Public Test - Ui 2.0 Preview Survey
#141
Posted 29 October 2013 - 04:10 PM
I don't.
Stability
It's not. Stable that is. Not even close. This sort of buggy interface is what I expected back in May. Of 2012. Your original interface was more stable the first time I saw it. I assume it will get fixed.
User Flow
Bad. Just bad. Listen, I know I personally came down very hard on the current interface design back in closed beta. In May. Of 2012. It was bad, not even close to a slick, smooth, modern interface. "We'll fix it" you said. "UI 2.0 will be what you want" you said.
This is not a slick, smooth, modern interface.
I told you to hire a experienced professional to do your interface. It seems abundantly clear you neglected to do that, and now you get to suffer for it. You brought it on yourself.
Specifics
1. When looking at mech skill trees, why is there no option to only show the mechs I own? What do I care about how much experience I have or don't have in a mech I don't own. I mean, ok, I get that it needs to be an option. But, it needs to be an option.
2. When looking at mech skill trees, I have to click the actual little arrow to open the section? Why? There's this huge bar with the name of the mech on it, is there some reason clicking that shouldn't drop it down?
3. I have to click on a tiny button below a mech portrait to configure the efficiences? Why? Why can't I just click on the portrait?
4. Oh, of course, because you're going to take me to a completely different screen instead of using the remaining 40% of the screen to the right of all those mechs you're going to take me to a completely different screen with poorly utilized space. Why can't I just stay on the screen with the list of mechs, and have my efficiencies on the right? Terrible! I have to back out to choose another mech to look at. Bad design!
5. When a mech has no efficiencies earned / purchased, it shows "Basic" on the portrait. What?!?! It should show NOTHING on the portrait. When I finish "Basic" efficiencies, it should show . . . you know . . . "BASIC". Etc. You're showing nothing when you actually have something, and something when you actually have nothing. Isn't that the textbook definition of bass ackwards?
6. After unlocking all Elites on a mech, and getting the x2 bonus, inspecting the basic efficiency again still shows the non-multiplied version! WTF? Is this, or is this not, supposed to be an improved interface?
7. When looking at efficiencies on a mech, despite the fact that I have plenty of vertical space on my screen, I still have to scroll to see that "Oh, look, there is a master efficiency to unlock!"
Mechlab
Ok, seriously PGI. Have you ever been to Smurfy's mechlab? Here. I'll help you. Go here. It should be just that easy to configure a mech. You've created a rube goldberg mechlab! WHY!?!?!?!?!
The pop ups should not be pop ups. They should have their own little corner of the screen where they consistently pop open on click and we can go over and look at them. They stay there until we click something else, then THAT pops open in it's little home.
Summary
There is a lot more wrong than I pointed out in my specifics, but seriously, I am tired of typing! Here is my nice version. You have completely over-engineered and clearly, clearly valued form over function. My guess is that you have some fantastic artists there, because the aesthetics are great. Unfortunately, aesthetics won't sell Mechwarrior.
You need someone who actually knows how to do UI design. Someone who has done it before. Professionally. For more than a couple years. This is just . . . terrible. You guys have been building UI 2.0 up for a year now, and it's, frankly, {Scrap}.
You are not building confidence in your community with this demonstration. This UI, frankly, appears to be about two months from finished, and even when finished is not really an improvement over what we have from an end user perspective. And that's just to get us to where we are now with the current UI. Let alone for you to start adding new and important features to it.
You told us a month ago, we'd see Community Warfare in six months. This demonstration / preview / test is not making people feel like you know what you're talking about.
#142
Posted 29 October 2013 - 04:13 PM
The look overall is pretty good, however it shows off the detail and scale problems of the mechs (this makes them look not much bigger than hawken mechs.
2) What do you like least about the UI 2.0 Preview?
The UI has a much worse user flow to it, (to the point that I was maddened by it) even once I know where the buttons are there is a LOT of extraneous looking and switching for things. Why am I skating across the entire UI to get to buttons so often? The old system had an info area on the left, the active focus area in the middle and controls on the top and right. This feels like it has controls everywhere BUT the right, and the info has been shrunk down and shoved away.
Unable to see whole loadout, Icons for weapons are large but actual slot list for putting them in is tiny. Can't see on the mech what I'm modifying. (I really liked being able to click on a mech to select an area, but beyond that the highlight is invaluable to knowing what you are actually putting where.)
