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Public Test - Ui 2.0 Preview Survey
#81
Posted 29 October 2013 - 11:22 AM
Colors and art is a bit better than before. Mech view is nice to have. Weapon groupings work.
2) What do you like least about the UI 2.0 Preview?
The usability of the mechlab. It's very clunky and cumbersome. Here are some pointers that I didn't like:
No strip all button
Double click doesn't add or remove items from mech.
Mechlab has useful info hidden;
-No info on remaining critical slots.
-Customization only one section at a time, no general paperdoll view.
-Pictures of items are duplicates and the text is too small, eg. difficult to differentiate between engines, different lasers etc.
-No information on how many missile tubes are there for the launcers
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Hard to say. Owned mech list is better I guess.
4) Any new issues encountered?
Cannot run game in full screen and launcher in windowed
Pilot skill upgrades with Mech XP aren't available
Pressing esc while in options ingame turns off gameplay overlay but leaves the menus in view
5) Any other comments or concerns?
Hope your development on this UI speeds up... This still looks like a pre alpha build after almost a year of development.
#82
Posted 29 October 2013 - 11:23 AM
Fullscreen mode.
Larger mech selection box.
Weapon group editing.
2) What do you like least about the UI 2.0 Preview?
The mechlab.
The skills trees.
Too much clickling.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Fullscreen mode.
Mech selection.
Weapon group editing.
4) Any new issues encountered?
Crashing to desktop when clicking a menu.
5) Any other comments or concerns
The armor editing box is an unintuitive mess.
The eye is drawn to the maximums, rather than real values in item tooltips. This should be reversed.
Players have been asking for a proper paper doll mechlab. Like the tools we use outside the game. Like every mechwarrior game has ever had. It is so much more usable and readable. Please give us one.
#83
Posted 29 October 2013 - 11:23 AM
The general view of Mechs is much better but I’m still missing a tool where I can choose a group of selected Mechs like Light, Medium… “Selected”.
I like the music.
2) What do you like least about the UI 2.0 Preview?
The sounds if moving mouse above a button. The type size from Mechbays, MC, CB and the Mechstats(Speed, Structure…). Bad handling of loadout changes, the ways for the mouse are too long, the ways in UI1.5 are better.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Organisation of Mechs.
4) Any new issues encountered?
I can’t skill at least the JR-7K, VTR-9S, CTF-IM and CTLP-A1 I got a crash to Desktop if I try to open their menu for skilling.
The Banners for skills are wrong? No skills and the Basic banner is shown, Basic full Elite banner is shown, full Elite Master is shown and if Master full no banner.
If change the loadout of a mech you didn’t get asked if you are shure to leave without saving if you push back.
The button for settings is not shown right in windowmode its to low to be at the display.
5) Any other comments or concerns?
The Mechlab in UI1.5 is in my eyes better you got a much better overview of what you are doing with the focus on the Mech and not on the item.
#84
Posted 29 October 2013 - 11:28 AM
very frustrating unsmoothed mech model rotation movement - it "jumps" while rotated
mech and hangar looking very bloored - hard for eyes
as was already said, after 3 minuted i wanted to go off the fullscreen for the ability to make less right-left-right movements for every operation
VERY bad, unclear, unfriendly and time consuming loadout. Just make it like full mech map for view, It's totally anti0used feature to hide every but one location
enormously more clicking and moving needed comparable to with _not good_ UI1.5
big mech's are still occluded by item list and pocation loadouts - you will not see changed in the right side of the mech while you change equipment and weapons in them
color differentiated _installed_ equipment and weapons will be much easier to percept
only one real good point - mech in fullsreen much easier to see for color and loadout lab
#85
Posted 29 October 2013 - 11:29 AM
- fullscreen
- artwork
- performance increase in game (not related to the UI itself I guess)
- clearer fonts
2) What do you like least about the UI 2.0 Preview?
