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Ui 2.0 - Feedback


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#1021 Jon Phoenix

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Posted 24 February 2014 - 07:56 AM

I've tried to get a couple of new players on the game and they're completely lost without help. I mean completely. I thought the new UI was supposed to be designed around lowering the learning curve. That doesn't seem to be a success, imo. The experienced players know what to look for but the new guys have no idea what to click or why. Add in the odd functionality issues and seemingly poor choices for organization of the menus, button locations, etc. (read: unintuitive) and it's incredibly difficult for new people to learn. Experienced people have to walk them through the UI on teamspeak or the new people will give up quickly. That's a shame.

-Jon (wants to get more people playing, since he does enjoy the game even with its limitations)

#1022 Roland

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Posted 24 February 2014 - 09:19 AM

View PostRoland, on 22 February 2014 - 01:19 PM, said:

Is there really no way to see anything about a mech before you purchase it?

This is the first time I've actually tried buying new mechs since the new UI came in, and it seems like I can't get ANY information about them, while I can see all kinds of stats on mechs I already own.

Where is this information listed? And if it's not availible, that's a ridiculously huge oversight on the part of whoever designed the UI.

Just in case anyone was interested, I found a work-around for my problem here.

Apparently, you can't get any of this information if you actually use the STORE tab to buy mechs.

However, if you go into the mechlab, and then click the little sorter thing to show purchasable mechs instead of owned ones, THEN you can see some of the mech statistics for mechs before you buy them.

So, basically, the entire store tab is a totally redundant, and less-functional version of the mechlab tab... So never use it.

Unfortunately, it's the one that most people will try to use (because it makes sense to do so). At which point they are likely going to give up without buying a mech... Which may be why PGI started giving out a free mech this weekend, because the UI resulted in a drop of folks buying mechs (because doing so was counter-intuitive).

#1023 DirePhoenix

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Posted 24 February 2014 - 06:22 PM

I am pretty certain that UI2.0 is not about how the thing looks, but about how it works; more specifically, how it is functioning behind the scenes as opposed to the user's workflow. They can more easily edit the looks of it and even the workflow later, but without the framework behind what is UI2.0 in place it would be impossible.

#1024 Sudden Reversal

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Posted 24 February 2014 - 06:59 PM

Please add an option to remove ALL Modules and Cockpit items from the entire stable.

Trying to find them is nigh impossible in the current incarnation.

Unless that was the intent.

In which case...

#1025 mekabuser

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Posted 24 February 2014 - 07:19 PM

I have to say, its so bad its not actually worth the trouble for me to buy a mech.. And i want to buy one . One quick look at the config screen for one of my existing mechs almost gave me hives.
Once again i truly wonder just how many people who work at pgi actually PLAY this game. It cant be too. many can it? since if this was even CASUALLY tested in house you would have 50 people saying HOw the ..... do you do ANything with ui2.

oh and the build is unstable as hell.

#1026 Dymlos2003

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Posted 24 February 2014 - 08:20 PM

View Postmekabuser, on 24 February 2014 - 07:19 PM, said:

I have to say, its so bad its not actually worth the trouble for me to buy a mech.. And i want to buy one . One quick look at the config screen for one of my existing mechs almost gave me hives.
Once again i truly wonder just how many people who work at pgi actually PLAY this game. It cant be too. many can it? since if this was even CASUALLY tested in house you would have 50 people saying HOw the ..... do you do ANything with ui2.

oh and the build is unstable as hell.


Ok, I found it easy to figure out. Not saying it's perfect, it's definitely missing things and I know they are coming.

#1027 Mr Trickery

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Posted 25 February 2014 - 12:31 AM

To be honest I don't like the new UI at all, I feel its just taken something which was simple and easy to use and unnecessarily overcomplicated it. I wish there was a way you could choose whether or not you would like to use the new one or just stick with the old one :/

#1028 sabujo

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Posted 25 February 2014 - 04:39 AM

Still directing the attention to the fact that now it is very complicated for those who have lots of mechs to check where is a specific module installed or where is that one engine:

The "solution" now is to go to the Inventory, and click on each mech to find out where they are. HOWEVER, since mechs that cannot be sold (phoenix, founders, etc) are not listed in this inventory, if a module is installed in one of them, this solution fails completely.