Where do I equip upgrades to the chassis? (DHS, endo, etc.)
When adding or subtracting armor you get hammered with a machine gun of.... hammers on metal. (Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Da-Dakosh) On that note different sounds for different actions please. The one beep and one ***** isnt enough.
Need separate:
- store noise
- page open, close
- access mech loadout
- save loadout
- weapon groups
- loading in energy
- ballistic (and an ammo sound)
- missle
- armor
- Chassis upgrades
- etc.
Took me 4 tries to remember to hit save mech (checkout whatever) because the process is so hinky in that regard. Need the "you sure you want to leave before you save?" prompt back.
Mouse over stats gone? (Like when you would mouse over Hardpoints the numbers would hover on parts of the mech, free slots etc.) Give me that back please.
Is it possible to make it so you can assign specific weapons to specific hard points (so I can put the LRM 20 in the 20 tube launcher and the srm in the max 10 tube, for instance) PLEASE.
IT IS ABOUT TIME FOR THIS. PLEASE!
List view where?
MANY MANY options missing from menu. Where is the damage glow for instance?
Most important one: Where is this?!?!?!?!?!?!?!?!?!?!?!?!?!?!?
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
You can full screen. It has music. Renaming mechs and other OCD features is nice. Some nice graphic design on display. It certainly seems to function faster.
4) Any new issues encountered?
Rage. This is the first UI in a long time that has made me scratch my head and say, how do I do that? I felt like I was looking for the "contact us" information on a webpage, you know, where they don't actually want you to find it....
5) Any other comments or concerns?
The system is there, now you just need to iterate on it a lot, because at this point the UI is overall a step backward. Good luck guys!
Edited by MCXL, 29 October 2013 - 04:18 PM.
#143
Posted 29 October 2013 - 04:14 PM
- The graphic and visual representations
- The large mech model on the right
- A great Visual improvement over 1.5
2) What do you like least about the UI 2.0 Preview?
- some parts don't flow well (when I went to do a skill tree for a mech and I clicked on it I was expecting the window to slide open on the right not replace the selection section. I also looked over and saw the large Firebrand staring at me and then had to make sure I was raising the skills on the proper mech as I had selected the Thunderbolt. So I guess I was expecting that image to change to the mech I was raising skills on/modifying.)
- When viewing weapon details there is no numeric representation for max effective range, I love the little chart with damage fall off to 0, however it was tough to judge where the fall off began exactly
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
- Full Screen and Visuals
4) Any [color="#b27204"]new issues[/color] encountered?
5) Any other comments or concerns?
I am unfortunetly short on time this eve to spend more time with it.
#144
Posted 29 October 2013 - 04:15 PM
Back ground music and a much more modern looking UI
2) What do you like least about UI 2.0?
Running in ATI Eyefinity or Nvidia Surround makes this new UI almost unusable. please give us an option to run the UI in windowed mode and the game in full screen (without having to change in the options every game), or allow the UI to be ,be moved about about (My Current res is 5292x1050).
When buying new Mech from un owned list, there needs to be not only a filter for Weight class but chassis as well. new people using this UI will be hit by a wall of Mech's. Even current players will find it hard to find a new chassis type.
There still does not seem a way that I can re-organise my Mech's this is becoming more of an issue as many players are getting upwards of 50+ Mech's
Each mech as it is clicked in the mech lab needs to list hard points for both owned and un owned
When modifying a section such as the left arm, hard points listed in the 2 triangles within the square is confusing, why not just list 2 Ballistic 1 Energy 1 AMS for example. Having little pictures is find but if i was a new user this is even more confusing then UI 1.5
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI? Please see point 2. As it stands in triple monitor running this UI there is NOTHING superior to UI 1.5 and is unplayable.
5) Any other comments or concerns? sorry that this post is so negative but multi monitor setups have been around for over 5 years now. no new game should be designed with out multi monitor support out of the box.
Edited by Honiara, 29 October 2013 - 04:17 PM.
#145
Posted 29 October 2013 - 04:20 PM
Niko 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 liked that the camera angle shows the difference between a small and large mech in the mech bay.
