Public Test - Ui 2.0 Preview Survey
#1
Posted 28 October 2013 - 03:06 PM
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.
#2
Posted 29 October 2013 - 09:51 AM
The short: Overall UI2 is an improvement and is moving in the right direction.
The long
Clicking. Lots and lots of clicking. And lots and lots of moving. Currently I can adjust armor for a single location. I click the armor box and go down a list adding or subtracting armor as needed. UI2 is and adventure in clicking.
Far left column. Click the location. Click armor. Move to the right side of the screen. Adjust armor. Move back to the left side of the screen. Click the next location. Click armor. Move to the right of the screen. Adjust armor. Repeat. So in short. Way to many clicks and movements to adjust armor.
Condense Armor down to one tab. It opens up a rag doll that shows all hit locations and and a bar graph of how much armor each place has and how much can be added.
The same can be done for weapons and equipment. With full screen it would be easier to click on "weapon", the weapons list appears on the left side and on the right, a mech rag doll . The user then click and drags weapons/ammo/equipment to the appropriate location.
Grid view. It's hard to see the name of items. The icons are so large and the text above them so small I spent most of my time trying to identify and locate what's needed.
Very difficult to keep track of current mech weight vs max weight. Current mech information is in the bottom right and the text is small. Even when I knew where to look it was still difficult to locate.
Unable to view hard points and current load out of owned and unowned mechs.
Change check out cart or what eve it is to Save Mech. I'm not at Mechs-R-Us pushing a grocery cart around
When buying a mech don't default the payment option to MC. Leave it unchecked and force the player to choose. It'll save on accidental MC purchases.
The bugs
Is as unable to save any mechs. When I clicked on the check out button the game would stand spin on saving mech.
Unable to change between grid and list view.
It's a good start but the layout needs improvement. It offers the player a lot data but little information. And the info a player does need is hard to locate and interpret.
Edited by Hexenhammer, 29 October 2013 - 12:07 PM.
#3
Posted 29 October 2013 - 09:59 AM
Niko Snow, on 28 October 2013 - 03:06 PM, said:
Things are coming along for usability, especially considering the current production UI.
Niko Snow, on 28 October 2013 - 03:06 PM, said:
Hard to see component tonnage information when working on a loadout.
Niko Snow, on 28 October 2013 - 03:06 PM, said:
Multimech management/shopping, and weapon config are the big standouts for me with what was available in this test session.
Niko Snow, on 28 October 2013 - 03:06 PM, said:
- Can't tab from login to password fields on the login screen
- Got a mech config save error, still had the mech configured on my screen, saved again, succeeded, was looking at the unchanged mech when I exited the loadout screen.
Niko Snow, on 28 October 2013 - 03:06 PM, said:
Not till we can see more of the features.
#4
Posted 29 October 2013 - 10:01 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.
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 art is stunning, sound is cool (can we customize with own sound ?), the interface is fast to react on my mouse clicks.
2) You need some time to find your way and you need many clicks to jump from one item to another, but I think it needs just practice
3) In all ways...
4) so far no issues.
5) Its hard to Identify the different items in loadout, please increase the font size and/or add some color to the item title.
#5
Posted 29 October 2013 - 10:02 AM
The improvement on the mech models in the mechlab. The extra room for available equipment to more easily see which engine or weapon to be fitted. The seperate energy, missile, and ballistic weapon categories.
2) What do you like least about the UI 2.0 Preview?
Not being able to click on the mech to switch between parts of the mech for fitting. Only being able to switch parts on the left side of the screen, to then look at the bottom right at a very small display for the critical slots in use on the mech. The font in general seems too small, on a 17 inch display I find myself squinting.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Scaling to full screen is a definite improvement.
4) Any new issues encountered?
Scaled to 1920x1080 the mech skill interface does not seem to work properly, I can click on a mech only when I have the small window scrolled to a certain point but even then no mech perks appear. Game crashes when trying to exit.
5) Any other comments or concerns?
Definitely an Alpha preview.
#6
Posted 29 October 2013 - 10:02 AM
- Overall flow isn't bad.
- Spinning mechs, wooo (although low-res textures, expected though)
- Background music
2) What do you like least about the UI 2.0 Preview?
- Currently confusing on how to add components like DHS, Ferro, etc.
- Small fonts obscure the item info
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
- Smoother, more information sources to pull from.
4) Any new issues encountered?
- App crash on Mech tree access. 0x5 (access violation) -- null pointer read. Dump available.
0:000> .cxr 0x0;r
eax=34cc66d8 ebx=0036d5bb ecx=00000000 edx=00000014 esi=34cce2a0 edi=00000000
eip=37ae08ca esp=0088ecd8 ebp=34ac5410 iopl=0 nv up ei pl zr na pe nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00010246
MWOClient+0xae08ca:
37ae08ca 8bb9d4000000 mov edi,dword ptr [ecx+0D4h] ds:002b:000000d4=????????
5) Any other comments or concerns?
Not bad for an first run.
