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Public Test - Ui 2.0 Preview Survey


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Poll: Public Test - Ui 2.0 Preview Survey (275 member(s) have cast votes)

Did you find and try the following features?

  1. Settings Menu (255 votes [7.84%] - View)

    Percentage of vote: 7.84%

  2. Full-Screen Mode (244 votes [7.51%] - View)

    Percentage of vote: 7.51%

  3. Owned Mech Filter (250 votes [7.69%] - View)

    Percentage of vote: 7.69%

  4. Unowned Mech Filter (232 votes [7.14%] - View)

    Percentage of vote: 7.14%

  5. Mech Info Pop-up (227 votes [6.98%] - View)

    Percentage of vote: 6.98%

  6. Mech Purchase (204 votes [6.27%] - View)

    Percentage of vote: 6.27%

  7. Mech Configuration (247 votes [7.60%] - View)

    Percentage of vote: 7.60%

  8. Weapon Group Configuration (230 votes [7.07%] - View)

    Percentage of vote: 7.07%

  9. Loadout Configuration (243 votes [7.47%] - View)

    Percentage of vote: 7.47%

  10. Hardpoints List (159 votes [4.89%] - View)

    Percentage of vote: 4.89%

  11. Armour Management (204 votes [6.27%] - View)

    Percentage of vote: 6.27%

  12. Weapon/Equipment Purchase (229 votes [7.04%] - View)

    Percentage of vote: 7.04%

  13. Mech Skill Trees (232 votes [7.14%] - View)

    Percentage of vote: 7.14%

  14. Testing Grounds (180 votes [5.54%] - View)

    Percentage of vote: 5.54%

  15. Tutorials (115 votes [3.54%] - View)

    Percentage of vote: 3.54%

Please rate the Ease of Use of the preview

  1. Excellent (11 votes [4.00%] - View)

    Percentage of vote: 4.00%

  2. Satisfactory (82 votes [29.82%] - View)

    Percentage of vote: 29.82%

  3. Needs Improvement (132 votes [48.00%] - View)

    Percentage of vote: 48.00%

  4. Poor (50 votes [18.18%] - View)

    Percentage of vote: 18.18%

Please rate the Artistic Direction of the preview

  1. Excellent (112 votes [40.73%] - View)

    Percentage of vote: 40.73%

  2. Satisfactory (99 votes [36.00%] - View)

    Percentage of vote: 36.00%

  3. Needs Improvement (50 votes [18.18%] - View)

    Percentage of vote: 18.18%

  4. Poor (14 votes [5.09%] - View)

    Percentage of vote: 5.09%

Please rate the Overall Performance of the preview

  1. Excellent (41 votes [14.91%] - View)

    Percentage of vote: 14.91%

  2. Satisfactory (105 votes [38.18%] - View)

    Percentage of vote: 38.18%

  3. Needs Improvement (99 votes [36.00%] - View)

    Percentage of vote: 36.00%

  4. Poor (30 votes [10.91%] - View)

    Percentage of vote: 10.91%

Please rate the Overall Stability of the preview

  1. Excellent (18 votes [6.55%] - View)

    Percentage of vote: 6.55%

  2. Satisfactory (67 votes [24.36%] - View)

    Percentage of vote: 24.36%

  3. Needs Improvement (125 votes [45.45%] - View)

    Percentage of vote: 45.45%

  4. Poor (65 votes [23.64%] - View)

    Percentage of vote: 23.64%

Please rate the Overall Quality of the preview

  1. Excellent (33 votes [12.00%] - View)

    Percentage of vote: 12.00%

  2. Satisfactory (103 votes [37.45%] - View)

    Percentage of vote: 37.45%

  3. Needs Improvement (117 votes [42.55%] - View)

    Percentage of vote: 42.55%

  4. Poor (22 votes [8.00%] - View)

    Percentage of vote: 8.00%

Overall, is UI 2.0 better, about the same, or worse than before?

  1. Much Better (35 votes [12.73%] - View)

    Percentage of vote: 12.73%

  2. Better (103 votes [37.45%] - View)

    Percentage of vote: 37.45%

  3. About The Same (56 votes [20.36%] - View)

    Percentage of vote: 20.36%

  4. Worse (56 votes [20.36%] - View)

    Percentage of vote: 20.36%

  5. Much Worse (25 votes [9.09%] - View)

    Percentage of vote: 9.09%

Vote

#101 Samziel

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Posted 29 October 2013 - 12:13 PM

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
It looks great! The visual update is really stunning. I also like the addition to the mech information (angles etc).