- I liked how it lists ECM/AMS/Artemis
- I liked the split up of mechs by chassis
Quote
- I disliked how much clicky noise you got for hovering over stuff. It was way too overboard. don't make that clinky noise when just hovering over something. Only when You click it.
- I disliked how the Mastery skill was basically hidden from view. If I didn't know about it already, I probably wouldn't have even looked for a way to find it. Either display it all on one page, or jump the player's box down to the skill after unlocking elites.
- Efficiency multipliers need to translate onto the skills. Right now many players wont know if the number they are looking at is doubled or not.
- I disliked the way that menu popped up from highlighting mechs and weapons. I'm not sure how best to approach it, but it felt too twitchy.
- I disliked the values used in that diamond balance thing (armor, heat, firepower, tonnage). It's a really cool idea, but needs tweaking to give players a more realistic understanding of the pros and cons of a mech.
Quote
I like the full screen and ability to see more mechs at once. See question 1.
Quote
No
Quote
- With regards to that Mech balance diamond thing:
- I need more visually impressive things
- Also it has to be more clear when I am changing weapons in and out my mech. I need to be able to see my mech physically changing and you shouldn't obscure that with blocky UI. Remember this is Mechwarrior Online and not UI Warrior Online. The UI should compliment and streamline but not dominate over what's really important. (Our brand new mech we just bought!)
Edited by Jman5, 29 October 2013 - 04:20 PM.
#146
Posted 29 October 2013 - 04:23 PM
Look and feel are very nice.
Overall presentation of game information is better.
Full screen is nice.
Weapon group config in mechlab.
Display filters in mech lab and overall mech-lab presentation is much better.
2) What do you like least about the UI 2.0 Preview?
Too much going on - busy. Not very intuitive.
I didnt like the skills screens, again to busy too many clicks.
I didnt find any "quality of life" type features, like "strip mech" or"max armor" buttons.
The load-out tab is a confusing mess IMO. I know its been said before, but it needs to be just as simple and intuitive like Smurfy's website. I couldnt even figure out how to upgrade to double heat-sinks on my fake Hero Mech.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Look and feel - Polish. Better Mechbay hangar.
4) Any new issues encountered?
Client hung when trying to save a load-out.
5) Any other comments or concerns?
If given the choice between UI 2.0 or old UI, I think I would still prefer the old UI.
my .02
EDIT: OH, and bring back the double click to equip/unequip components.
Edited by Ugg, 29 October 2013 - 04:27 PM.
#147
Posted 29 October 2013 - 04:25 PM
I liked being able to see many mechs at one in the browse screen, and being able to filter to a certain weight class, Heros, etc.
I liked the interface for putting items on the mech somewhat, but I think someone else said an interface more like smurphy might be good too.
Liked the click bar to equip something, but I also like being able to drag and drop items.
2) What do you like least about the UI 2.0 Preview?
Do NOT like the purchase Default being MC. It should ONLY default to MC if the item cannot be purchased by C bills.
Could not find Full screen control.
Need a windowed mode, since while in the mech lab,so people can be looking at who is in TS, looking at websites for designs and design tweaks, etc. instead of losing that behind the mechlab.
Possibly skinny down the load out equipment box, so that the right arm is not hidden behind the Hard Point/Load Out box.
Could not find an upgrade tab for Artemis, Endo, DHS, FF Armor (should at least have a placeholder on the screen to give us an idea of how it will work.)
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Easier to see what mechs you have and to quickly find mechs.
4) Any new issues encountered?
Not at this time.
5) Any other comments or concerns?
A good start, but needs finishing, could be a little more intuitive. Need to see how the whole thing works to get a better feel for how it is.
Edited by Icebergdx, 29 October 2013 - 04:54 PM.
#148
Posted 29 October 2013 - 04:26 PM
I like how the mechs are listed and that you can apply a filter. Need a better display while purchasing that shows what mechs you already own while purchasing.
2) What do you like least about the UI 2.0 Preview?
I don't like the way configuring a mech works. Its not as intuitive as the UI1.0 or whatever is currently in the release. I think a skeleton approach like the current UI is more functional than the drop down menu. Perhaps make both work as I prefer drag and drop and it took a bit to figure out how to configure a mech. I think the mech you are tinkering on should be front and center in mechlab and it should have select-able parts.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
I like the fit and finish, it feels more polished
4) Any new issues encountered?
