppose setting the MAX to 255 isn't actually that unreasonable. With Clan Tech, If they buffed LRMs up to 1.3, and they added a 100-ton mech with 3 missile slots in each arm and each side torso, you could get over 255. (LRM-20x8, LRM10x4 = 200 x 1.3 damage = 260 damage. And it'd only weigh like 93 tons. Before armor or ammo!) But that's all hypothetical, what COULD change in the future. For right now, it's pretty hard to justify setting the max over 150 and maybe increasing it when new tech shows up.
(Again, I agree with pretty much everything else you were saying, including that pure numerical firepower is not very meaningful. As most people know, 40 firepower in LRMs is a lot less scary than 40 firepower in AC/20s...)
#905
Posted 08 February 2014 - 01:13 PM
One is enough.
Yes, I took out the engine, I am aware that I cannot drop without an engine. I am also aware that even if I tried, I'd get a popup THEN telling me as much, so we really don't need two...
#906
Posted 08 February 2014 - 01:59 PM
------------------
Aahhh, full screen... OK, i knew it was there didn't expect it.
Right OK, I can see a mech, play now, no problem. I'm assuming this is my currently selected mech *PLAYS* Yup it is... Wait where's my founders badge gone? Urgh hate that bug it keeps turning itself off.
Ok, game done, Settings, settings, where's setting.. Ah found it, bottom right. Founders tag box ticked.. OK untick, retick.. Play Now... Still no founders tag showing up.. Ah **** it.
Right so game done lets have a proper look at the mech lab.. Jesus stop beeping at me, christ, anyway to turn that off? Apparently not..
Ok, lets select a mech and HOLY MOTHER OF CHRIST MECH OVERLOAD!!! I don't want to see that many of them, why am I defaulted to seeing trials, I don't 'own' them. Ah look, a list view, Ok.. err, doesn't work. Nevermind. Ok I don't want all my heroes and champions at the top, can I make a favourites list? No? Bleh, badly done for those who have over 30 mechs.
Oh well at least I can narrow it down into weight classes. Right lets see about editing them. Ok, which spider had the 4xMG... err.. click.. click.. click.. Uhm well crap, that's nice click on a mech and it doesn't even tell you what the loadout/hardpoints are.. I can see the armour, if it has double heat sinks, artemis, jump distance but not actually what weapons are equipped? Seriously? That's basically the most important thing to see. No modules either but then it wasn't shown obviously in the last UI. Amusingly the light orange text also doesn't show up well against the background of the mech bay... So apparently I have END TEEL equipped.
Well OK, lets configure one and hope it's the right mech.
Ok, this seems to have more info on it, still doesn't tell me what I have equipped even though I'm in my mechlab. Lets click on loadout...
JESUS HOW MANY ENGINES DO I NEED TO SEE THAT I CAN'T EQUIP?
Well I guess we can filter it to XL or ones that we can use... and.. no, no we can't.. What the hell?
Right so, hang on, what's that orange 0/1 with a lightning bolt? No idea.
Lets hover over some engines. Hey it's telling me why I can't equip it, that's OK.. What are the icons then. Uhm, some horizontal lines...No idea... A weight, ah I get that! A $ sign.. uhm.. what? Shouldn't it be a CBill sign if I afford it? A targetting cross hair.. Uhm pass.. So I get what 50% mean and I bet one of those is only because I have played the game before (The $ sign, also great for non $ based countries.. stupid, stupid icon to use I mean you use the -C logo everywhere else for in game money why suddenlyl decide to use dollars?). Maybe if I hover over the icon it will tell me what it means.. Nope, it goes away, OK, click on engine lets see if a tooltip pops up... Nope.
Still no idea what that orange lightning bolt is though.
Anyway I don't need to worry about an engine, already have one equipped. , so lets click on my arm to see if this is the ballistic spider.. click.. nope, what? oh christ I have to move all the way over to the opposite side of the screen to click on right arm.
Ok its set to ballistic on the default, that means it has ballistic slots I guess.. Uh, how many again sure it was two. Oh that lightning bolt is now a purple set of bullets.. OH.. OHHHHhhhh.. riiiiiiiiight, that's the weapon slot.. Purple? Ballistic is yellow, so what the hell is orange? I can only assume it's energy since no Spiders have missiles. So purple is now ballistic and orange is now energy... Bets on what bizzaro colour missile is? I bet blue.