- the mech loadout customization:
- could be smarter in displaying only items that can be used (e.g. space requirements vs XL engines, ammo types vs equipped weapons)
- also it looked a little little like a webshop. it displayed lots of different engines side by side with the same icon, where these could be condensed into XLs and STDs and from there bring a dropdown menu or something similar
- I miss the chance to directly click on the 3D model to choose a component
- The breakdown into components with submenus for ammo/equip/etc was not easy to use; I suggest to remove the redundancy of showing ammo/equip etc for each component and instead doing something like drag & drop; I missed a screen that shows the whole loadout at once (as pointed out by others)
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
- performance
- background music
- fonts
- artwork
4) Any new issues encountered?
- when configuring weapon groups in game your left mouse button will always fire the group, that is currently highlighted in the group selection and not necessarily weapon group 1
- a prematch configured ER large laser and SRM4 (swap outs for original LL/SRM2) on a thunderbolt phoenix variant didn't transfer to the mechs loadout, when entering the testing grounds. launching for a second time resolved this.
- loading a map in the testing grounds results in launching a random map every time
- not a bug, but... the performance in the testing grounds is *vastly* superior to the current production version of MWO. I am getting about 20-30 FPS more (test version MWP 30-60 FPS, production version 10-30) - dont know to what extend this has to do wtih playign solo in testing grounds
- buying hero mechs too fast can result in overlaying "purchase successful" messages with "do you really wanna buy" messages
- changing the boar's head's loadout to 325std+AC20 (2 tons), 6 MLs and LRM10 resulted in only the LRM10 being displayed in the testing grounds. Loading the testing grounds a 2nd time and reassuring the loadout in the mechlab didn't help either.
5) Any other comments or concerns?
- the maximum mouse sensitivity is too low
- Can you rearrange the order of mechs in the mechlab? I didn't find out if you can. This is a much missed feature in the current production version of UI.
- Why is the log-in window not already fullscreen? I don't get the advantage here. For me windowed mode is not very appealing.
Edited by Autobot9000, 29 October 2013 - 11:39 AM.
#86
Posted 29 October 2013 - 11:35 AM
The ability to see the mechs skin art, full screen mode and cleaned up artwork for opening splash screens.
2) What do you like least about the UI 2.0 Preview?
The inability to drag to resize game in windowed mode, the backwards layout with the menu and save buttons on the extreme left, drop down menus for owned and unowned mechs where a tab would suffice, adding or subtracting armor is very confusing. Having to continually search for the save button on the left even when playing with windowed screen mode sizes. Couldn't seem to find the cancel transaction button. While everything was bigger (tiles for items) nothing is any more intuitive when building a mech.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
You can now easily see the mechs skin art! The startup splash screen artwork has finally been cleaned up. Full screen mode. Not much really.
4) Any new issues encountered?
Win7 program needs to be forced to shutdown from an error when trying to shutdown. I didnt see anything to determine what I launched into but hit launch once and had the game get stuck searching for a game. Being as this was in full screen mode I was able to alt tab out
I purchased a protector and simply playing with the armor on the center torso I got a pop-up saying I had to purchase an unowned item do I want to proceed. I really don't know what I needed to buy an extra plate of armor? Costs 44,375CB though. Couldn't find a way to cancel the transaction other than purchase to move forward.
5) Any other comments or concerns?
Everything feels weird having to go to the extreme left for the menu. At the same time it feels like the mech itself should take front and center and the menu should be on the extreme right.
Overuse of drop down menus where tabs should be used. Sorry I cannot see who this is supposed to be an easier layout for.
#87
Posted 29 October 2013 - 11:35 AM
The look and feel of the new ui is an improvement over the old one. Art design and presentation is good.
2.
When clicking into configure mech it should go right into the mech lab. Eliminate the extra option for weapon config and move it into the mech lab as a button.
The view button had no purpose that I could see.
There was no way to change the names of the mechs, wasn't in this build, or was not obvious. Suggest adding a change button on the selection screeen and in the mechlab.
The info screen for weapons and equipment should spawn to one side of the tile on mouse hover, so as not to obscure the tile.
Add double-clicking back in as a method of equiping and unquiping items and weapons.
Add an option to turn off the music and sound effects in the mechbay.
3.