I don't know if they were new issues, so nothing to report on this.
5) Any other comments or concerns?
Overall I like the direction mechlab is heading, I just hope the mech is the main focus of mechlab because this is Battletech and it's all about mechs. Current feel doesn't make the mech feel like the star. I want to interact with the mech, pull parts, put them back, auto strip, auto adjust armor levels. I want to run the mouse over mech and interact with it.
Overall I think this preview is a great step! Thank you!
#149
Posted 29 October 2013 - 04:38 PM
Background music; not too loud and not too distracting but pleasant
Overlay looks ascetically better
Rotation system for looking at Mech
Graphical information displayed when looking at Mechs.
2) What do you like least about the UI 2.0 Preview?
Still really really hard to do load outs for Mechs. This version seems to be way more difficult then the past system. (probably because from switching left side actions to right side actions on the screen)
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
The information provided for Mechs is helpful (angle diagrams, etc when hovering over Mechs)
4) Any new issues encountered?
One time while unlocking skill tree for a Mech it showed the GXP symbol, the rest of the times it assumed it was GXP?
On Battlemaster, after selecting weapon groups I switched to load out and the client shutoff. Didn't happen again.
Compare Function not working?
The different ways of overlaying the Mechs (the square or line symbol underneath filter) isn't added yet?
5) Any other comments or concerns?
Both are very clunky. Neither system is very good at doing load out changes.
Instead of acceleration at different speeds, use velocity/time graphs as those make a lot more sense for kinematic evaluation (from 0 to Vmax or from Vmax to 0)
Bigger spacing between pitch speed/ yaw speed for arms and stuff (the numbers get really close to each other.
Bounding the limits better for the pitch and yaw graphs?
Diamond graph when looking at mechs: the maximum damage is too high, it’s difficult to notice much difference between ‘Mechs. (perhaps set a value for each 'Mech weight class). For instance the armor maximum changes for each Mech but the damage at maximum is at 250 for each. Seems a little excessive.
When looking at Mechs, stick the Mechs together, so all hunchbacks (etc.) are next to each other in the MechBay (doesn't even work when looking at just Mediums.
Needs a "Remove All" button (for all Components, weapons, armor, etc.)
Needs “Tabbing” to switch from username to password on login screen
Needs a cancel button when you are searching for a match
Needs the ability to rename Mechs after already having them (is included for new Mechs but not previous old ones)
-------------------------------------
Solid work so far.
#150
Posted 29 October 2013 - 04:39 PM
I need to be able to see the entire armor distribution for all locations all at once.
Click the LT to adjust armor, and then go back to the RT to look to see how much armor I have to go back to the LT to be sure it matches up will get VERY old VERY QUICK.
Considering you'll most likely repeat the process with both legs and both arms.
Also consider switching the buy menu and the adjustment menu.
Example you want the players mouse to travel as little as possible when adjusting and creating mechs and parts they already own. But if you have to buy something new then they should have to go to the far right side of the screen to grab something from there.
I'll try and get you a mock up here in a bit.
#151
Posted 29 October 2013 - 04:40 PM
Niko 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.
2) What do you like least about the UI 2.0 Preview?
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
4) Any new issues encountered?
5) Any other comments or concerns?
N.B. Please make sure to get your feedback in before 18:30 PDT. This will leave a half an hour after the preview ends to submit your feedback.
1) The general look, the sounds/music, fullscreen (thank you), the crisp and neat/simpleness of the UI.
2) The amount of things that need to be clicked. There is no "up-front" info. Please include some common information up front to the user before needing to click to find out more. It will help the functionality of the UI.
3) Organization, tidy, fullscreen, detailed tooltips.
4) Nothing major that I could pick out, except that one issue might be selecting one different mech after another, my RAM usage increased by about 1 gb. However, after a little while it slowly dipped down.
5) Comments and concerns? See the following. I have 3 pages of notes that I will try to condense down. Bear with me. This is my feedback, suggestions, nit-picks, concerns, comments, and everything all in one go:
Running at Fullscreen 1680x1050
MECHLAB
Suggestion/Feedback:
- NP Hovering over an item in the most right two rows brings up the tooltip that covers those items. You cannot select any items behind the tooltip without moving the cursor out of the tooltip, then back again. Make the tooltip appear somewhere else other than over top of the items. (bottom of screen? See decreasing size of inventory box)
- Decrease overall size of inventory box, and place weapon/equipment tool tips horizontally at the bottom.
