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Ui 2.0 Mock Up Impressions May 16Th


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#1 Thomas Covenant

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Posted 16 May 2013 - 03:38 PM

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Currently this looks crowded versus the current one. Sometimes my game is slow to render the mech jumping around so this will be more utilitarian. But maybe not as pretty(?)

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OMG I love seeing this kind of info with the angles.

Its a little hard to interpret the mock ups from the images without seeing them live. Not easy to tell if the new format is better just yet. I like this extra info, but is normally hidden when not needed? The current one seems clutter free by comparison. My virgin thoughts.

Edited by Thomas Covenant, 16 May 2013 - 03:39 PM.


#2 Tennex

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Posted 16 May 2013 - 03:52 PM

I think it'd be cool if they combined the ARM/Torso angle meter. and just indicated them by color instead of having two seperate charts. for example green for arms and yellow for torso
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Edited by Tennex, 16 May 2013 - 03:52 PM.


#3 General Taskeen

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Posted 16 May 2013 - 06:37 PM

All I care about is being able to save and load loadout configs, so I don't have to constantly strip out equipment from other Mechs to put it on my other ones. It does look a lot sleeker, that's for sure.

Edited by General Taskeen, 17 May 2013 - 09:14 AM.


#4 S. Doubleday

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Posted 17 May 2013 - 03:02 AM

I see SRM20 in LT :wub:

#5 General Taskeen

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Posted 17 May 2013 - 03:07 AM

View PostMRMUNDANE, on 17 May 2013 - 03:02 AM, said:

I see SRM20 in LT :)


http://www.sarna.net...i/Streak_LRM-20

It is a mock-up, but still there is such a thing as SLRM20 :wub:

#6 Little Details

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Posted 17 May 2013 - 08:45 AM

View PostGeneral Taskeen, on 16 May 2013 - 06:37 PM, said:

All I care about is being able to save and load loadout configs, so I don't have constantly strip out equipment from other Mechs to put it on my other ones. It does look a lot sleeker, that's for sure.


bad idea from PGIs perspective - now you're just having to use cbills to buy a few engines and a few weapons and share them across all your mechs. There would be no reason to ever buy premium or heros then. Sure, you can do that now, but who wants to spend all that time swapping loadouts as you're justifiably complaining about. Instead, you would rather get to the fighting so you grind matches with the hero/premium perks to do it more quickly.

Loading loadouts would be the dumbest thing PGI ever did. Save your own loadouts in smurfy or if god forbid you sometimes want to run a mech this way and sometimes that way, buy two of that mech then!

#7 General Taskeen

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Posted 17 May 2013 - 09:19 AM

View PostLT Satisfactory, on 17 May 2013 - 08:45 AM, said:


bad idea from PGIs perspective - now you're just having to use cbills to buy a few engines and a few weapons and share them across all your mechs. There would be no reason to ever buy premium or heros then. Sure, you can do that now, but who wants to spend all that time swapping loadouts as you're justifiably complaining about. Instead, you would rather get to the fighting so you grind matches with the hero/premium perks to do it more quickly.

Loading loadouts would be the dumbest thing PGI ever did. Save your own loadouts in smurfy or if god forbid you sometimes want to run a mech this way and sometimes that way, buy two of that mech then!


Um, what? Whatchu smokin' bro, must be good stuff.

Have you played any past Mech Warrior at all? This is a staple from every Mech game ever. I can't say your reasoning is at all logical. Also, they are adding the ability to save/load Mech loadouts... they already said so.

Why would I buy two of the same Mech or buy more items than I need? Are you some sort of provocteur from PGI's Marketing Department?

Edited by General Taskeen, 17 May 2013 - 09:22 AM.


#8 Gralzeim

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Posted 17 May 2013 - 10:01 AM

I like it, overall. My only gripe is the social stuff being an overlay. I mean, ugh. I like being able to interact with the rest of the UI without having to switch between 'social mode' and 'normal mode'. Unless I'm misinterpreting things and the 'overlay' will just bring up some extra windows on the sides like it does now.

Still not keen on it not having a button, though. I'm aware this is a very minor complaint, and I'll adapt regardless, but I think it could be done a little less awkwardly, like having a little social button on that otherwise empty bottom bar, or keeping chat as an overlay but a friends/group list like we have now a separate window.

Rest of it, I like a lot!

