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U.i. 2.0 Pt


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#81 DEN_Ninja

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Posted 29 October 2013 - 06:03 AM

Or you know...they are busy programming all the features that have been constantly suggested that take away their time to improve UI 2.0. Believe it or not, they have been listening.

"Oh my god i want to save my loadouts and switch them automatically" I rather have then finish up the group UI where we get to see our groups mechs and other important data

"Oh i can't be bothered with taking a mere second to fix my weapon groups in game" I don't dislike having to do it in game but you have a good minute to fix your groupings.

"Import import import smurfy" Seriously? I mean yeah that would be nice but lets get the CW UI and mech lab UI ready

I'd like these features but the core functionality before anything else but people keep clamoring for this stuff. "Wheres my strip all button"

Not to mention this is the entire front end, this is the UI that lets us do ******** everything except play the game. I mean they have to add Faction, Merc, and mission launch functionality. If CW turns out as detailed as is outlined, the leaders of Merc Groups will have a UI dedicated to managing the company including a map and the merc shop to buy upgrades for planets and more dropships.

Tl;dr
UI 2.0 is the front end that may contain pretty much the bulk of the game. They may or may not be working on that and if so it is causing huge delays. Not to mention Cryengine and DX11 are not happy friends.

#82 pbiggz

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Posted 29 October 2013 - 07:32 AM

And surprise surprise, you get the test you wanted and you still complain. You have lost all your credibility. Nothing will make you happy so why bother?

#83 New Day

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Posted 29 October 2013 - 07:46 AM

View Postpbiggz, on 29 October 2013 - 07:32 AM, said:

And surprise surprise, you get the test you wanted and you still complain. You have lost all your credibility. Nothing will make you happy so why bother?

Well we did get a test...

View PostTichorius Davion, on 29 October 2013 - 06:03 AM, said:

Or you know...they are busy programming all the features that have been constantly suggested that take away their time to improve UI 2.0. Believe it or not, they have been listening.

"Oh my god i want to save my loadouts and switch them automatically" I rather have then finish up the group UI where we get to see our groups mechs and other important data

"Oh i can't be bothered with taking a mere second to fix my weapon groups in game" I don't dislike having to do it in game but you have a good minute to fix your groupings.

"Import import import smurfy" Seriously? I mean yeah that would be nice but lets get the CW UI and mech lab UI ready

I'd like these features but the core functionality before anything else but people keep clamoring for this stuff. "Wheres my strip all button"

Not to mention this is the entire front end, this is the UI that lets us do ******** everything except play the game. I mean they have to add Faction, Merc, and mission launch functionality. If CW turns out as detailed as is outlined, the leaders of Merc Groups will have a UI dedicated to managing the company including a map and the merc shop to buy upgrades for planets and more dropships.

Tl;dr
UI 2.0 is the front end that may contain pretty much the bulk of the game. They may or may not be working on that and if so it is causing huge delays. Not to mention Cryengine and DX11 are not happy friends.

Posted Image

Edited by NamesAreStupid, 29 October 2013 - 07:46 AM.


#84 Roland

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Posted 29 October 2013 - 08:08 AM

View PostSquid von Torgar, on 22 October 2013 - 10:17 AM, said:

Have you guys considered the fact that 3PV went into the game 1 week after appearing on the test server?


Yeah, but that was a garbage feature that no one wanted.

Only things desired by non-existent users get developer time for implementation.

#85 Karyudo ds

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Posted 29 October 2013 - 08:20 AM

View PostModo44, on 29 October 2013 - 05:59 AM, said:

The idea is to let us feel the thing in a work-in-progress condition, which is miles ahead of the one-window prototype we saw pictures of. And with presumably a month until UI2.0 is patched in, some early feedback may actually influence the first official release.


That would make sense, if this were June or something. It's possible the missing features are simple to throw in though considering how long it's taken to get this far I'm not expecting it to hit anytime soon. I do like the idea of early testing, just seems like "early" should have been awhile ago.

#86 Deathlike

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Posted 29 October 2013 - 08:43 AM

My expectations of CW has moved from "6 months" (ETA Spring 2014) to Late Summer 2014 Early/Late Fall 2014.

CW's dependency on UI 2.0 is not something to scoff at, and just reading "we know it's incomplete" alpha bug section tells me that they are simply not going to be on schedule.

#87 NuclearPanda

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Posted 29 October 2013 - 08:55 AM

I just want to seriously know where all the money is going that people are throwing at this game.

$5+ million from Founders before the game was even released, all the money people spend on MC after the fact (and even in Beta), and now the Phoenix/Sabre packages?

And we get what? Like two new maps (re-skinned/re-lighted maps do NOT count)? A handful of mechs? A lot of broken promises and missed dates?

I'm sticking around because I want to believe in their vision, but quite honestly they have been moving a LOT slower than expected and I've been playing since like April or May 2012.


*edit* Three new maps if I recall. Alpine (which is terribad), Terra Therma (which is less Terrabad), and Crimson (which is great)

Edited by NuclearPanda, 29 October 2013 - 08:56 AM.


#88 Deathlike

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Posted 29 October 2013 - 09:03 AM

View PostNuclearPanda, on 29 October 2013 - 08:55 AM, said:

I just want to seriously know where all the money is going that people are throwing at this game.

$5+ million from Founders before the game was even released, all the money people spend on MC after the fact (and even in Beta), and now the Phoenix/Sabre packages?