The Home text in the button at the top would sometimes disapear.
Could not load into the testing grounds with the Protector mech selected.
#88
Posted 29 October 2013 - 11:41 AM
I like the big turnable mech. Wish you could zoom in and out.
I love the info like pitch/yaw, weapons/damage charts.
2) What do you like least about the UI 2.0 Preview?
All the fine print. Some of the information is so tiny, I have to move closer to the screen to read.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
More info available about the turn/twist/pitch/yaw rates. If there is a way implimented to have a 'ready' and 'mothballed' list, that would be great. I already have a ton of mechs I don't use rotting in the mechbays, and would prefer not to have to search to find the ones I actually use.
4) Any new issues encountered?
After saving a mech and dropping into the tutorial, none of the weapons or ammo I purchased loads into the game. Only after I set the weapons groups in the mechlab do they appear "in game." (Not only do they not appear, I can't shoot them if I wanted to.)
5) Any other comments or concerns?
Several
1. There are no shortuct buttons, like strip mech, max or remove all armor.
2. Hardpoints and/or equipment isn't color coded. You have to look very closely to see what's equipped on a mech. Example: (nm, can't figure out how to cut/paste images in here)
3. When looking at engines - or other gear - I have to squint really hard to see if I own the gear or not already.
4. Tonnage isn't displaying on equipment, so, for example, when looking for an engine of a certain weight to fit into a mech, I can't search by tonnage. I guess I could click each piece of equipment, squint real hard, and I'll find the tonnage in the description.
5. When in Windowed mode, the settings and log out buttons are covered up by the default (windows 7) menu bar. For example, the settings is underneath the clock/calander, and I can't click it to change it back to full windowed/fullscreen without restarting the game.
6. Information on new mechs/purchasing a new mech is lacking. There is no way to know, for example, when buying a DDC that it can sport ECM. Considering that ECM is the number one most broken piece of gear in the game, I'd want to know what mechs take it so I know which ones to buy!
7. Mechs in the store are sorted by alphabetical order, not tonnage. Tonnage means something in the game, alphabetical order does not.
Suggested Features.
1. An 'ARE YOU REALLY, REALLY SURE?' popup box when purchasing stuff with MC or GXP. This will save a LOT of grief for the players AND requests for refunds from mistaken purchases. Seriously, do this, please. I've done this in multiple games, and it's mostly because there was no "WHOA THERE!" popup.
OVERALL IMPRESSIONS:
So far, building up/modifying a mech seems far more clunky and less intuitive than the current mechlab. I would much rather see something like:
http://i.imgur.com/m9YIpym.jpg
And please, PLEASE increase the font size. It's currently worse than an English newspaper.
#89
Posted 29 October 2013 - 11:45 AM
AMD Phenom 9850 @ 2.50 GHz
8 GB RAM
GeForce 260 GTX set to a resolution of 1680 x 1080
1) What do you like?
I liked the large 'Mech picture on the right side. Very uncluttered view of the 'Mech.
2) What do you like least?
The "bang" noise when something is selected is annoying. Could there be something to turn it off or select a new sound?
The mech information bars in the lower right section is too small. Hard to read and determine mech weight when selecting components.
3) How is it superior?
Better imagery of the weapons available to a section of the 'Mech.
4) Possible New Issues?
There is a possible Issue with weapon loadouts when in Testing Grounds
Did not see a way to upgrade Structure, Armor, Heat Sinks, or add Artemis in the Mechlab.
After mastering the Locusts, there is a grey box in the upper right corner of the selection window for each mech. Are the rank wings supposed to go there? I so, I could not see them.
5) Other comments/concerns?
Long "All" drop-down list of mechs to choose from in the Skills section is difficult to read through. (I TL;DRed)
With regards to the skills selection menu. Could there be a drop down selector on the left as well as the right?
In some ways, I prefer UI 1.5 for ease of use. In particular, the long list of 'Mechs in the skills section was quite cumbersome.
Edited to add: I wanted to add support to Peiper's image of how the 'Mech details should look. That would be an awesome view and much easier to discover that I put SSRM ammo on a 'Mech with LRMs
Edited by Heketon, 29 October 2013 - 11:53 AM.