2) What do you like least about the UI 2.0 Preview?
I didn't find information about hardpoints, I didn't find a way to add DHS, Endo or Ferro and the mech skill trees were buggy as hell.

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
It looks better, although navigating between the parts of the mechs is ALOT harder than before. You should mix these 2 and let choose the part from the 3D model.

4) Any new issues encountered?
Going to training grounds will always give you a random map. No matter what map you picked. For example, you launch Crimson Strait and end up in Caustic Valley. Tried many times and it does it all of the time.

5) Any other comments or concerns?
You have restricted the file access for the main folder (and for example you cannot make changes to the system.cfg). However, I can change my rights to access these files really easy and modify them. Is this restriction attemp intentional or just left there because it's made on another computer and the rights are still it's?

Also, you should add an option to change resolution outside the game. I tried the fullscreen and because my monitor kind of sucks, it said: ''Input not detected'' due wrong resolution (ofc you always should change it, but I always tend to mess up my resolution and I know it's not that uncommon). Changing the system.cfg resolution affected only to the login screen, but when you logged in to mechlab fullscreen was activated and I couldn't go on. I got it somehow fixed by changing the value of <Attr name="OptionCfg.ResolutionIdx" value="2"/> command from user attributes to 0 when the client was started.

Other than that, the UI 2.0 needs still alot of fixes, but it looks good and I am eager to wait for full release!! :)

P.S, Sorry if changing the file rights is not permitted. But hey, at least I found it to be possible!

Edited by Samziel, 29 October 2013 - 12:15 PM.


#102 Garagano

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Posted 29 October 2013 - 12:14 PM

ready state of the current ui is approx at 35%

-graphics look good, but the GPU load is still unnecessary very high. 100% Load at 1920p and 200Watt power consumption for a 60 fps still picture!

-when turning a mech in the UI, it shows an excessive motion blur, that is ugly. 99.9% will confirm that. even the calm majority.

-the haptic is not perfect. reason for this could be that still no not all mouse inputs are implemented. Sometimes you guess from experience with other programs, that a click on the surface does something. but no. it does nothing in UI2.0. e.g. click on the bar to expand/minimize it does not work. instead the user have to aim for a little arrow and click on it.

-mouse movement is very high. the user have to move the pointer constantly across the screen, form one side to the other side.
e.g.: mech torso menu: left, then right: remove an item from the mech, then drag&drop a itmen to right bar, then far left again to switch to another torso part, then move again right to remove something, etc.

-The item icons in the mechlab are too big. the big icons consumes space with almost no information about it. This is a wasted screen space. This space instead should be used to deliver a worth fully information to the user, not just a colored red/blue box.
the main interesting informations (price, item count, weight, etc) are displayed in a tiny font that is hard to read.

- the tonnage of the items should be shown somewhere on the icons. The entire tonnage management is bad.

-The user has little to no information about what the current mech has loaded.
I couldnt find any tonnage/item summarize of what the mech currently had loaded. (mechlab and owned mechs)

-Clicking through the left menus in the mechlab is very slow, because the torso parts expand with sub menu, and the user have to adapt the mouse accordingly to the next torso part to move to it.
-> the torso sub menus have to be apart of the torso menu entrys. make the sub menus it own menu tree that appears over the torso entry.
Posted Image

- when RT/LT shows an XL engine, the user should be informed that he cant move it, it only can be removed from the CT viewpoint. In my oppinion the XL engine should be removable even from the RT/LT.

PS: the testing time was too short! :)

Edited by Garagano, 29 October 2013 - 12:37 PM.


#103 wickwire

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Posted 29 October 2013 - 12:15 PM

Re color coding

Please compare this:

Posted Image

With this:

Posted Image

(I didn't make this, just posting for truth.)

Edited by wickwire, 29 October 2013 - 12:17 PM.


#104 Savage Hero

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Posted 29 October 2013 - 12:16 PM

I got the Mouse cursor bug in battlegrounds and tutorial every time I entered the match. Also the client may crash when you try entering the mech lab.

#105 Velixo

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Posted 29 October 2013 - 12:19 PM

Tested on a resolution of 1920x1200.


Positives:
  • Aesthetics direction is brilliant
  • Music is awesome! Although a little too thin bass-wise :)
  • Picture of mechs in mechlab
  • New Mech display
  • Weapon group toolbar, buuuut*


Negatives:

* = The colour of a selected weapon in the weapon group toolbar is too similar to the rectangles selecting/forming around the numbers. Makes it really hard to see. http://imgur.com/a/1h68d#15 The PPC's on this picture are highlighted but also selected as weapon group 1 => very hard to see the numbers.

