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Ui 2.0 - Social Discussion - Feedback


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#61 Corvus Antaka

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Posted 01 June 2013 - 09:35 AM

Well thats just...

AWESOME Bryan!!!

#62 Khanahar

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Posted 01 June 2013 - 12:45 PM

View PostColonel Pada Vinson, on 01 June 2013 - 09:35 AM, said:

Well thats just...

AWESOME Bryan!!!

Hell yes. I didn't catch the mentoring in the screen, but am really happy if it's there. Would love to help out with the new player flow.
Is there some way to make the mentoring feature very obvious to new players... I'm thinking a popup whenever they open the game until they exhaust their new player bonus? Or maybe just have it mentioned on startup the way the Training Grounds are?

#63 Steadfast

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Posted 01 June 2013 - 10:25 PM

I like that very much.
One request though, could you give us an option to play a small sound if something happens in one of my channels? Not everyone gathers information only by sight, some of us do response better to sound.
Of course, having this enabled for every chatwindow would be soundarmageddon, let us tick a chat for which we woul like to hear a message sound or somesuch.
Thanks for consideration and your work (@MWO Team)

#64 Phoenix Branson

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Posted 02 June 2013 - 07:17 PM

Bryan, instead of having generic channels 1,2,3,4 as shown in your screenshot, I would highly recommend adding specific premade channels that are easily identifiable for new players, such as:

General Chat
New Players
Friends
Metagame
Tournaments
Mech Loadout
Public Channels
Private Channels
Looking for Group
Mercenary Corps
House Davion
House Kurita
House Liao
House Marik
House Steiner
The Free Rasalhague Republic
Clan Wolf
Clan Jade Falcon
Clan Ghost Bear
Clan Smoke Jaguar

Posted Image

Edited by Maverick01, 02 June 2013 - 07:59 PM.


#65 Skoaljaw

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Posted 02 June 2013 - 09:16 PM

Wow! looks fantastic! Keep up the great work!

#66 Fooooo

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Posted 02 June 2013 - 11:19 PM

In those mockups it shows the chat UI as being in focus and the mechlab as out of focus (faded)

Is this your intention or just something you didnt bother trying to do in the mockup (so we could see the specific chat ui easier for feedback) ?

If it was your intention that would mean you would have to swap between the chat ui and the mechlab constantly.

I would like it so that the chat ui will not go away or fade while I play around in the mechlab etc. (Obv with a minimize button to send it back down to the tabs at the bottom) That way I can still read whats going on while making changes if I want to etc etc.

That may be already what you are doing, but if not, well I would like it. :D

Having the chat box be adjustable (resizeable & moveable) is also a must imo. (I can't really tell if its already resizeable as there is no markers on the corners, and no mouse hovering above, like adjusting a windows explorer box etc)


Other then that, its looking good so far imo.

Edited by Fooooo, 02 June 2013 - 11:23 PM.


#67 The Enigmatist

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Posted 03 June 2013 - 02:10 AM

Improvements in this area are going to be a key to the success of the game, budying, chat, guilds, friends etc all need a stable, workable user platform. So although this section of the game might be seen a non gameplay and therefore not all that "sexy" it is in fact in my view very important and I welcome the development that is being put into this area as well as the constructive thoughts posted on this thread.

#68 Arguss10

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Posted 03 June 2013 - 05:45 AM

All I want is to be able to chat with my teammates . It gets frustrating having to type a message , especially when most of the players would have a headset , but can't use it in game. It should be Choose a Mech , Start game and Sync with your Team Mates.

#69 Banditman

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Posted 03 June 2013 - 10:58 AM

View PostBryan Ekman, on 01 June 2013 - 06:18 AM, said:

5 Chat has to be a closed loop to prevent outside spam and abuse.

I don't think so. If your IRC server is authenticated only (no guests), and you make people wait to use an external connect (non game client connect) until after they've completed their cadet phase (first 25 matches) you'd be in great shape.

You've forced people to create value in their account with those first 25 matches. If someone then does something stupid thru the use of an external client, you know who it is - authenticated only remember - and you can take action against that account.

#70 Clideb50

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Posted 04 June 2013 - 02:49 PM

Is it possible to have a "Heat test" option. for example; the Stalker-3F has a wide array of weapons. Odds are you won't be using all of them at once. So is it possible to toggle weapons "on" and "off" in the mechbay to see what weapon combinations generate for heat (ex: LRMs, Med lasers, and Large lasers on generate a heat eff of 1.9 while srms, med lasers, and large laser generate a heat eff of 1.1

#71 Tice Daurus

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Posted 04 June 2013 - 10:01 PM

View PostBanditman, on 03 June 2013 - 10:58 AM, said:

I don't think so. If your IRC server is authenticated only (no guests), and you make people wait to use an external connect (non game client connect) until after they've completed their cadet phase (first 25 matches) you'd be in great shape.