So, either include these mechs on the list (they are inventory afterall) or implement another method to facilitate the module and engine management. Either this or reduce the cost of these items so that we can have multiple. This frustration caused by the preciousness of engines and modules, should not be part of the challenge as it is not really that fun.

#1029 Tatula

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Posted 25 February 2014 - 08:16 AM

I REALLY don't need to see 60 of the same wireframe icons of an engine. Gave me a 2-column list (one for STD and one for XL) with the ones I own and available highlighted any day.

#1030 Maxx Blue

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Posted 25 February 2014 - 11:19 AM

A couple requests to streamline and eliminate extra button clicks that don't help much in the UI:

- When not in a game, make pressing 'Esc' fire the Back button.

- Remove confirmation dialog in Skill section if Mech XP is being used. Only ask 'are you really sure' if you are spending general XP on a mech.

- Remove confirmation dialog on checkout if only C-Bills are being spent. Only ask 'are you really sure' if you are spending MC.

- Either make double-clicking on a module remove it from a mech, or add another menu item at the same level as 'Loadout', 'Modules', etc. for 'Remove all Modules'.

- When at the home screen in the UI, if the 'Esc' key is pressed, either open a dialog with Exit and Log Out as options, or bring up the same settings,log out, exit screen we see in a match.

- Add an Exit button down by the Logout button on the home screen. I hate having to log out and first, then exit when I am in the home screen. With the 'are you sure' nag dialogs, it takes four clicks to exit the program.

#1031 sabujo

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Posted 25 February 2014 - 12:58 PM

View PostMaxx Blue, on 25 February 2014 - 11:19 AM, said:

- Add an Exit button down by the Logout button on the home screen. I hate having to log out and first, then exit when I am in the home screen. With the 'are you sure' nag dialogs, it takes four clicks to exit the program.


Your request makes sense. Meanwhile, I usually exit by ALT+F4.

#1032 Nekomimi2

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Posted 25 February 2014 - 07:14 PM

Video Screen Mode performance change has occured.

FULLSCREEN and FULLWINDOW mode seem to be normal 50-60FPS

WINDOWED mode has lost 20 to 30 FPS on my machine so now I get 7-20 FPS when I should be gettiong 40 FPS.

I have my settings on LOW, no changes to advanced video settings.

Edited by Nekomimi2, 25 February 2014 - 07:15 PM.


#1033 Ulvar

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Posted 26 February 2014 - 01:52 AM

http://en.wikipedia..../User_interface

did you ever heard of Human Computer Interaction? you call it ui 2.0 but in fact it has less functionality than ui 1.0. its less effective, the usability is awful.
mouse paths are way too long most actions take too many clicks and it took me about 5 minutes to find out how to save my changes to a mech with that tiny checkout button. apart from that its no fun to change the loadout of a mech anymore because of the lacking abridgment.
the only positive thing about that ui is the new look and fullscreen mode but that is just superficial.

all in all this was no professional work and most semester projects would had brought better results.
i know you said that its not complete and you work on it but that state is just not acceptable.
now go on and delete my post if you wish like you did it with my last one on another topic.

Edited by Ulvar, 26 February 2014 - 02:04 AM.


#1034 SiriusBeef

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Posted 26 February 2014 - 04:25 AM

I think you meant to post: http://en.wikipedia....nterface_design

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#1035 DannDruid

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Posted 28 February 2014 - 09:45 PM

Apparently I'm the first to mention this...My Grid Iron Hero Mech is listed under the champion mech tab,My X-5 is under hero...

#1036 Chucklol

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Posted 02 March 2014 - 02:52 AM

There are couple things i miss from UI 1.0. When in mech selection, and hovering over mechs, all the equipment on the mech would be listed, now its just the weapons load out and stats. Now i can't see whether my mech has an XL or standard engine unless I go into the mechlab and configure it. Even though I favor clicking on a mech and receiving the information about the mech from UI 1.0, hovering over the mech is okay, One thing I really appreciated and missed was hovering over the weapon slots to see where they were placed, (i.e. hover over 2 energy slots for the mech, UI shows two slots in left arm.) I just think more information should be put into the hover display, not just the load out, but everything that is equipped. UI 1.0 had it down to the amount of heat sinks. but it never showed ammo. I'd like to see that aspect come back, and maybe a bit more (i.e. how much ammo for each weapon is on the mech).