- Increase size of "Equipped", "Armor", "Mech info" and like tooltips
- Armor adjusting section needs improvements to the overall layout, text size, and how information is displayed. It's very cramped, buttons are small.
- Add a 'Remove' button on item icons in the inventory list if that same weapon is equipped on the mech. (see Figure 1)
- Add double-clicking on an equipped item to remove it from the mech.
- Add Hardpoint icons to Left side buttons (see Figure 1)
- Add a "New" label over recently purchased mechs, clear label when clicked on.
- BAP is offered as an equipable item for the head, but takes up two slots.
WEAPON GROUPS:
Suggestion/Feedback:
- Set groups on mouse "Press", not "Release". I click, move my mouse and then let go. Setting weapon groups quickly and easily is sometimes a bother when you mis-click a weapon group, You need to keep your mouse over the number for the entire "press and release" click of the mouse. Not sure if this is an option. The entire interface is programed this way. Might be good to look into.
- Rearrange the Weapon Groups layout - The content feels as if it is "floating" in space. Perhaps adjust the controls to above the weapon group box. Align the tooltip and boxes and controls to balance the visual.
- Increase size of Weapon Tooltips.
- Change colour for selected weapon groups to orange, not dark blue! (it's very hard to see)
SETTINGS:
Suggestion/Feedback:
- Add "Start in fullscreen" option (log in screen)
- "ESC" doesn't exit back to the previous screen, or close the Settings window.
MECHBAYS:
Suggestion/Feedback:
- Add a the "loading" overlay (eg, the one for searching for a match) for pending payments (buying a mech/mech bay).
- Trial mech tooltip does not appear when mouse is hovering over the location where the "Configure" button would normally be on Owned mechs.
Suggestion/Feedback:
- Add "Start in fullscreen" option (log in screen)
- Clicking the grey bars should expand or collapse the chassis.
- Add "Expand All" and "Collapse All" buttons.
- Show the progress remaining on mech icons (aiming for that up-front information before clicking to find out)
- When one mech is expanded in one weight group (eg, 3rd on down in the Lights), clicking on the Heavy weight group will show the 3rd mech down expanded. Clicking on All will also show the 3rd one down expanded. Should auto collapse when switching groups.
- Random crashing after doing work in the mechlab/configuring mechs.
Figure 1:
(note the Remove button for already equipped items. Note the addition of icons in the Loadout buttons for "Up-front" info.)
#152
Posted 29 October 2013 - 04:41 PM
*Looks cleaner.
*Sorting mechs is good.
*Weapons group are nifty.
*Full screen.
2)
*That clicking noise every time I mouse over something is obnoxious.
*Text is way too small on on menus and just about everything else. Have to squint at the screen to see them and find what I am after.
*Why not display all of the mech's body parts at once? I have to click on each component one by one to even see what the mech is equipped with.
*The art icons for items is neat but they over power the name of the item. This is especially annoying for engines.
*Mech stats at the bottom of the screen are too small and out of the way. The overall mech building process has me looking and squinting all over the screen to see what I am doing.
3)
Seems like it may be better some day, but today is not that day.
#153
Posted 29 October 2013 - 04:48 PM
1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
Full screen!
Ability to access mechs by weight class
Ability to show owned mechs
2) What do you like least about the UI 2.0 Preview?
Stability and lack of features (duh)
Having to select which part of the mech I am working on from the left side, then do the actual work on the right side.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Full screen!!! Looks richer in information. Much better mech handling - I have too many mechs for the previous UI
4) Any new issues encountered?
Changed the lrm 20 on the founders atlas to an lrm 15. Mech launched without the lrm launcher. Went back to mech lab, and the lrm 15 was listed (with ammo!)
5) Any other comments or concerns?
Copy functionality from smurfy, add beautiful art from PGI artist. Profit!
#154
Posted 29 October 2013 - 04:48 PM
1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
I like that it feels more integrated. Very much liked the tutorial. Please tell me there will be a light AI fight as a follow up to the first tutorial. I think this will go a long way for new players. I would almost suggest having something like the MW4 tutorial mission with someone scruffy sounding. Background music was a nice change. Also, starting in Full Screen is kinda nice too. The look is definitely more polished looking.
