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Ui 2.0 - Feedback


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#961 Jemdeamon

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Posted 12 February 2014 - 05:48 AM

View PostAC, on 10 February 2014 - 07:22 PM, said:

OMG why can't we have this ^




OMG, why can't we have this ^^^^

Okay that would be a good way to set up the mech lab a good hybrid of the original and the new. I will be honest the new interface is clunky and time comsuming with how long it will take to out fit a machine. Something else i have noticed is that despite what has been stated in the past you still cant ready up for a drop when you are still in the mech lab. Even after the mechs load out has been saved. So far you have to be on the home screen.

I would like the chat/group interface to be tweaked. Having to reopen/close the window every time I and my group are ready for a drop is really annoying. I like the old system where the Drop button handeled that function. Or if there was someway to make the chat interface not completely take over the system when you use it. Put in the upper right hand corner. there seems to be a good deal of room there.

And finally would it be possible to bring back the EXP listings on the mechs? In the old setup you could see how many unlocks you had on a Mech variant even if you didnt own the mech. Helped me to know when I had finished with a mech and sold it so that I dont waste time and money purchasing a the same machine again. It is after all bad for the in game economy to not have people reselling old mechs. Quiet honestly I dont want to spend hours playing only to repurcase a Mech that I have completed the basic or even elite tier for. I do like that little symbol that shows which tier you are in for the class, but it doesnt help me to determine which variant i need to purchase to complete a level and upgrade.

#962 colsan

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Posted 12 February 2014 - 09:43 AM

Looks good, sucks to use.

Try again.

#963 Raeven

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Posted 12 February 2014 - 10:24 AM

View PostRebas Kradd, on 11 February 2014 - 12:09 PM, said:


We said the patch, not the UI itself. That's just the glitz. The backend was what was holding all of development back, and we're still waiting to find out whether the backend work results in any appreciable acceleration of development. They did say, too, that the UI would be a work in progress, so you shouldn't be surprised by this.

Considering that since right before the patch we've suddenly heard talk of balancing NARC, flamers, LRMs and large pulse lasers; the Frozen City texture bug; the Smurfy coming in March; DX11 public test; and a few other things, I'm hopeful.


Considering that the UI feels like it's still in Alpha phase for an "Officially Released" game, I am surprised and so should you be.

I was excited to jump back into MWO after a couple weeks, when this patch hit. I think I should get back all the lost days of premium time that are being wasted because I don't want to get carpal tunnel just from looking at my 'Mechs.

#964 Apnu

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Posted 12 February 2014 - 11:14 AM

UI2.0 isn't complete. I've heard PGI say that several times. Having used it, clearly that's the case. The UI needs a few more passes before its "done" IMO.

There are too many clicks getting around to do thing like config a mech. And getting back to somewhere else, say jumping from one mech to another is time consuming and not obvious. Having to click "check out" when modifying a mech with on-hand assets is counter-intuitive. PGI should take a page from Steve Jobs book of UI design -- There should be about 3 clicks to get to the thing you want to do.

I'm not the first person to say this, I'm not going to be the last person to say it either.

PGI, please show us how UI2.0 removes the bottleneck in your work and rapidly improve the new UI. I did not expect you to get it right on the first pass, but I do expect to see you make changes quickly to get it right.

#965 Chronojam

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Posted 12 February 2014 - 01:34 PM

View PostApnu, on 12 February 2014 - 11:14 AM, said:

UI2.0 isn't complete. I've heard PGI say that several times. Having used it, clearly that's the case. The UI needs a few more passes before its "done" IMO.

There are too many clicks getting around to do thing like config a mech. And getting back to somewhere else, say jumping from one mech to another is time consuming and not obvious. Having to click "check out" when modifying a mech with on-hand assets is counter-intuitive. PGI should take a page from Steve Jobs book of UI design -- There should be about 3 clicks to get to the thing you want to do.

I'm not the first person to say this, I'm not going to be the last person to say it either.

PGI, please show us how UI2.0 removes the bottleneck in your work and rapidly improve the new UI. I did not expect you to get it right on the first pass, but I do expect to see you make changes quickly to get it right.

It's great to see you saying this, because maybe you're not entirely crazy. I've seen plenty of the old whiteknights asking me why I haven't updated my signature to "check off" UI 2.0 despite the glaring deficiencies and all the time PGI spent during the latest vlog to reassure us they're going to fix/finish it.

#966 Apnu

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Posted 12 February 2014 - 02:12 PM

View PostChronojam, on 12 February 2014 - 01:34 PM, said:

It's great to see you saying this, because maybe you're not entirely crazy. I've seen plenty of the old whiteknights asking me why I haven't updated my signature to "check off" UI 2.0 despite the glaring deficiencies and all the time PGI spent during the latest vlog to reassure us they're going to fix/finish it.


I don't care what your sig says. I didn't notice it until you talked about it.

I don't think PGI cares about your sig either, but I doubt they'd demand you check it off. They've been very clear that UI2.0 isn't finished by a long shot and they expect heat from the community because of that. Russ said basically that in the NGNG 100 podcast.