Maaany things were way too small (and some were a little too panned out to the sides). These items include:
  • "Select mech" sidebar in Mechlab
  • "Skill trees" sidebar in Skills
  • Client Header (with the skills, mechlab, play now buttons)
  • Logout button
  • Settings button
  • Info about the mech below the mech display
  • Hardpoint and slots window to the left of the mech display while configuring loadout
  • Mechbay Cart
Configuring your mech is much worse and harder to do than before. Way too many clicks and dragging the mouse across the screen. This layout http://imgur.com/ujybU67 is needed badly IMHO.

The idea of mechbays is now a bit harder to grasp, since there is no visual indicator as there was in UI 1.5.

The hardpoint display in the mechlab is hard to see.



Suggestions:

I think moving settings and the logout button to the header would be a very wise decision. Would make it much easier to see and grasp.

There is an awkward empty space when one has clicked "Configure mech" but hasn't clicked "Loadout" on the sidebar. I recommend shifting mech to the center of the screen during this time.

Color coding for weapons is needed, e.g. red for energy weapons, yellow for ballistics, and green for missiles.

Two notes on the rhombus slider in the mechlab, ( http://imgur.com/a/1h68d#16 ) the tonnage slider there is unnecessary and should be replaced by something more useful like speed. Also, the maximum for firepower (250) is waaaay too high. Should be around 100 instead, since building a loadout with 250 firepower is impossible.

The popup windows when hovering over weapons, equipment and mechs appeared too slowly. My opinion is to decrease the time needed to cause the popup to appear with ~30%.



Issues:
  • Clicking tab in the login window doesn't switch me to the textbox, it instead deselects the textboxes altogether.
  • First time i started the mechlab, 80% of the mechs in the "all" tab in the mechlab had no picture. Restarting fixed it though.
  • Crashed once when switching from "Assault" tab to "All" tab in mechlab. I was viewing unowned mechs. When I restarted I didn't hear any music, but Alt-Tabbing in and out of the client fixed that.
  • Not sure if it's an issue or if it's intended, but moving around in the weapon groups toolbar via arrows didn't cause clicks/bleeps as if I had hovered over them with a mouse.
  • Various pop-ups and descriptions (~10-15% of them) had missing punctuation (periods/dots and question marks).

Edited by Velixo, 29 October 2013 - 12:20 PM.


#106 ToxicValor

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Posted 29 October 2013 - 12:51 PM

View Postwickwire, on 29 October 2013 - 12:15 PM, said:

Re color coding

Please compare this:

Posted Image

With this:

Posted Image

(I didn't make this, just posting for truth.)

This so much. Being able to clearly and QUICKLY determine what is what was difficult during today's test.
UI blended in to itself making it difficult to easily differentiate between items and selections.

#107 Mavqie

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Posted 29 October 2013 - 12:58 PM

overall i like the new look but i am now quite concerned

5) Any other comments or concerns?
The fact this has been worked on for such a long time yet seems very very unfinished is worrying me A LOT, it makes me think all the features we were promised soon which will rely on ui 2.0 are now going to be even further away

#108 OriginalArcher

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Posted 29 October 2013 - 12:59 PM

1. What I liked about the preview.

I liked alot to be honest, the weapons groups configuration was a great improvement and the pilot lab (or skills as it will be) was also really good. It was much easier to use and was a much better format. I also REALLY liked the way you can now add armor to each section while adding and removing stuff without having to tab in/out to a different window.

2. What I least liked.

The click-click noise ever time you moved over something.
The way you cant see what weapons are in your mech without going into the mechlab and then into each section.
The general 'smallness' of the writing.

3. How is it superior?

In so many ways in feel design and look. Generally really impressed and looking forwards to its launch. Well done guys :-)

Edited by OriginalArcher, 29 October 2013 - 01:02 PM.


#109 FireSlade

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Posted 29 October 2013 - 01:05 PM

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
I loved how I can finally get a full screen menu and thought that the menus looked professional.

2) What do you like least about the UI 2.0 Preview?
The mech lab was a little difficult to get used to. I preferred seeing a mech skeleton with points that we could click to select what section that we wanted to view.

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
We have more control in the menus. Better graphics although my laptop took a hit in performance with minimal settings on. I used to see 18-21fps but during the test I was only seeing 13-18fps.