2) What do you like least about the UI 2.0 Preview?
Please change the sound effect for changing, it was wicked annoying. Would like to see more integration like having the stats be part of UI2.0 instead of going to the webpage.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
It looks promising and does look a lot better but until I see store integration and the rest of it, I'll hold judgement.
4) Any new issues encountered?
Did not see a way to switch things like artemis and single/dbl heatsinks. Didn't see that as something that wasn't working. Not sure if this was supposed to be in the preview or not. Could not buy a new mech, kept giving me an error. Also had the crash screen after I went flipped back and forth between all the tabs. Home tab also disappeared while in mech lab. The skill tab was there and I could go back and forth but had to logout to get home button back.
5) Any other comments or concerns?
Keep it up! Get this out the door along with the other stuff ASAP!
Edited by Brockobi Samsobi, 29 October 2013 - 04:51 PM.
#155
Posted 29 October 2013 - 04:50 PM
1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
I like that there is an attempt to have the interface operate in the same "space"--different sections of the interface play by similar rules as opposed to having unique rules for each section. There is one exception: the mech loadout interface--more on that below.
I like that the interface tries to present more detailed information about the mechs and equipment.
2) What do you like least about the UI 2.0 Preview?
If I had one aspect to point at and say: "This. We do not release UI 2.0 until we rework this from scratch," it would how outfitting mechs works. I was concerned watching some of the sneak peek videos and mockups but I definitely wanted to wait and see for myself.
I'm sorry, I know someone worked very hard on this but it's really a move down a bad path.
I strongly feel that the most intuitive way to present this information is using some sort of paper doll--to let the user interact with the mech as a virtual object. UI 1.1 didn't perfectly deliver this, but I think it is clear what is going on when you use it. In 1.1 the user sees some critical overview information first, on the left. Then they have a 3d model they can interact with--picking out different sections. Then they see what's in each section, then last of all they see the goodies pile. The user is presented with information in a pretty reasonable order.
In 2.0, it's kinda all over the place. The first decision the user is asked to make is to pick a body part, then they see a bunch of gear, and then a bunch of "stuff" to the right. I don't think a user will connect that the box in the middle of the right represents items contained in the body part they picked on the left. It especially doesn't help that the right is so chock full of stuff without clear differentiation in what goes with what.
There are three big bounds that are put on mech outfitting: Total Mass (which 2.0 hides amongst other stuff at the bottom right), Weapon Hard Points (which are spelled out in 1.1 but which are shown as some icon/color thing in 2.0--I knew what it was trying to represent and it still took a while to comprehend) and Hard Point Slots (which as I mentioned are visually dissociated from the section of the mech the user picked and which appear in a bunch of other busy data). 2.0 spreads these critical bounds in various parts of the interface in a way that the user is not going to have any idea of why things aren't working when they start trying to add items.
I could keep beating this to death but I really think the whole mech outfitting section needs to be scrapped and reworked.
This is how I would approach it:
1. Accept that you are going to break the menus-from-the-left paradigm for this one area for usability concerns.
2. On entry into the mech outfitting interface, shift the camera focus to move the mech from the right to the near the left of the screen.
3. To the left of the model, list the critical mech data, including mass, slot usage and hardpoint usage. Basically provide what 1.1 does with a few tweaks. Above this is a good place to put buttons to switch from equipment, module, camo, and armor "modes"--essentially the user interacts with each of these on separate layers.
4. Make the 3d model a point of interaction. User selects sections by clicking the mech itself--you'll need to add visual indicators to show the mech is now clickable--I'd suggest a box over each section with the section name plus a summary of it's contents/weapon hardpoints. Click the box and it expands to show the user a detailed view of the sections, similar to the window to the right of the 3d mech in 1.1.
5. Float the equipment interface to the right of the mech--break things into tabs for simplicity
6. Move the "checkout" button to the bottom right--visual flow puts that at the end as it should be.
I'm going a little crosseyed from writing--I'll add more tomorrow if the thread is still unlocked.
I really do want to see UI 2.0 and I really want the game to be as awesome as possible--I'm sorry for the negativity but I have to be honest in the hope that the UI is as usable and accessible as possible.