The switch to U.I 2.0 has definitely slowed down my mechlab experience. especially when switching out weapons and equipment from one mech to the next. If we're focusing on making this faster and better for newer players, then they won't any equipment to afford, thus switching out equipment being something they do most of the time.

Another really big thing I've noticed, (unless someone can point me to a non 3rd party solution in the game client) is buying new mechs in the store tab. So I go and buy a mech, that's it. There's no stats when I click on it, nor a hovering tab with stats, all there is, is the mech, the price, and whether or not I want to buy it. I know I can go somewhere to find the stats, loadout, whatever comes with it. However, it would be nice to have some type of display that shows why these 3 (sometimes 5 to 6) variants of mechs are different from each other, in the game client. Something U.I 1.0 also had.

It might also be my adapting to UI 2.0, and there are many things I like about it, but I also feel that many things that were good about UI 1.0 were taken out.

Thanks for your hard work and time.

Edited by Chucklol, 02 March 2014 - 03:03 AM.


#1037 LeoScorpius

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Posted 02 March 2014 - 03:26 AM

While the UI 2.0 has some nice features and visuals the functionality of it is not so good. Too many clicks for each process and the whole front end design is a bit off, for me at least. The whole inventory screen on the left is too large by far. If that were reduced in size, and replaced by something more useful, say like a visual representation of harpoints and ability to remove modules directly then would be much better. Also when you click on config button you get a large blank screen to begin with, it could at least be preloaded to something, just looks strange to me. Just some streamlining and the placing of certain most used options etc to an easier to use place like on the home page or Mechbay and it would be a big improvement.
A good menu system is to reduce the workload not increase it.
Is not the worst by any means but needs to be improved a bit more.

#1038 Bipper

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Posted 02 March 2014 - 06:35 PM

As a Founder who's been away for a few months and trying to get back into MWO, I was immediately struck at how useless UI 2.0 is. The first poster who said "stop hiding relevant information" really hit the nail on the head. When I'm trying to select a mech for a match, I need to see information on what weapons the mech has, the engine, etc... I DON'T need to see a nice big closeup of a pretty looking mech. That is 100% secondary. The pretty little graphs showing pitch/yaw ranges... absolutely useless. The grid view of the available mechs is an improvement over the side-scrolling single line, but the absence of critical info is unforgivable. Even if I'm just modding mechs... now let's see... which chassis did I leave that 220XL in... OMG, you mean I have to hit configure, then go into loadout and CT on EVERY SINGLE MECH to figure out where I left that engine? Are you kidding me? I don't care what the max engine size is, I care what engine it has in it! The flow of the customization likewise has been completely broken. Can you please get rid of this useless necessity of clicking in individual limbs or locations? All it does is make the user click and click and click and click and click. I'm seriously considering bailing for another 6 to 12 months in the hopes that PGI gets it's priorities straight. Namely enough with the useless eye-candy. How about some actual functionality.

Edited by Bipper, 02 March 2014 - 06:38 PM.


#1039 Name115734

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Posted 03 March 2014 - 05:24 AM

UI 2.0 is the best prank PGI has ever planned!

AND it took them one year over their self made deadline. Then they bragged about making their re-evaluated deadline!

http://mwomercs.com/...e-improvements/

I don't even have to make anything up about it. It's a troll unto itself!

Edited by No Remorse, 03 March 2014 - 05:26 AM.


#1040 Ulvar

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Posted 04 March 2014 - 01:15 AM

ui 2.0 is somewhat like that movement tutorial. way too late but nevertheless in (pre) alpha state.

i really cannot understand why one would want to release such a mess. the old ui was not perfect but at least it gave us the most needed information.

today is patch day right? lets see what new shiny mechs we get. ui improvements will take longer i bet.

we are both beta testers and paying customers. if it where not bt this game would be long forgotten.

Edited by Ulvar, 04 March 2014 - 01:22 AM.






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