4) Any new issues encountered?
When you rotate a mech, the animation is choppy and the parts will sometimes separate from the mech (the faster movements made this worse). https://drive.google...dit?usp=sharing
https://drive.google...dit?usp=sharing

Also when I first changed the video settings to the lowest I encountered a graphics glitch for the spider mech. When I tabbed out and back in the problem went away.
https://drive.google...dit?usp=sharing

5) Any other comments or concerns?
We could use a set to default keybindings button under the keyboard options. We also could use some more tweeks to help with those that do not have better systems. One last thing and I am not sure if it is know but the skills menu did not show when the 2x was unlocked for the basic tree.

Edited by FireSlade, 29 October 2013 - 01:06 PM.


#110 VooDooAddict

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Posted 29 October 2013 - 01:20 PM

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.

The prospect of better social features... Community Warefare, Private matches.

I really like the information about twist ranges, turn speeds, acceleration, and arm movement now ingame instead of relying on 3rd party's to guess. Alos like the prospect of doing direct comparisons of mechs features instead of flipping back and forth between 2-3 pages of information.

And weapon grouping... love that it's something to be configured ahead of time, instead of a scramble at the start of a match.

2) What do you like least about the UI 2.0 Preview?

Style over usability. It may not have been the intention, but it seems fancy borders and UI animations have won out over functionality in most cases.

Building out mechs, trying new fits, it more than half the enjoyment of mechwarrior for myself, and likely many more. I know you are all probably ridiculously tired of hearing it... But Smurfy's Mechlab nailed it. Form follows the function. Get all the useful information into one screen. UI 2.0's drop downs and isolating information into only single section views of the mech are the exact opposite of what is needed.

As it stands now, most of your user base will still use outside resources like Smurfy's to fit the mechs. Then, struggle through replicating what they have on the 3rd party tool via the ingame interface. Also, the inability to save different full fitting setups ingame and switch with a few clicks really slows down changing things up while with friends.


3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?

see item 1 above.

4) Any new issues encountered?

not enough time

5) Any other comments or concerns?

2 Hour Windows are NOT long enough to leave public test open if you want people to bug hunt.

Edited by VooDooAddict, 29 October 2013 - 01:22 PM.


#111 MightyMeatShield

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Posted 29 October 2013 - 01:40 PM

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
  • Full screen mode.
  • Easier to navigate mechbay and select/see your mechs.
  • Paste is enabled in the login screen.
  • Ambient music.

2) What do you like least about the UI 2.0 Preview?
  • Too much text for a GUI. No paper doll to quick select a body area of a mech. The text listing of the body sections is counter-intuitive
  • Needs more capability to filter equipment (XL vs Std Engine, Owned vs All)
  • Configuring a mech takes too long and too much screen real estate is used upon component listings. There should be a "right-click remove highlighted equipment" function instead of the "click and drag off" to remove.
  • Blurriness of the mechs in general and the stuttering when rotating them (not as smooth as in previous UI).
  • Too many sound effects with the button presses.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
  • Filters.
  • Tile view of mechs owned.
  • Owned vs Unowned mechs.
  • Mech summaries.
  • Full screen mode.
4) Any new issues encountered?
  • Founders Atlas (and maybe other older mech models) does not update dynamically as you modify the loadout. LRMs are solely in the upper shoulder hard point area and SRMs are solely in the lower torso hardpoint area (even if you have 2 LRMs, the second does not populate in the lower torso and vice versa).
  • Text is cut off for Armor Distribution and Heat Efficiency on the diamond diagram on the mech summary pop-out.
  • Client crashed on accessing mech tree after clean restart of client.
  • Tile and List button does not work.
5) Any other comments or concerns?
  • There should be an option to NOT display trial mechs.
  • The damage over distance charts should have more distance tics.
  • Clicking on the name of the mech in the skill tree should expand the tree (not just clicking on the triangle).


#112 Sable

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Posted 29 October 2013 - 01:51 PM

1. What is it that you like about UI 2.0 preview?

I liked the new colors and interface.

2. What did you like the least about the UI 2.0 preview?

The mechlab layout. The mech should be in the center with the equipment options on the side. I want my mech front and center while i'm selecting the different sections. The mech is the star of the show it should be the focus of the mechlab.

3. In what ways does the UI 2.0 preview appear to be superior to the previous UI?

Its got sound effects, new cooler colors, its fullscreen.

Edited by Sable, 29 October 2013 - 01:54 PM.


#113 QuimMorius

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Posted 29 October 2013 - 02:11 PM

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.

- Fullscreen mode finally!
- Multi monitor support!
- Mech overview
- Graphics and sound
- Skill tree
- Response, feels snappy!
- Big rotatable mech on right side!
- Mech characteristics pop ups
- Weapon damage vs range curves


2) What do you like least about the UI 2.0 Preview?