#90
Posted 29 October 2013 - 11:47 AM
Well the technical background is supposedly now ok and it does utilize the entire screen.
2) What do you like least about the UI 2.0 Preview?
Crashes of course, but those were to be expected. Otherwise the layout still isn't ver informative, see later image comparisons. My resolution is somewhat eccentric and creates some issues, but especially the 'mech loadout modification should be much more informative (see images later).
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Well it does look nicer and screen is utilized better. 'Mech configuration has some improvements like the easier armor setting, but could still use work.
4) Any new issues encountered?
Mostly just the old ones.
5) Any other comments or concerns?
On my rather wide screen setup the UI looks and acts a bit odd.
Here are two images of a 'mech configuration facility. One kind of looks nicer, but the other one is massively more usable, because all the relevant information fits a single screen (with third of the screen size).
![Posted Image](http://img15.imageshack.us/img15/1787/bkia.jpg)
![Posted Image](http://img194.imageshack.us/img194/7963/9g6q.png)
#91
Posted 29 October 2013 - 11:49 AM
1) What is it that you like about the UI 2.0 Preview?
-New separation of mechs in the mech bey , looking forward to the organization tab working.
-The info about the mech like turn rate and FoF arcs.
-FULLSCREEN
2) What do you like least about the UI 2.0 Preview?
-Skill tree list looked a bit cluted.
-Having the ability to remove equipment by right clicking or double clicking it.
-Graph info was vague for weapons, who ever did it needs to go back to 5 grade and learn how to graph information. (more x,y values.)
-Everytime I added a new component to a mech I got a confirmation popup. It was annoying and time consuming. Please either add a checkmark in the options to disable it or add a list of purchased items when hitting the checkout button as a confirmation.
-In game statistics are needed
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
-Better visuals.
-FULLSCREEN
-Easier to find your mech.
4) Any new issues encountered?
-Mechlab auto buys equipment if you hit back.
5) Any other comments or concerns?
Keep up the good work , but you really have to look at your competition when it comes to this type of games . Look at WoT or War Thunder. Theres a lot of lessons to learn from there. You guys need to be more ambitious. Could have even generated some more income via 3D printing your in game models and selling them , hint hint
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/tongue.png)
#92
Posted 29 October 2013 - 11:51 AM
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 like the overall appearance the most.
Sounds and lighting have added to the atmosphere.
Quote
I figure you already know that it takes too many clicks to get around. That's the biggest problem. It would be nice if we could still click on the 'mechs in MechLab to select those components. Or, barring that, if we could see a return of the paperdoll.
Quote
It's definitely prettier and I can see where there are branches for more convenience to be added, but they don't appear to be in yet.
Quote
I ran into an issue after I'd change a loadout. The 'mech's model wouldn't change if the gun was shown externally and the weapon wouldn't be useable in combat. I was able to get the problem consistently on Dragons by swapping ACs and MLs, if that helps.
Quote
Thanks for letting us test this out. I look forward to more previews in the future!
#93
Posted 29 October 2013 - 11:52 AM
I like that it is full screen. That is about it.
2) What do you like least about the UI 2.0 Preview?
The mechlab is horrible. It is very inefficiently organised and frustrating to use. As others have said, we need a mechlab like the one displayed here. Please just copy the functionality of this 3rd party mechlab.
![Posted Image](http://i.imgur.com/m9YIpym.jpg)
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
There is lots of extra information displayed for weapons and mechs, which is great. However you need to find a way to display this information without compromising the mechlab as you have in this build.
Also, music!
4) Any new issues encountered?
No.
5) Any other comments or concerns?
You need to ensure that all mech loadout customisation can be performed on one screen. Otherwise things become an absolute pain.
Edited by MegaZordTrololo, 29 October 2013 - 11:52 AM.
#94
Posted 29 October 2013 - 11:54 AM
a. I like the back ground music while in the UI.
b. Art is great.
c. I like the Full screen for mech lab, but "windowed" is nice if using smurfy.