You've forced people to create value in their account with those first 25 matches. If someone then does something stupid thru the use of an external client, you know who it is - authenticated only remember - and you can take action against that account.


I'd have to concur with Banditman here on this and second it. Getting griefers who create spur of the moment accounts and then use those accounts to cause problems as soon as they have created the account just to get back at you or other people just to cause trouble is needed. Separation of say people under 25 matches and people over 25 matches as an authentic user can separate people who want to play and have fun from people who want to strictly cause trouble.

Plus it would cause people to think twice about dumping 25 matches into a new account strictly to cause trouble.

I know this might sound a bit discriminatory, but doing this could keep troublemakers down. Just a suggestion from a layman's POV.

So you'd have say a NOVICE/GUEST account for people under 26 matches, and REGULAR/AUTHENTICATED PLAYER account.

#72 Bryan Ekman

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Posted 05 June 2013 - 08:20 AM

View PostMaverick01, on 02 June 2013 - 07:17 PM, said:

Bryan, instead of having generic channels 1,2,3,4 as shown in your screenshot, I would highly recommend adding specific premade channels that are easily identifiable for new players, such as:



Ignore the text as it is placeholder. The channel names are derived from the actual channel type and not demonstrated in the mock up. This goes for most of the mock ups, as the data is not real, and made by an artist for demo.

#73 Bryan Ekman

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Posted 05 June 2013 - 08:32 AM

Posted Image



Keep in mind - all text is placeholder, so ignore the channel names as they are for demonstration purposes only.

Posted Image

#74 Banditman

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Posted 05 June 2013 - 08:48 AM

I don't see it, so I'll say it:

In my Friends list, there should be a right click context menu for common functions: Invite to Group, Send Mail, Private Message, View Profile, View Stats, etc


As a suggestion, it "seems" from an outsider point of view that whomever is creating this interface has little to no experience with either creating or using modern MMO interfaces. Perhaps taking a look at the function of the interfaces in games like Everquest 2, WoW, EvE, Rift, et al might be beneficial for this person or team.

Certainly, your "in cockpit" interface probably needs to draw it's influences from FPS and prior mech games, but that front end UI needs to be a lot more MMOish.

#75 Evax

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Posted 05 June 2013 - 08:55 AM

The unit drop screens are exactly what I was hoping for. Please confirm ( I'm sure you can) that i can move the people around in the list to make sure they are in the right lance.

#76 Bryan Ekman

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Posted 05 June 2013 - 09:05 AM

View PostBanditman, on 05 June 2013 - 08:48 AM, said:

I don't see it, so I'll say it:

In my Friends list, there should be a right click context menu for common functions: Invite to Group, Send Mail, Private Message, View Profile, View Stats, etc


As a suggestion, it "seems" from an outsider point of view that whomever is creating this interface has little to no experience with either creating or using modern MMO interfaces. Perhaps taking a look at the function of the interfaces in games like Everquest 2, WoW, EvE, Rift, et al might be beneficial for this person or team.

Certainly, your "in cockpit" interface probably needs to draw it's influences from FPS and prior mech games, but that front end UI needs to be a lot more MMOish.



It exists. Just haven't shown it yet. Until now.

Posted Image

View PostEvax, on 05 June 2013 - 08:55 AM, said:

The unit drop screens are exactly what I was hoping for. Please confirm ( I'm sure you can) that i can move the people around in the list to make sure they are in the right lance.


Yessir. This is the list view. We're doing a grid view as well (more pretty).

#77 Corvus Antaka

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Posted 05 June 2013 - 09:08 AM

imho the main thing lacking now is the ability to work on a mech while chatting.

#78 BlackIronTarkus

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Posted 05 June 2013 - 09:18 AM

When I press enter, I want to all chat. When I press enter its because I want to send whatever I wrote, I dont want to press another buton for some obscure reasons, just like any other game actually.

When I bind backspace for teamchat, and I have to erase something that Im writing, I want backspace to actually work normally instead of having to TAP it.

When an UI switch to another one, I want my text to be in that new UI so I dont have to type it all again because the writing bar is not the same as earlier.

When I write something before switching to spectate, I want to be still able to write... at all.(glitch)

To reproduce;

bind all chat to enter, bind team chat to backspace. Try it ingame.

Die, type something in the death window, clic spectate, can't chat anymore.

#79 Bryan Ekman

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Posted 05 June 2013 - 10:41 AM

Posted Image

#80 Banditman

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Posted 05 June 2013 - 11:21 AM

Context menu looks alright, but I'd like to see more functions on it.

I like the graphical group view, but, since you called attention to it, can you explain the function of the dropship icon?

Additionally, I see that the graphical view "appears" to arrange into neat lances there.

1. Do those lances carry over to the lance organization in game? If not, they should!

2. Are those locations drag / drop capable to allow us to arrange the lances pre-drop? If not, they should!





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