- A lot of mouse movements from far right to far left when working on mechs.

- Double click must be implemented on when working in Loadout

- Number of heatsinks installed?

- Armor distribution is far better when you can see armor points for all components in same screen.

- Small fonts on weapon/equipment tiles, squinting.

- Could not find where to change armour/structure/heatsink/guiding system types.

- Weapon/Equipment tiles are very dominant compared to actual loadout view floating on top of mech view.

Posted Image


- In skill tree there is no reason to have a scrollable window, I see that you might need space for future Elite skills, but there is a lot of free space below to make window larger.

Posted Image


- Engines are set up in order, but weapons/equipment/ammo is displayed in random order in Loadout:

Posted Image

Posted Image


3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?

- First impression for new players

- Bare looks of everything, feels hardcore and is appropriate to the Mechwarrior brand.

- Mechbay management

4) Any new issues encountered?

- Chrashed when after i mastered the Shadow Hawks in skill tree, selected the Battlemaster 1G(P) and went to customize.

- Home button on top sometimes disappears, showing after mouseover.

- When changing some or all weapons on a mech, the new weapons don't show up in Training Grounds, after visiting weapon grouping in mechlab the weapons show up in next drop.

5) Any other comments or concerns?

- Would really like to have ammo count somewhere

- Would like a strip mech button

- Smurfy's is still superior at mech building efficency, intuity and overview of stats

- Current mech stats in lower right corner should be more visible

- I wish I could press 'Y' to answer dialog boxed for an even more fluid experience, especially since there is more clicking now.

- Half the game is about mech building and I often just trash something together to be creative and when I end up with something stupid I like to Cancel the current loadout. Now you can only View og Checkout. Cancel feature missing.
EDIT: Noticed I can press Back twice, and loadout resets to inital setup

- Would like to have one monitor full screen for UI2.0 and the use eyefinity in the drops. The UI feels more at its place with one monitor usage. Mouse movement in UI on eyefinity is extensive.



NOTE:

I will update post after my second run in Public Test, waiting for it to open up. :)

Edited by QuimMorius, 29 October 2013 - 04:51 PM.


#114 Tvae

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Posted 29 October 2013 - 02:23 PM

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
  • Full screen. Oh is that nice.
  • Related to full screen: It's great to be able to see full-scale versions of the mechs. Can't wait to play with paints on them.
  • Music, kind of fun to hear.
  • Maybe have the music switch out once in a while? It would be cool if you used the music from some of the different Hero Mech trailers as well, so that that music doesn't go to waste.
  • Overall, although I would prefer a bit more of an old-school art style for the UI, it just feels really nice. Definitely rough around the edges feature-wise, but it feels nice and responsive.
  • Definitely much nicer for being able to see what mechs you already own.
  • Great to be able to get a better look at mechs before purchasing.
2) What do you like least about the UI 2.0 Preview?
  • Having to go to the Mechlab to select a mech then back to the Home menu to use the Testing Grounds feels a bit unwieldy.
  • In the settings menu, Save, Reset and Cancel are not immediately apparent from the other options on the side. Recommend either color coding them, or move them to a separate location.
  • I find myself wondering why it no longer zooms in and highlights (or at least highlights) the currently selected part of the mech in the mechlab, similar to the old mechlab
  • Definitely need a way to see the armor currently on all parts of the mech at once, as opposed to only one section at a time
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?

(Mostly answered in part 1.)

4) Any new issues encountered?
  • Occasionally the 'Home' tab doesn't display text.
  • Being able spin the displayed mech from everywhere seems to be needed (You can currently go to the mechlab, spin the mech away from you, then go back to the Home tab, which results in the mech stuck facing away from you)
  • On the Skills menu, allow for clicking anywhere on the bar for a specific chassis to display its variants, not just the triangle at the end of the bar. (Probably not actually a bug, but aggravating to the point where it needs fixing)
  • Sound effect for adding/removing armor should only play once if the button is held down (currently it cuts itself short through repetition)
  • It feels as though mechs should spin a bit slower when rotated (Should preferably rotate at the same speed the mouse is moved over them, as opposed to spinning a bit faster than the mouse moves. This could possibly be a side effect of the resolution I'm using, but it would still be nice.)
  • 'Hardpoints' window still displays in Mechlab even if that mech doesn't have any hardpoints in the selected part ( it currently just shows an awkward row of empty boxes)
  • After unlocking the next level of efficiencies (Elite->Master), the next time you go to a mech that would now have that new tier, the efficiency that is displayed as selected and the one that info is shown for on the right are different. (This is a small bug, but confused me at least once.)
  • "Variants Unlocked" still displays 3/3 after all the basic variants have been unlocked. This is confusing in regards to Elite/Master efficiencies; it would be appreciated if some way was found to differentiate between Basic and Elite for number of variants unlocked
  • On the Skill Tree, some mechs can be selected (gives the box a blue highlight), while others can't be selected (Kintaro and Battlemaster specifically). This appears to be a bug, although I'm not entirely sure of the intended functionality of being able to select mechs on this tab anyways...? (Maybe it's supposed to display the selected mech, however currently it does not)
5) Any other comments or concerns?