And we get what? Like two new maps (re-skinned/re-lighted maps do NOT count)? A handful of mechs? A lot of broken promises and missed dates?

I'm sticking around because I want to believe in their vision, but quite honestly they have been moving a LOT slower than expected and I've been playing since like April or May 2012.


TBH, I think they have been in over their heads and not really admitting that it's a bigger task than it is. It stems from the attitude "we think we know better" and hitting the realization "oh poop, I didn't think it required this much work". This has been self-evident through open beta, and to say that it wasn't expected is an understatement. I'm not sure what kind of devs they have been hiring (say, compared to a different "game" that has a lot of that and then some) and it doesn't mean the devs they have are incompetent... but there's a heavy load of mismanagement and time/cost overruns that are being reflected here.

#89 aniviron

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Posted 29 October 2013 - 09:51 AM

View PostNuclearPanda, on 29 October 2013 - 08:55 AM, said:

*edit* Three new maps if I recall. Alpine (which is terribad), Terra Therma (which is less Terrabad), and Crimson (which is great)


While I agree with the general gist of the rest of the post, you also forgot Canyon and Tourmaline.

#90 Deathsani

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Posted 29 October 2013 - 09:59 AM

Hopeful Newbie evolved into...Jaded Forum Grouch!

The test is rather depressing. Clunky features, poorly streamlined, and miserable layout. After literally decades of this IP being out with inumerable copycats and similar franchises, how is it that they could make something LESS user friendly than a flash website?

Smurfy's is vastly superior in every way.

I hope that this game can keep limping along until the real features come out, because I love this universe and I would hate to wait another decade for the next MW game.

Besides, by then we will probably be able to buy REAL robots for less than these digital ones.

#91 Roland

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Posted 29 October 2013 - 10:03 AM

Alpine is actually a pretty awesome map.

This fact is totally obscured, however, by the terrible game modes which punish you from actually using like 50% of the map area.

When you look at the heatmaps for Alpine, you notice that there are absolutely HUGE regions which are simply NEVER used.
Seriously, look at this. And note that if you restricted it to only Assault mode, the movement would be even more hugely restricted, because you would have ZERO traffic down to theta or kappa.
Posted Image

#92 MustrumRidcully

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Posted 29 October 2013 - 11:27 AM

I am not sure that this makes it an awesome map, Roland. But maybe Maybe if we had game modes that required us to spend more time on different areas on the map, you could convince me.

But we'll never know.

#93 Deathlike

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Posted 29 October 2013 - 02:33 PM

View PostMustrumRidcully, on 29 October 2013 - 11:27 AM, said:

I am not sure that this makes it an awesome map, Roland. But maybe Maybe if we had game modes that required us to spend more time on different areas on the map, you could convince me.

But we'll never know.


There's more to Alpine than where most people travel? Imagine that!

#94 Chemie

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Posted 29 October 2013 - 04:28 PM

The alpha preview just looks like a working version of the preview we were shown back in April. I must admit I gave up after only 2 minutes but I found it clunky and less intuitive to build a mech compared to the current UI. I have no idea why it is taking this long and why this is so important. After 1 year, we can build the same mech we can build now with current UI. Woopy.

#95 Deathlike

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Posted 29 October 2013 - 04:36 PM

Here's my less constructive input about UI 2.0... the UI is being designed completely with form over functionality. This is bad for so many reasons.

If Steve Jobs rose from the dead, he would eat PGI alive over this terribad interface. It's not finished, but there's so much effort into "making it look good" instead of "making it work properly" and giving useful info that... it's depressing in some ways that we're going backwards in UI design.

Edited by Deathlike, 29 October 2013 - 05:14 PM.


#96 Chemie

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Posted 29 October 2013 - 05:03 PM

can anyone tell me how to see what a mech has equipped (short of clicking through each section and counting in your head)? There is no summary where you can see this mech as 4ML and an XL300 engine.

#97 shellashock

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Posted 29 October 2013 - 05:08 PM

I think there is a bug with the settings in the U.I 2.0 build. Every time I try to change a setting to something other then what its general setting is (changing a low texture to ultra high texture on an all low setting range for example), it will change all of the settings to whatever setting type I had set. The only exception I have seen so far is the AA setting because of its absence of setting ranges besides off and on.

Anyone else have this, or is this just a corruption issue on my end?

#98 Chemie

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Posted 29 October 2013 - 05:11 PM

My biggest disappointment....we are MONTHS away from UI2.0 release...this is easily into 2014...they have a long way to go.

#99 Damon Howe

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Posted 29 October 2013 - 05:16 PM

UI 2.0 is incredibly complex, and will be nearly impossible for a new user to figure out. All the bells and whistles are AWESOME, mind you, but it is very hard to figure out how to move around, the scrolls don't work, and many buttons are incredibly small.

Also, once you're in fullscreen it seems impossible to exit out of the game. There's no 'quit' button from fullscreen mechlab.

#100 Deathlike

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Posted 29 October 2013 - 05:16 PM

View PostChemie, on 29 October 2013 - 05:11 PM, said:

My biggest disappointment....we are MONTHS away from UI2.0 release...this is easily into 2014...they have a long way to go.


Yea, it's definitely not on track to be finished within this year, based on what I see. Chances are it'll be completed early next year in the earliest, which also means CW is not going to be on time as a result.





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