#9 Little Details

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Posted 17 May 2013 - 10:22 AM

View PostGeneral Taskeen, on 17 May 2013 - 09:19 AM, said:

Why would I buy two of the same Mech or buy more items than I need? Are you some sort of provocteur from PGI's Marketing Department?


...maybe I want the game to survive and grow in content. Freeloaders are absolutely needed to keep numbers up and provide full matches and a community. Paying people - which is mostly through premium time/heroes (or absurdly priced camo/colors) - are needed to pay for servers and content. If I only have to use cbills to purchase a 275XL, 300XL, 325XL and a couple ppc's, lasers, and srms that I can swap extremely easily with 2 mouse clicks, there no incentive to ever pay for premium time. Oh well, glad you're getting your wish.

#10 General Taskeen

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Posted 17 May 2013 - 11:30 AM

View PostLT Satisfactory, on 17 May 2013 - 10:22 AM, said:


...maybe I want the game to survive and grow in content. Freeloaders are absolutely needed to keep numbers up and provide full matches and a community. Paying people - which is mostly through premium time/heroes (or absurdly priced camo/colors) - are needed to pay for servers and content. If I only have to use cbills to purchase a 275XL, 300XL, 325XL and a couple ppc's, lasers, and srms that I can swap extremely easily with 2 mouse clicks, there no incentive to ever pay for premium time. Oh well, glad you're getting your wish.


Dude, you don't have to worry so much. Take a deep breath! The upcoming in-game loadout save/load will not affect that. There are always incentives to use premium time. Some people just want more space bucks, because "moar." As a founder, I have not activated my premium time, until I see that the game is in a more completed and balanced state.

#11 Rizzelbizzeg

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Posted 17 May 2013 - 11:35 AM

I agree that having an easy switch out button for multiple specs on one mech where it doesn't care what's in your inventory would be bad.

However, if they made it so that you click to load your ac20 jager spec and you don't have spare ac20s in your mechlab, it doesn't load those. Only puts on what you have not already on a mech. That would basically make it act like it does now, but a lot faster to swap stuff around. Right now you can keep just one engine and swap it between all your mechs match to match, but it's a real pita.

I like the idea of adding the extra arm twist to the ends of the torso twist in a different color, looks real smooth.

#12 Thomas Covenant

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Posted 17 May 2013 - 03:18 PM

I think it would make sense in that case, were there a drop down menu of saved loadouts, to show in red loadouts with missing 'pieces' but they should also let you still click it, it just puts on what you do have available only.

#13 Thomas Covenant

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Posted 17 May 2013 - 03:22 PM

To clarify above, if there was any confusion, by UI 1.0 being more 'pretty', I mean how the mech flows around to each part dynamically, rather than what appears to be a spreedsheet overlay for all components in UI 2.0. I would like to say I find UI 2.0 indeed, pleasing to the eyes. Posted ImagePosted Image

#14 Enzane

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Posted 18 May 2013 - 04:14 AM

I like a lot of the new data and information we are getting in game of the mechs...

But UI 2.0 is looking far too "Free to play" to me. It plainly looks ugly...

I feel it misses a certain "roughness" that comes along with a Mech Sim.

Maybe I'm asking too much, but I like the Current UI a bit too much. 2.0 fees like I'm playing Battlefield Play 4 Free.

#15 ConstantA

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Posted 18 May 2013 - 08:47 AM

I know these are just quick mock-ups. But for me it's total fustercluck.

Posted Image

1. Why separate hardpoint type icons and hardpoints? Lets join them - each hardpoint type is colorcoded, with distinct icon. I decided to fix the placement of hardpoint indicators - for example, if location permits only missile type weapons, missile hardpoint will still be placed to the right.

Grey and colored blocks inside show the possible and current number of installed weapons of type. Now we have 2 energy weapons installed out of total 2 and 0 out of 1 for missiles. Numbers work too.

2. Filled slots and empty slots should visually differ.

3. I suggest to use weapon type icons - similar to Mechcommander 1, where each weapon type had unique icon.

4. Group things together - thing should go like "hardpoints - weapons - armor". Not like "hardpoints - armor - weapons" or "weapons - armor - hardpoints". Hardpoints and weapons (equipment) are linked together. Armor and hardpoints are not.

If you want to display armor value here, there should also be an easy way to change its amount and simple visual indicator. "Progress bar" works fine.

Posted Image

1. This is totally redundant. Why list equipment twice? To fill up space?

2. Redundancy again - structure, armor, heat sinks etc info displayed twice.

3. Those checkboxes - will there be space for BAP? For another equipment? Why's there AMS? Shouldn't it be installed like a weapon, with weight and slots and ammo?