Front End/Home/Settings:
  • When it first loaded up, it felt kind of empty; I presume this is because the Home tab is not quite completed yet.
  • When set to Fullscreen Windowed, in the mechlab, it would be preferable if the Taskbar was still visible, even when MWO is the main window (it seems as though currently the only way to select another window for those who only have 1 monitor would be alt-tab)
  • Unsure how to select different match types? (Possibly not implemented yet, as matchmaking is non-functional in this build)
  • Would it be possible to remember the full-screen option for the login screen, similar to remembering username? (You can already see the fullscreen login screen by using the logout button, so it appears to be possible.)
  • I kind of miss the ready box for different mechs (Which would presumably be placed on the Home tab). I presume it just hasn't been re-implemented yet?
Mech Lab:
  • How mechs are sorted in the Mechlab for Owned mechs with All displayed appears messy. Unsure what order they are supposed to be displayed in, but currently it appears somewhat haphazard. (Chassis of the same variants, at the very least, should be next to each other; with the exception of the trial mechs, which could be in their own little group. Currently 3 of the trial mechs were together, and the Centurion was off wandering the bottom row)
  • Displaying owned empty mech bays with a 'purchase' button at the bottom of the mech bay would be nice (button could take you from Owned to Unowned mechs, easier way to transition between pages). This could also provide visual feedback for purchasing mech bays, as currently all that purchasing a mech bay appears to do is increment a number by one. Seeing an actual mech bay appear, albeit empty, would be reassuring to a purchaser.
  • 'Weapon groups' could be moved to to a smaller window on the Loadout page, so that at any point the weapons currently on the mech can be seen, and to avoid having two different tabs to switch between (Loadout & Weapon Groups combined into one, would allow to go straight to Loadout when configuring a mech, unless additional options for that menu are planned, ie colors/modules)
  • Possibly move the Energy/Equipment/Ammo tabs to above where the items are listed, and off the left menu. This would keep the left menu static, so that the lower options aren't jumping around when the above options are changed
  • Hardpoints window is muddy and hard to understand (Graphic is not immediately apparent in its meaning); Could be simpler as text:
Hardpoints:

Energy 0/2
Ballistic 1/3
ECM 0/1
  • Having Cart Total on the left side feels like somewhat of a confusing location. By habit of how many UIs tend to be designed, I found myself looking right and down, so bottom/right may be a more logical be the place to for the checkout?
  • Smurfy-esque 'View all sections of mech at once' would be greatly appreciated. Others have said more, so no elaboration here.
  • Instead of check-boxes for ECM, Artemis and AMS in the hover-over window pane, having an optional 'Equipped: ' box that only displays what is currently on the mech, or does not display at all if nothing special is equipped, would be preferable (no need to give information saying a mech DOESN'T specifically have something, just say what it DOES have.)
  • Should be similarly switched for the mech info below the mech model.
  • Only situation that may arise from the above is a new indicator may be required for mechs that are ECM compatible, so that players know that that mech can use it. Having an ECM checkbox, at least on mechs that can't use ECM, doesn't make sense.
  • Jump Distance bar also seems redundant on mechs that can't use jumpjets.
  • Possibly include Jumpjets in with the hardpoints, for those parts of the mech that can equip them? (Or at least, we need some way to tell allowed vs. currently equiped jumpjets)
Skill Tree:
  • Possibly change 'Efficiency Multiplier NA' to 'Efficiency Multiplier -' or some such. 'NA', although commonly used some places, doesn't feel like it would be universally obvious.
  • There no longer appears to be separate Unlock and Unlock with GXP buttons for efficiencies. May just be because we don't actually have any xp in the test environment?
  • For efficiencies, having the 'unlocked' color be the same as the 'selected' color is kind of confusing (currently they are both light blue for basic efficiencies)
  • Preferably find a more meaningful way to indicate that a variant has unlocked all efficiencies than a small, gray square in the upper right corner of that mechs icon (further compounded by the Basic/Elite/Master tag disappearing after all efficiencies in that level have been unlocked)

Edited by Tvae, 29 October 2013 - 04:28 PM.