Lets see what's in my toros then.. Ok must remember I can't actually click on the bit I want to edit.. *SIGH* click on left torso on menu and... A red cross hair replaces the ballistic slot info.. Wait, is that energy then? Can't be, can't equip a weapon on it. What the hell is a red crosshair? I know, lets hover over it to see the tooltip... No tooltip.. I have no idea what that is.. Nevermind it's not a weapon.
Love how the mechlab inventory takes up 50% of the screen to show three items, completely horrendous design, so much wasted space.
Looking at the summary under the mech it says I can equip ECM on this Spider, didn't think so but maybe I never noticed, can't find anywhere that will let me put ECM in. AMS is blank,, artemis is blank. ECM is blank so .. Oh right, that's just telling me if it IS equipped (guess there will be a tick in it).. Well that's utterly useless, you will tell me if ECM is not equipped on a mech that can't equip it but you won't tell me what flamin' guns are on it... Did they actually get people that play the game to design this?
So anyway, equip some machine guns, put in some ammo and.. uhm... How do I save? No really, how do I save my loadout? Maybe I need to go back *click*. fair enough looks ok didn't say I can't do that.
Modules, oh look those new range things.. Goodness, what an increase in heat for a minimal increase in range. I dunno, those look fairly crappy but probably not, the 'meta' guys probably circle jerking over some combo or another. Wait it says I own no modules, WTF..I own plenty of them.. Probably telling me that because I have them equipped... but I still own them... Maybe don't tell us we don't own something we bloody well do?
Anyway Back *click* These beeps are irritating the hell out of me, muting volume now.
Ok Camo lets see.. Ok, another stupid UI design.. lets put the mech in the middle of the screen and have the camo pattern/colour choices cover up half the legs of my spider... Oddly I could see more of my mech in the mechlab but put it in the appearance customiser and it gets more covered up.. Weird.
Lets go play a game. *Play Now*
(You must save your loadout)
Eh?
Well crap... I still don't know how to save.
(Quite literally two to three minutes of me looking around the screen)
Ok there's a Check Out option under the Cart (THIS ISN'T FLIPPING AMAZON) even though I have nothing in it I now realise I need to goto the check out (GOD STOP .. NO.. I'M A MECHWARRIOR WITH A BATTLE MECH IN MY DROPSHIP NOT IN A LOCAL STORE)
You know what? I'm actually done.. It feels like I've just done two rounds against premades just to equip some machine guns.
Oh and it's cyan.. missles are cyan
Whomever sat down and designed this is absolutely out their face on something...
#907
Posted 08 February 2014 - 02:57 PM
I drop into a match.
I finish said match.
I click "mechlab"... AND BRING UP THE DATA FOR MY CURRENT MECH*.
*THEN AND ONLY THEN* if I want to change mechs, do I click to open up that giant menu with every single mech I own.
* And I mean all the data, all on one screen, with the ability to modify it all from that one screen.
#908
Posted 08 February 2014 - 03:00 PM
- More clear and concise loadout visibility of my mechs.
- Less button clicking to accomplish simple changes ie. mod changes between battles.
- A scroll bar on the bottom where I can drag/drop mechs of my choice for quick selection/modification.
- Less drain on GPU, UI should not be using more GPU resources than the actual game play (this may be something I am just having a problem w/as have not heard others complaining about it).
- Mech specs on the Store page where we buy mechs, as it is now we have to go to smurfy to see what mechs defaults are before purchasing.
- For the love of mechs plz get the windowed modes working right, this should be a no brainer, yet has never worked right in this or the previous UI.
- A info box w/infos on credits, GXP and the like, do not like having to switch pages/tabs to get this info. Should be more clear and always visible.
- Fix the friends list, it keeps resetting back to the top when scrolling down through the list.
- Static game mode selection so not to have to choose for each and every battle. Also have it listed in the group info so know what mode we are on.
#909
Posted 08 February 2014 - 03:04 PM
It should yank him out of alt tab and back into the mechbay.