4. Why show camo here? Not that I can see how it looks on my mech on this screen. Useless info is useless.

5. Shift + Tab? Really? Why not Ctrl + i + Home? Hope you're joking.


I can go on, but I'm not paid by PGI to waste my time and do their work. Shame, really )

Edited by ConstantA, 18 May 2013 - 08:58 AM.


#16 TheMightyWashburn

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Posted 18 May 2013 - 09:16 AM

View PostGeneral Taskeen, on 17 May 2013 - 09:19 AM, said:


Um, what? Whatchu smokin' bro, must be good stuff.

Have you played any past Mech Warrior at all? This is a staple from every Mech game ever. I can't say your reasoning is at all logical. Also, they are adding the ability to save/load Mech loadouts... they already said so.

Why would I buy two of the same Mech or buy more items than I need? Are you some sort of provocteur from PGI's Marketing Department?


This is the first F2P mechwarrior game, it is bound to obey the model.

#17 Thomas Covenant

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Posted 18 May 2013 - 11:15 AM

View PostConstantA, on 18 May 2013 - 08:47 AM, said:

I can go on, but I'm not paid by PGI to waste my time and do their work. Shame, really )


That's not necessary.

You make good points, let them stand on there own validity. No one is motivated by insult. Remember these are all:

Posted Image

first world problems. Any more of these great fan mock-ups? Keep em coming, I might add some.

Edited by Thomas Covenant, 18 May 2013 - 04:53 PM.


#18 Thomas Covenant

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Posted 18 May 2013 - 11:21 AM

Would it be ok if we could switch to that fancy one-component-at-a-time screen? Where we just see say, the left arm, and the mech rolls over to it? I can imagine I'd like this spreadsheet mode more when I'm building my loadout, but the single piece when I'm tweaking.

#19 Ceesa

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Posted 18 May 2013 - 03:38 PM

View PostConstantA, on 18 May 2013 - 08:47 AM, said:

I know these are just quick mock-ups. But for me it's total fustercluck.

Posted Image

1. Why separate hardpoint type icons and hardpoints? Lets join them - each hardpoint type is colorcoded, with distinct icon. I decided to fix the placement of hardpoint indicators - for example, if location permits only missile type weapons, missile hardpoint will still be placed to the right.

Grey and colored blocks inside show the possible and current number of installed weapons of type. Now we have 2 energy weapons installed out of total 2 and 0 out of 1 for missiles. Numbers work too.

2. Filled slots and empty slots should visually differ.

3. I suggest to use weapon type icons - similar to Mechcommander 1, where each weapon type had unique icon.

4. Group things together - thing should go like "hardpoints - weapons - armor". Not like "hardpoints - armor - weapons" or "weapons - armor - hardpoints". Hardpoints and weapons (equipment) are linked together. Armor and hardpoints are not.

If you want to display armor value here, there should also be an easy way to change its amount and simple visual indicator. "Progress bar" works fine.

Posted Image

1. This is totally redundant. Why list equipment twice? To fill up space?

2. Redundancy again - structure, armor, heat sinks etc info displayed twice.

3. Those checkboxes - will there be space for BAP? For another equipment? Why's there AMS? Shouldn't it be installed like a weapon, with weight and slots and ammo?

4. Why show camo here? Not that I can see how it looks on my mech on this screen. Useless info is useless.

5. Shift + Tab? Really? Why not Ctrl + i + Home? Hope you're joking.


I can go on, but I'm not paid by PGI to waste my time and do their work. Shame, really )

Fantastic post, hope PGI takes note.

Overall I'm encouraged by the changes that I'm seeing and hope they continue to improve them. Location-specific indicators of weapon functionality are especially useful, just like you said.

#20 POWR

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Posted 19 May 2013 - 08:06 AM

View PostGeneral Taskeen, on 17 May 2013 - 09:19 AM, said:


Um, what? Whatchu smokin' bro, must be good stuff.

Have you played any past Mech Warrior at all? This is a staple from every Mech game ever. I can't say your reasoning is at all logical. Also, they are adding the ability to save/load Mech loadouts... they already said so.

Why would I buy two of the same Mech or buy more items than I need? Are you some sort of provocteur from PGI's Marketing Department?

You will still have to take things in and out. How would you load a setup if you don't have the things available that the setup requires, because they're sitting in a different mech?

Edited by POWR, 19 May 2013 - 08:06 AM.






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