PGI had been saying for a while prior to the Feb. 4 patch in various places and mediums. They said the new UI was going to be a pig. And it is. They said prior to Feb. 4th they were going to give several more passes to it after the patch. And that all they wanted to do was just get the thing out there in production.

They've been very consistent saying these things. So I applaud them for being consistent, and communicative. They set a goal, and delivered on that stated goal. They even set expectations that it was going to be a pig. That's everything the community as asked them to do.

Its a baby step, obviously. They know it, I know it.

So I'm giving them an "atta boy" for living up to a promise and saying, "that's good, now show me more promise keeping" That's all I ask for. I'm patient, I can wait for the features they say they intend to do. I've seen no evidence yet to suggest they're out of the game and just milking players before shutting the servers down.

#967 Rebas Kradd

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Posted 12 February 2014 - 02:21 PM

View PostRaeven, on 12 February 2014 - 10:24 AM, said:


Considering that the UI feels like it's still in Alpha phase for an "Officially Released" game, I am surprised and so should you be.


Forget that they're calling it Alpha. That's an artifice of the new F2P frontier. MWO looks exactly like any 2.5 year old game should look.

#968 hellcatq

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Posted 13 February 2014 - 04:17 AM

The need to kill the dc players needs to get fixed. It is the worst thing about the new ui that I have noticed.

#969 Chronojam

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Posted 13 February 2014 - 10:30 AM

View PostApnu, on 12 February 2014 - 02:12 PM, said:



I don't care what your sig says. I didn't notice it until you talked about it.

I don't think PGI cares about your sig either, but I doubt they'd demand you check it off. They've been very clear that UI2.0 isn't finished by a long shot and they expect heat from the community because of that. Russ said basically that in the NGNG 100 podcast.

PGI had been saying for a while prior to the Feb. 4 patch in various places and mediums. They said the new UI was going to be a pig. And it is. They said prior to Feb. 4th they were going to give several more passes to it after the patch. And that all they wanted to do was just get the thing out there in production.

They've been very consistent saying these things. So I applaud them for being consistent, and communicative. They set a goal, and delivered on that stated goal. They even set expectations that it was going to be a pig. That's everything the community as asked them to do.

Its a baby step, obviously. They know it, I know it.

So I'm giving them an "atta boy" for living up to a promise and saying, "that's good, now show me more promise keeping" That's all I ask for. I'm patient, I can wait for the features they say they intend to do. I've seen no evidence yet to suggest they're out of the game and just milking players before shutting the servers down.

Actually, they do seem to care, because the original source image for it was permanently added to the forum's profanity filter to prevent anybody from ever linking to it again or more importantly quoting it without first rehosting it. I don't believe that has ever happened before, or since!

#970 Rokollus

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Posted 14 February 2014 - 07:08 AM

New PC coming this week! Cant wait - and I will not be downloading this abortion.
They somehow missed implementing priority information- stuff the founders were citing back in July-Aug 2012.
UI is damn frustrating to use and more frustrating that PGI obviously didnt listen to ui2 beta testers on these same complaints.
Dont give me this 'back end' garbage- If you put out a product that is this difficult to understand and use and continue to make change after change after change all in the name of 'balance' all the while calling this game 'LIVE' - PGI needs a serious management make-over. Some folks need fired, this needs to revert to the BETA stage in which it truly exists. Then maybe some of this hackery could be acceptable.

#971 Victor Morson

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Posted 14 February 2014 - 12:17 PM

PGI could turn things around in no time if management would step aside, I think. I've got no problems with the stuff the guys at the bottom of the pyramid are doing, but the ones at the top are bewildering to say the least.

#972 King Curt

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Posted 14 February 2014 - 12:33 PM

I freakin' love it!

I will state the only two issues I have with it first. You can't see if you have any modules loaded until you click on configure, and ESC key no longer brings up options menu in mechlab. That's it. Those are the only two problems I have.

UI 2.0 to start with is beautiful. It looks good, it looks unique, it looks Mech. It doesn't resemble a knock-off of the World of Clanks UI that the old one did. The mech standing there looking ready to go, perfect, and the ability to rotate the image around in most cases adds to it. Excellent work on look, feel and atmosphere.

Another wonderful new feature is the inventory. I don't have to scroll through a bunch of mechs and empty mech bays to find one mech. It's so much easier now to find Smiley the Catapult. By the way, how great is it I can rename my Catapult to Smiley? And think about how much time and trouble is saved with the ability to sell mechs, parts and modules using this one feature? Straight from the "Where was this before department" and an invaluable new addition to the game.

Nertz to the UI 2.0 nay-saying ninnies! I love it. Happy Valentine's Day PGI and thanks.

#973 AnotherFineMechYouveGottenMeInto

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Posted 14 February 2014 - 06:42 PM

I'd just like to say, as appreciative as I am of the full screen UI, I find the MechLab very unintuitive to use. That is all.

Basically, Smurfys does it a million times better than UI 2.0.

Edited by AnotherFineMechYouveGottenMeInto, 14 February 2014 - 06:47 PM.