Edited by Gauvan, 29 October 2013 - 04:59 PM.
#156
Posted 29 October 2013 - 04:51 PM
the ambient background music and the colour scheme.
the ability to see the mech statistics like torso angle.
2) What do you like least about the UI 2.0 Preview?
so many functions in the old mechlab of ui1.5 now require more clicks to perform
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
in function, no way whatsoever.
it does look cooler (both in design, and colour choice)
4) Any new issues encountered?
went from assault mech skill selection to mechlab (to check a mech variant name) and came back to skills. now the assault skill list displays 5 mechs of 6, and has a scroll bar on the side (which it didn't a minute ago), instead of using the other 80% of the screen available. continues to use the same 20% of the screen even when variant list opens. ...and now the sound went funny. guessing this is a bug. going back to mechlab fixed the sound. tried again with the same result.
throttle decay checkbox in options is missing.
5) Any other comments or concerns?
sound that triggers when mousing over a selection too long.
it also triggers multiple times with a tablet.
buying a bunch of pilot skills at one time resulted in an unpleasant cacophony to me and several people near my speakers.
configuring a mech in the mechlab display has the locations on the far left, parst on the slight left, and the mech on the right, far away from the mech locations. why not have the mech and slots near the mech location selector. looking back and forth across the screen causes a disconnect of thought.
text for the actual name of an item (LRM 5, etc) seems far too small and hard to see above the large picture
tonnage should be displayed near the top, and with far greater importance on the loadout panel than its current place burried at the bottom between heat efficiency and jump distance.
this is the most important indicator in the mechlab, and it's burried, and hard to see.
no mech select shortcut on the home page? that makes me sad.
I realize it displays the model of whatever mech is selected, but no name.
so if you have 3 of a mech, and they're all the same colour, you won't know which one you've got.
no throttle style change in options (check name)
the esc menu in game has an option to leave the match, or the game, go to options, but not to resume match. (I realize this is the same as ui1.5, but why continue with a lack of a necessary button)
when changing locations, could you save the item type selection as you move across, instead of resetting, if that item type is available? (moving from left torso to right torso, installing heat sinks, and it resets to energy, which is the top selection). this seems like adding an extra step for no reason during use.
seperating the armor out by location and having to switch between each one to change it seems arduous. why intentionally change the design to add far more clicks to do the same job? especially when it only displays the armor for the current location. it now forces the user to remember the armor in other locations being changed instead of displaying all locations like the old system.
can we get an armor symmetry option? so changing the armor on a left or right side changes the other to the same amount?
can we get an option when changing armor to see how many points of armor are free to use till the next ton/half ton?
multiple prompts to unsure the user wants to buy each ton of armor are annoying, and feel very unneccesary.
is the button labeled 'checkout' the save button? becuase it doesn't say save there, but goes to a save prompt when clicked.
what about 'checkout and save', or a button that says 'save' when there's nothing to checkout. a reset to last saved configuration button would also be useful.
what about this:
view
checkout and save (or save if no items are being purchased)
cancel
reset
in the skills tab, clicking on the mech name or bar doesn't open the variant list, only the tiny button on the side. why?
why would you limit it to just that tiny side button? it's really informative that it lights up and turns downward when the variant selection opens up below, but it shouldn't be the whole selection area of the button. the button should be the whole bar, or at least the name in the bar.
in the mech statistics display, it seperates upgrade toggles into 2 areas (endo steel and ff in a text list, while ecm and artemis are in checkboxes). why make this 2 lists? why not have just one, and have it be clearer. this system does not also accomodate listing the number of ams hardpoints if a mech has ams.
cataphract in tutorial mode's bottom monitor displays 0/0 heat sinks.
Edited by confracto, 29 October 2013 - 04:52 PM.
#157
Posted 29 October 2013 - 04:51 PM
2)
* Why can't I see what is equipped on mech? Current UI allows me to allow "this jenner has 4ML and a Xl300". This new UI I have to click through each location and count in my head? Nowhere is there a screen that shows the mech! Main mech tells me what the mech "could be" but not current config...go to config menu and you have to click each location. Terrible!
* Why do I see a full screen of engine pictures? Who cares! Just let me pick a drop down list of the engine I want.
* Where is endo and FF and DHS selection?