2) What do you like least about the UI 2.0 Preview?
a. Word sizes should be a bit bigger, most are hard to see.
b. Could not figure out how to change endo steel, ferro-fiberous, double heat sinks, etc.
c. No legend on color code for hard points, I got the symbols next to them, but colors not consistant. Balistic and energy seemed like same color (light brown or orange) on atlas, missiles were green.
d. How to change camo spec, cockpit, etc.
e. Need engine speeds with other "at a glance" info, just like in smurfy.
f. could not find "Social" button.
g. It would be nice to know the total ammo count while changing your mech, just like in smurfy.
h. Not sure what the "View" button does while working in mech lab.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
a. I like how I can see most/all mech bays in one screen, having to scroll thru 50+ mech bays was a pain.
4) Any new issues encountered?
a. If you make changes, then decide you don't like it and want to cancel out .... no "cancel" button (at leaset I couldn't find it).
b. After making changes to atlas clicked on checkout, started saving .... then hung there. I had to force client to close after about 4 minutes of waiting. Seemed to save changes ok for hunchback.
c. Couldn't get hunchback to launch (yes I know the games not ready) after making changes, but I could launch a jenner and could launch tutorials.
d. No Setting for "throttle decay", I just like hitting "W" to get to max and stay there til I want to stop.
e. When I tried to exit game properly it Hung my system, could not <alt><tab> to anything or force "Task Mgr" to start, had to hit the Power Button.
5) Any other comments or concerns?
a. Not bad for the first time.
#95
Posted 29 October 2013 - 11:57 AM
The clicking/moving sounds are nice, but i think its get annoying after some time.
The fonts are far too small on a resulution 1920x1080 on 24" monitor.
Hard also to how many tons left during build.
Menu structure is confusing and i dont think that new players can use it much better than the existing gui.
Pilot Tree skills crashed the client after i've upgraded the 4th skill.
Sorry, but i think this should be reworked before release.
Only pro right now for me:
I can see all my mechs now and use a filter.
Edited by Crashingmail, 29 October 2013 - 11:58 AM.
#96
Posted 29 October 2013 - 11:58 AM
Ref:
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?
1.
-Display now stretch's across 3 screens, good.
-Items large and clear
-Locating a specific Mech easier, display of all owned on one screen much better.
2.
-Component items too large when spanned across 3 monitors
-Screen filled with red barred components/items, could be size reduced, enlarged on mouse over.
-The "ding" sound of the mouse over should have a volume setting slide.
-Right bottom table of main Mech lab cuts into the center/right monitor edges.
-entire right monitor is unused in Mech Lab (nothing but the "settings" tab displayed there)
note: display at 4800x900
-Some components not avail for selection. (Dbl Heat-sinks)
-No modules seen for selection or testing.
3.
-Weapon group setting's available.
-Increased resolution.
-More info available on items and components.
-All Mech's seen on one screen. (sorting options not avail. or tried.)
-Compare option avail. but not tried.
-Full screen
4.
-Rotating Mech in Mech lab is not smooth. (is zoom in on Mech possible?)
-Training grounds selections do not match the map entered.
-After selection of new items for mech and purchase, Crash possible.
-Some keys not appearing to work in training grounds. (open weapon bay doors - /)
-single heat-sinks may not be working correctly, rapid overheat on some weapons.
-Mech Lab, Mech image is cut into by selection window. (any option to move Mech right more?)
note: with 3 monitors, nothing is displayed in right view, could have option to slide image of Mech in the bay to right for multi monitor set-ups.
5.
-All interactive items and screens appear to be "left justified" to the multi-monitor set-ups. Any options to "center" or select which areas the selectable pages, tabs, items appear in? Similar to some games where you can move your displayed items around, as well as change the size. (image box)
-Some displayed windows appear small with right slider to scroll down while remainder of window is unused, expand the selected area if room on page.
(Some areas of displayed info cut into items being viewed, ie; only half of mech seen and requirement to scroll down.)
-Still no activity happening in the Mech bay, Tech's and mechanics needed doing what they do, or just wandering between work stations. Operating machines in the background.