#974 Fate 6

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Posted 14 February 2014 - 08:03 PM

UI2.0 reminds me of a computer directory with an unnecessary amount of subfolders. You just keep having to go down one more level before you can get to what you're looking for. Reconfiguring mechs now takes many more button presses which is really not good.

Functionality has been removed. No longer can we see how much an engine weighs, for example. No longer can you see where the hardpoints are in a mech before you buy it, or see what the component hitboxes are in the mechlab.

Text and other things are so small or hard to find that looking at the interface gives you a headache. The visuals are much better, but finding things is just so clunky now. The interface isn't intuitive, partly because the important text is smaller than the miscellaneous text (for example, in the "Skills" section the mech XP number text is tiny, much smaller than the surrounding text even though that's basically the most important thing that should be displayed)

#975 phatbhuda

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Posted 15 February 2014 - 06:15 AM

The UI 2.0 is pretty awful at Ultrawide resolutions. here is a screenshot at 5760x1080.

This wasn't a problem before when the garage and lobby ran in a small window.
http://www.flickr.co...03/12540055515/
Posted Image

#976 colsan

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Posted 15 February 2014 - 06:28 AM

View PostHaribocommander, on 11 February 2014 - 03:47 AM, said:

I wonder if this UI has been made by someone actually playing this game.



You know, that would explain a lot of the stuff that's screwed up....

#977 colsan

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Posted 15 February 2014 - 06:47 AM

View PostVictor Morson, on 09 February 2014 - 09:38 PM, said:


At this point, "Get a professional lead designer" might be applicable, too.


Is it just me, or is the only thing that has ever seemed "professional" about this game was the artwork?

-The old UI was nothing to write home about, but this one is just plain unusable.

-"Game balance" is a sick joke; they have intentionally tweaked armor, heat, damage, recycle time, and even added completely made-up BS (UAC jamming mechanic, gauss charge, super-ECM) to force people to use "approved" weapons and loadouts.

-Whoever they hired as a physics consultant was either a fraud or they completely ignored them.

-The matchmaker has gone from being silly to just downright idiotic.

-I know I listed ECM above, but it is so insanely stupid that it deserves its own section.

-Bugs, hacks, hit boxes/registration, etc.


But far and away the least professional aspect of this entire mess is public relations; for me, at least, despite some of the promising features of this game (a list that is shorter than it was when I started playing, incidentally), I simply refuse to give any money to jerks.

#978 colsan

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Posted 15 February 2014 - 07:02 AM

View PostRokollus, on 14 February 2014 - 07:08 AM, said:

PGI needs a serious management make-over. Some folks need fired, this needs to revert to the BETA stage in which it truly exists. Then maybe some of this hackery could be acceptable.



View PostVictor Morson, on 14 February 2014 - 12:17 PM, said:

PGI could turn things around in no time if management would step aside, I think. I've got no problems with the stuff the guys at the bottom of the pyramid are doing, but the ones at the top are bewildering to say the least.



"The first myth of management is that it exists...."

Of course, management is always the problem: They are in charge of making decisions, whether that manifests as "asking for something stupid" (which seems to be the case here) or "hiring incompetents" (seen that movie, too).

The problem is that in startups like this, "management" = ownership; yes, if they were smart owners, they would "fire" themselves and hire someone competent to take over, but they are also emotionally invested (and, from an initial analysis, have some serious control issues), so that's not going to happen.

What would normally happen is that their investors would get PO'd that they were flushing the game down the toilet and step in to make changes, but the "investors" in this scheme don't have any say in anything.... good job, idiots!

Edited by colsan, 15 February 2014 - 07:03 AM.


#979 GrizzlyViking

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Posted 15 February 2014 - 07:38 AM

Improvements:

1. Auto renewable consumables

2. Ready/Launch "button" available in all screens after changes are saved

More to follow as updates are implemented. This isn't even the tip of the iceberg, but it's a start.

#980 Victor Morson

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Posted 15 February 2014 - 11:31 AM

View PostKing Curt, on 14 February 2014 - 12:33 PM, said:

I freakin' love it!

I will state the only two issues I have with it first. You can't see if you have any modules loaded until you click on configure, and ESC key no longer brings up options menu in mechlab. That's it. Those are the only two problems I have.

UI 2.0 to start with is beautiful. It looks good, it looks unique, it looks Mech. It doesn't resemble a knock-off of the World of Clanks UI that the old one did. The mech standing there looking ready to go, perfect, and the ability to rotate the image around in most cases adds to it. Excellent work on look, feel and atmosphere.

Another wonderful new feature is the inventory. I don't have to scroll through a bunch of mechs and empty mech bays to find one mech. It's so much easier now to find Smiley the Catapult. By the way, how great is it I can rename my Catapult to Smiley? And think about how much time and trouble is saved with the ability to sell mechs, parts and modules using this one feature? Straight from the "Where was this before department" and an invaluable new addition to the game.

Nertz to the UI 2.0 nay-saying ninnies! I love it. Happy Valentine's Day PGI and thanks.


"I can't see my engines, I don't see stats on 'mechs I'm buying, and I have to go to three separate screens to find Smilely the Catapult in my inventory instead of the mechlab, but I can rename 'mechs, so I love this UI."





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