*seriously, I get that you want the messaging system to be unobtrusive, but there is a fine line between "unobtrusive" and "never gets any messages because he never realizes there are any".
#910
Posted 08 February 2014 - 03:29 PM
Sephlock, on 08 February 2014 - 03:04 PM, said:
It should yank him out of alt tab and back into the mechbay.
*seriously, I get that you want the messaging system to be unobtrusive, but there is a fine line between "unobtrusive" and "never gets any messages because he never realizes there are any".
Yea, there should be a more obvious "Hey you've got a message" notification. The little flash on the icon isn't always noticeable. (Lobbies would be better but I digress)
#911
Posted 08 February 2014 - 06:55 PM
xMEPHISTOx, on 08 February 2014 - 03:00 PM, said:
- More clear and concise loadout visibility of my mechs.
- Less button clicking to accomplish simple changes ie. mod changes between battles.
- A scroll bar on the bottom where I can drag/drop mechs of my choice for quick selection/modification.
- Less drain on GPU, UI should not be using more GPU resources than the actual game play (this may be something I am just having a problem w/as have not heard others complaining about it).
- Mech specs on the Store page where we buy mechs, as it is now we have to go to smurfy to see what mechs defaults are before purchasing.
- For the love of mechs plz get the windowed modes working right, this should be a no brainer, yet has never worked right in this or the previous UI.
- A info box w/infos on credits, GXP and the like, do not like having to switch pages/tabs to get this info. Should be more clear and always visible.
- Fix the friends list, it keeps resetting back to the top when scrolling down through the list.
- Static game mode selection so not to have to choose for each and every battle. Also have it listed in the group info so know what mode we are on.
This is what I'm noticing at the moment. It's somewhat annoying to have to switch screens to see how much GXP I have. It'd be nice to have this number in the main Mechlab area, displayed on the bottom left below your C-Bill info.
#912
Posted 08 February 2014 - 07:18 PM
#913
Posted 08 February 2014 - 07:33 PM
Zolaz, on 08 February 2014 - 07:18 PM, said:
It's just like their photoshop designers: jagermech shooting the missile from ballistic barrel etc. Now on the clan page it says that Timberwolf has machine gun and LRM 20 in the tight torso, while in hardpoints description there are 1 energy and 1 missile slots...
If ppl who made new UI played MWO they would NEVER make such a horrid mechlab.
#914
Posted 09 February 2014 - 05:04 AM
IF you have multiple weapon slots in the CT and you put 2 weapons.. only one weapons shows..
AWS-9M - 2 meds.. only 1 shows..
#915
Posted 09 February 2014 - 05:11 AM
During the customization i can't change part of the mech clickin on it. That was very useful. Pls bring it back.
#916
Posted 09 February 2014 - 07:59 AM
Seperately: It's a pain to even pull an engine from one mech to another. Now you can't find any components on your mech at a glance. Inventory is useless if it doesn't say what mech it is on. Still not buying Clans until you fix this new monstrosity AND put in community warfare.
#917
Posted 09 February 2014 - 08:53 AM
Everything else in 2.0 is a chore, takes more click for everything, is harder to see/find, have to move the mouse out then back again to see crazy small stats, even starting a match takes more step... I wouldnt want to be a new guy in 2.0, it's seriously a mess, i understand why you "had" to ship it in this condition, you knew the problems with it before it was live(i assume you play your own game), now fix them.
#918
Posted 09 February 2014 - 09:44 AM
Holy heck what a mess!
Soo many clicks to do anything, such a hideous layout, such confusion!
Well, I guess I will keep playing other games then....
#919
Posted 09 February 2014 - 10:29 AM
Well supposedly the new UI will allow them to add stuff very fast.... right...right?? that's what they said the reason for it was, so lets see how fast they can fix this thing.... impress me with how much of an improvement it is, or show me you guys are just really incompetent..... it's crunch time PGI.
#920
Posted 09 February 2014 - 10:37 AM
It's based upon what I think should be visible on the homepage, but includes other bits which would cross over into other sections.
I also have a couple more ideas to flesh out and possibly create some pics to illustrate them more before I post them,
15 user(s) are reading this topic
0 members, 15 guests, 0 anonymous users