Thank you for the UI2.0 testing and getting it in while still in Oct time frame.
9erRed
Edited by 9erRed, 29 October 2013 - 12:13 PM.
#97
Posted 29 October 2013 - 12:02 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?
1)-The compare feature (when in place) is what I am looking forward to most.
-Currently, the addition of movement ratios I find very welcome.
-Background music in mechlab is a nice touch.
-Weps grouping screen is handy.
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
2)-When browsing, I cannot see types of hardpoints on individual mechs until I choose a mech and select the various point on the torso/arms.
-No throttle decay on/off option in settings.
3)-More information available onscreen when browsing mechs.
-More information onscreen for SELECTED weapon (effective ranges/damage falloff)
4) -Bought a Jagermech JM6-S, equipped it with 4xAc/5 & 4xM/Las. All showed in weps grouping screen, but only 1xAc/5 showed in weps panel (bottom right) in testing grounds. (4 were visible from cockpit yet only 1 fired).
5)-Weapons grouping screen : No option to set weapon groups to fire linked / chain fire.
Edited by C J Sparrow, 29 October 2013 - 12:04 PM.
#98
Posted 29 October 2013 - 12:04 PM
- music / sounds
- the artistic style is great
- full screen 1080p (!)
- overall feeling is "better quality"
2) What do you like least about the UI 2.0 Preview?
- currently limited functions
- bugs / glitches (captain obvious)
- some parts are not practical nor pleasant to use, in other words, user experience could be better and smoother
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
- in almost every way; that is after all is done and implemented, and fixed
- 1080p full screen (!!!)
4) Any new issues encountered?
- after unlocking a skill, mouse scroll doesnt seem to work on that skill page.
- I couldn't find a way to configure the mech. Like upgrading structure, heatsinks and armor. Either Im blind as a bat, it doesnt exist, or its done so poorly that even an experienced gamer looking for it cant find it X(
- view purchases (next to check out) didnt work for me in loadout screen
- I couldnt find a way to purchase a mech
5) Any other comments or concerns?
- clicking the mech's name tile in skills wont open the mech list. It requires you to click on the very small arrow on the right side of the tile (I feel this is an issue, user experience reduction, extremely annoying).
- in settings, for example while setting a mouse sensitivity, clicking on the section of the bar wont change the setting. Requires dragging the button itself (user experience reduction).
- double clicking item in loadout configuration wont move it. As this is a well accepted and used feature in current UI, I feel it should be in UI 2.0 as well. You really should not take basic features like this away from an upgrade (huge user experience reduction).
- I feel that implementing a same kind of a loadout interface that we have in the current UI with mech parts being clickable in the mech preview "dummy" is a must. So click on a right torso of the "dummy", and you go to the configuration of the right torso. Its much easier for the user to go thru various sections with a visual presentation like that. Please find a "symbiosis" with something like THIS for the configuration of the mech.
- the loadout screen is a mess altogether. Why do you have images of the items in the first place? And taking like 90% of the item space in the list. Sorry, but its simply stupid. Take images away, or make them much smaller, so you can fit more items on one page.
- a button that will empty the mech completely from all items is coming, right?
Edited by Orcidea, 29 October 2013 - 12:44 PM.
#99
Posted 29 October 2013 - 12:05 PM
#100
Posted 29 October 2013 - 12:12 PM
Login attempts resulted in a "An error occurred @EResult_UNKNOWN" box, however log file reported the following which appeared to indicate a success with the following message "[PlayerProfiles] Login of user '<removed for security>' successful.", although I was returned to login screen and not able to login.
Suspect the cause for the above is my password includes special characters, so there may be a character set mapping problem, or some special characters are misinterpreted - contact me for more specific feedback if required because I'm clearly not going to give hints to my password away on the forum. Email and password combination worked fine for production client and haven't changed between.
Login, password, etc.. boxes have no tab order e.g. would expect tab to through email > password > remember email address > login > exit > create new user > forgot password > credits > MWO website.
That's about as in depth as I could get I'm afraid! Hope it helps.
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