#115 Deathlike

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Posted 29 October 2013 - 02:58 PM

View PostNiko Snow, on 28 October 2013 - 03:06 PM, said:

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.


I like the nifty startup screen and the music while labbing.

Quote

2) What do you like least about the UI 2.0 Preview?


It's slow/sluggish and feels more unstable that what we currently have.

Quote

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?


The only thing is the expanded info about the mechs that we'd normally find out from smurfy's like torso twist and arm ranges plus acceleration and deceleration charts.

Quote

4) Any new issues encountered?


-resetting settings to default makes default spider glow
-Always fails to drop into training grounds, but tutorial runs fine (only briefly tested).
Note: I'm playing game the in Full Windowed mode @ 1600x900.

Quote

5) Any other comments or concerns?


There's a ton. Here's a bunch of notes I have compiled.

->Settings
resetting settings to default makes default spider (mech) glow
need to show exact values of slider settings (like sensitivity and gamma)

->Settings->Video
need to show what options do what (like the current UI)
need to show texture memory usage for the memory slider (for players who have decent video cards to make better decisions)

->Skills->Mech Trees->All
Mechs should be auto-sorted AND then listed by tonnage, preferably with labeled tonnage (at least alphabetical is preferable)

Mech info shouldn't be strictly hover over - it should appear and given 3 seconds to stay there. If the mouse is then hovering over the popped up screen, then the popped screen should STAY until the mouse moves outside of the popup screen's radius.

"Heat Efficie" and "Armor Distr" text cutoff (possibly resolution related) - these labels could be shortened in the hovering mech info.

Unable to tell whether a mech can actually carry ECM/AMS - this is bad. You can only tell whether is it part of the mech.

Artemis should be hidden on mechs not carrying missile hardpoints

Skills tree mechs seems to "shrink" after visiting mechlab - Requires scrolling down the mechlab list to cause bug to occur - this is additional info to triggering it.

Champion Mechs should follow the convention like every other mech with the © in the mechlab

Sluggish UI - feels slower than what we have now

Map picking seems to be random , regardlessly of map picked when trying to get into Training/Testing Grounds

Always fails to drop into training grounds, but tutorial runs fine...

Note: I have been playing the game game in Full Windowed @ 1600x900

Inventory Slot and Mech Slot difficult to decypher - I see the missing legend part so it's already known.

I would prefer part of the older interface to click on individual parts of mech... should be doable through the mech you see (you don't need the paperdoll inferface, just the mech you show on the screen).

I cannot double click to remove equipment - it should be an option somehow.
I should be able to dbl click to add equipment, but that's not a current function apparently.

Configuring Weapons Groups should list actual location of the weapon. It should be also added to the in-match HUD, but it is SIGNIFICANTLY more important here.

Overview of mechlab doesn't show complete hardpoints+locations like older system - already noted.

Overview of mech doesn't include "available slot count" - not noted, but I assume that's part of the bigger picture.

Color of energy+ballistic too similar - that is a problem as they genuinely look the same color wise. Missiles are easier to figure out from the color coding.

Suggestion: Weapon Groups should have weapons colored to weapon type for ease. It makes better grouping decisions for players.

Edited by Deathlike, 29 October 2013 - 03:00 PM.


#116 Jacob Roamer

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Posted 29 October 2013 - 03:00 PM

Trying to log on for the AFternoon test, and getting "This Account not authorized"

Just wondering if this is because the server is down or if I need to do something else?

#117 Syrkres

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Posted 29 October 2013 - 03:02 PM

Guess I posted this (earlier) in the wrong thread, so here it is:

UI 2.0


1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
- I like the direction of the look and feel.

2) What do you like least about the UI 2.0 Preview?
- Efficiency

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
- Mech lab, ability to much easier see mechs.

4) Any new issues encountered?
- could not find a way to set mech items like Endo Structure or Double Heat Sinks.