* Current UI is fine...nice and compact. This thing spreads out all the info all over the place
* Pilot tree for mechs I don't own? Why?
* Was pilot tree XP or GXP? I could not tell. I think it was GXP forced purchase?
* Default MC purchase. Hard to tell what you are buying for what.
* NO idea why this is foundational for lobbies or CW!
* Tons of crashes to desktop just for clicking on an item
* No idea how to exit
* No idea how to set options...I wanted to turn off that damn background music and could not find out where.
* Click configure mech and left with essentially a blank screen...would be good place for summary of loadout but you then need to drill deeper to configure the mech section by section? Just weird.
3)
Full screen is only improvement I see from current UI.
Edited by Chemie, 29 October 2013 - 05:07 PM.
#158
Posted 29 October 2013 - 04:52 PM
Edited by StalaggtIKE, 29 October 2013 - 05:01 PM.
#159
Posted 29 October 2013 - 04:54 PM
Quote
- Better organization.
- Much better response time during navigation and loading.
- Cannot stress how much better operation speed is.
- Mech loadout is better organized, flows from left to right, from beginning to end of a customization option.
- Loadout location (left side) is well organized and more efficient, only displaying relative categories and specific gear.
- Loadout mech information (far right) is well organized and more efficient, but needs minor work (will address in next quesiton).
- Loadout location (left side) is well organized and more efficient, only displaying relative categories and specific gear.
Quote
- "Logout" and "Settings" buttons should not be separate from main navigation and should be relocated to the top of the user interface.
- Selecting to configure a mech dumps the user into a useless screen with two options. It might work better if the user was dumped into the first of the available options, in this case loadout, as it is most like what a user would be doing when selecting to configure a map. Cut out the extra navigation.
- Loadout mech customization (middle), where the user chooses equipment, is too "busy" and combined with the dense informative nature of the left and right panes, creates a cluttered and overwhelming feel. It might be the rest colour of invalid items, perhaps tone the amount of red use to convey the invalid message down a bit. Although I did notice an icon that suggests users will be able to change display format in the information pain.
- Loadout mech customization right, where the user can add equipment and get detailed information is good, but some of the text needs to be slightly larger.
- The "slot" area where users add equipment needs to stand-out more. It looks flat and not interactive.
- Skill Trees: The entire bar, and not just the arrow at the right, needs to be selectable when accessing a specific mech tree.
- After selecting a specific mech tree, the basic, elite and master tiers need to populate on the far left with specific skills populating the middle navigation pain. Current organization is terrible and annoying to navigate.
Quote
- Faster, cleaner and for the most part more organized than the previous UI. This will be important for future navigation as more content is added.
Quote
- Interface will slow down and hang for up to 10 seconds when changing some video settings.
- Interface sometimes crashes when changing tabs.
- Changing resolution changes window size.
Quote
For the most part this seems like a really great upgrade to the existing user interface, with the exception of the concerns I already listed. Those need to be addressed or you'll be creating a problem instead of solving it. On another note I don't think full screen mode is good, but that's just preference. I like have my little MWO window where I can poke at my mechs when I have ideas while doing other things. Full screen takes that away. Although I guess there are some people that want it.
#160
Posted 29 October 2013 - 04:59 PM
* The looks.
* Much more information about mechs.
2) What do you like least about the UI 2.0 Preview?
* Mechlab. It became even more inconvenient.
* lots of clicks required to do anything
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
* In almost every way except for mechlab. As some people already suggested, don't reinvent the wheel: copy mechlab interface from smurfy's mechlab or mechromancer.
4) Any new issues encountered?
* "Home" button sometimes disappear (it reappears on mouse hover over the place where it should be)
* Throttle decay called "Torso lock" in settings menu, while "Throttle decay" option is not present.
* Map list in "Testing Grounds" menu works incorrectly: map names there do not match the maps that are actually loaded (The most funny moment was when it loaded Terra Therma instead of Alpine Peaks).
* Saved mech loadouts are sometimes loaded incorrectly (some of installed weapons don't appear in game)
5) Any other comments or concerns?
* I really hope you are not planning to remove throttle decay from the game.
* Test times are extremely inconvenient for european players.
* We absolutely need to be able to use windowed mode for the UI and fullscreen mode for the game.
Edited by Sharp Spikes, 29 October 2013 - 05:07 PM.
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