5) Any other comments or concerns?[color=#959595] [/color]
[color=#959595]- See Below[/color]

Biggest issue is efficiency.
  • I like the general look of the UI (nice direction)
  • The mech on the Home needs an indicator that it is the current selected mech?
    • Is this just a mech for display? or the one I am going to play with (not clear when first log in).
    • Also like the older UI would be nice to have a "quick select" mech option. (basically the old "READY" mechs). While I have a lot of mechs, I usually only play with a few.
    • Lastly move/remove the Stats/Redeem code buttons unless you plan to pull this in game.
      • Clicking on these things and jumping out of the game is the MOST annoying thing ever.
      • Redeem code should logically be an option under Store.
      • Stats should be in game (not a web page). Other wise remove it.
  • Filter should have check boxes?
    • Can't I select more than one option - would like to show both owned and unowned.
    • This would allow you to add more features to the filter and make it more complex filtering.
      • Like different weight groups, Clan Mechs .vs. Innersphere., Hero mechs, Founders, etc.
    • Also by adding check options you could easily extend the filter to the configuration pages.
      • Weapon filter, (balistic, missle, energy) etc. rather than drop down.
      • Engine Filter (type Std, vs, XL)
    • Also Add Favorite mechs) making me select all the different catagories all the time is a pain.
      • Or as suggested re-implement "READY" mechs from home page.
  • Configuration
    • Setting armor, would be nice to be able to input value rather than click/up down
    • Alternative Section selection would be by clicking on the mech (sort of like current UI) on the right hand side. I can see the mech, and since my mouse is over there why do I have to move it all the way to other side to select a section. (just click on mech).
    • Do not like the selection (left drop down) of weapon types? Think it would be much better as "filters" from top. if I am configuring a mech it's very inefficient to have to select each type, why cant I show all and then filter if I need to (see Filter above thoughts).
    • Mech Overview status? The display options in the mech display area (bottom right(left)) where it displays the mech speed, structure, etc. The numbers seem reversed. When my eye first caught this area, I looked at the "white/right" of the settings, where they are the "max values". I think it should either be reversed or highlighted (white/gray) from current.
      • The current value is what I am interested in (not max).
      • So my eye should go immediately to the current value (which is currently gray and mashed between the display name and "graph bar".
      • I would move the current values to the right and MAX values to the left (or just put them in parens next to current value). Also highlight them more (white) rather than gray and make the MAX values gray. I am interested in MY MECH settings not max...
    • Currently no way to set up options like Double heat sinks? Endo stucture, etc. This should be somewhere under Loadout, but since you have things broken down by Mech location no where to apply "high level settings"
      • Suggest you add another level (to left selection) MECH, then under Mech you have the different Locations. This again would work with the filter concept, allowing you to remove the subselections under Mech Location (and moving it to filters.)
      • Because Again I don't want to have to select Mech Location (Left Arm) then select Energy, then select Mech Location(Right Arm) then select Energy. By having the Mech locations and then filters, it saves me 2 clicks, only if I want to filter things would I need to click a 3rd click.
    • Adding/removing equipment.
      • I can add by dragging and dropping, but it would be nice to single click to remove an item.
      • Right now you have to select the item and drag it off? Just have a remove icon on the item (once it's added) or double click will remove it (or both). Having to drag an Item off to remove it seems too much effort. Has anyone looked at the smurfy site for configuration.
    • Saving Configuration? (Checkout Really?)
      • I didn't buy anything? Plus it makes it too much like "Store" (unless you are moving to that - bad).
      • I would #1 change checkout to save.
      • Also you can exit a mech without it saving (or prompting you to save).
      • Also what does VIEW do? Why is this even needed?
        • Only thoughts is if it either highlighted the mech doll and showed me whats new or brought up new sub page with list of what is changed.
          • What I am buying
          • what I am equiping from inventory
          • What has been removed.
          • What is being sold?
  • Weapon Grouping - it would be nice to add Location of weapon to this screen since you now have so much more room.
    • If I have an LRM 20(Right torso), LRM 15(Right torso) and LRM 15(Left torso) I may want my LRM 20(right torso) and LRM 15(Left torso) on one group and the second LRM 15(right torso) on a different group because of tubes, or some other reason, Right now there is no way to know that when setting up weapon grouping.

Again Overall I do like the new interface, but feel things are a bit inefficient the way you are currently forced to do things. Could easily make it cleaner/easier.

Edited by Syrkres, 29 October 2013 - 03:12 PM.


#118 mp00

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Posted 29 October 2013 - 03:04 PM

Getting the same "this account is not authorized" for afternoon test.

#119 JDH4mm3r

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Posted 29 October 2013 - 03:04 PM

me2....



....nevermind. it works now.

Edited by JDH4mm3r, 29 October 2013 - 03:05 PM.


#120 jjm3210

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Posted 29 October 2013 - 03:06 PM

I keep getting "Unkown error" when trying to log into the public test.

Anyone have ideas about why?





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