Edited by Oni Ralas, 29 October 2013 - 10:13 AM.
#7
Posted 29 October 2013 - 10:03 AM
The overall flow and charge of the ui is a great improvment, Full screen is awesome and having the mech being closer to view details is awesome as well.
2) What do you like least about the UI 2.0 Preview?
It is still a little confusing at first, but what new UI isn't I guess...
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Visually and flow wise it has a better line than the previous UI, the new system for fitting mechs is a little less cumbersome in terms of having to click specific parts of the mech versus actually selecting parts of the mech via drop downs.
Nice clean look to it. I enjoy the close up mech portraits and the reflected portraiots (kinda similar to MW Tactics)
4) Any new issues encountered?
In the pilot lab toggling mech classes with the list mode selected you can see the tile mode load first then switch over to the list. When switching multiple times the client crashes (repeated a number of times)
Thats it so far.
5) Any other comments or concerns?
Great work guys keep it up!
#8
Posted 29 October 2013 - 10:03 AM
- Fullscreen
- Bigger mech preview
- Background music
- The list of mechs and equipment uses the screen real estate better
- Looks more modern
- Looks more modern (too "cool", it's missing the signature orange color)
- Small font
- Mechlab still not as good as it could be (see 5.)
- Home screen feels empty
- Might feel better to new players
- No tooltips in the Settings menu
- No "<- Back" button in the "Select 'Mech" menu
- Tooltips for the engines should show which speed they'd give on the currently selected mech
- Show on the mech preview which part of the mech is currently selected (e.g. outline the left torso) - and make its parts clickable please, like it is now!
- I don't like that important info like Tonnage and Speed is hidden in the bottom right corner with a small font
- Can't enter armor values with keyboard, have to click little arrows
- Doesn't show ammo count
- Doesn't show free slots (known issue?)
- What does firepower mean? Why is its max. 250?
- Why is heat efficiency a scale from 0 to 2?
- And most importantly: Are we still getting this screen which shows the whole loadout at once?
Edited by wickwire, 29 October 2013 - 10:12 AM.
#9
Posted 29 October 2013 - 10:04 AM
1) The fact that i can see more mechs up front, I have like 40 of them and the old UI is harsh with that.
2) Little to no info on the current load out of the mech, you have to go location by location and take notes yourself (counting heat sinks!?!? ouch!)
3) More polished and professional
4) (a) I customized my Phoenix BLR-1G (bigger engine) and it didn't save for some odd reason (not sure if the money was paid or not) after that if I tried to configure the same Mech again it would have the stock load out and I could not change the engine again. Every time I tried to remove the 340STD the game would freeze to the point I had to kill it with task manager (reproduced like 4 or 5 times, with computer reboot in between). Other mechs were still configurable (and in fact the 400XL engine was in my inventory).
( b ) couldn't find a way to sell equipment (if it is there, it's too hidden)
( c) almost impossible to get to the mech skill trees. I can see all the Mechs and their "basic" tags, but when I tried to click on "Mech Tree" for a specific mech the game crashes to desktop 4 out of 5 tries (couldn't find a pattern)
5) (a) Mech info: when you select a Mech (before going into "configure") you should be able to see some info on the loadout (at the very least the number and type of weapons, equipment, engine type/size, number of heatsinks and modules installed). This info should be easily available, maybe in the bottom next to the armor, firepower, etc... Or at least in the statistics window that pops up on mouse over. Having to go into load out to search for a engine/module/weapon will be a hassle.
( b ) After that (during customization) always displaying somewhere the number of heat sinks installed would be nice too (same for ammo)
( c ) Saving your Mech load out: it's not obvious at all that we should use the checkout button for that, "save" is a better name. Also, we need a cancel or reset button if we don't like the config (right now you need to go to other Mech to get a reset)
(d) I had no XP but went to unlock efficiencies. The game asks "Are you sure you want to unlock: TWIST X for 2500 XP" and if I answer yes it goes on to spend my GENERAL-XP (GXP) with no further notice! I hope you guys change that for obvious reasons (spending GXP inadvertently). (oddly enough, one of the many times I did that, it has shown a small GXP icon on the query window, but the text still asked if I want to buy for XP, not GXP). EDIT: further testing showed me that the only skill that shows the GXP icon is Heat Containment (but the text says XP anyway)
Edited by Darkblood, 29 October 2013 - 10:44 AM.
#10
Posted 29 October 2013 - 10:05 AM
Restarted. Purchased a million atlases and mechbays. Simple enough. Sorted by owned. Hovered over something else, and the mechlab closed as if I'd pressed alt+F4.
Restarted. Went to look for a way to configure my mechs. Again hovered over something I shouldn't have, and it closed again.
Needs a lot of work. I don't like how it looks. Just swipe smurfy's look, and integrate a shop section and navigation tabs on top. You could put an animated gundam next to all the stats, so when you swap guns out, it shows some sweet animations of the hip SRMs getting replaced with the torso LRM tubes, and etc. UIs should't be complicated.
Why is tonnage part of the power bar diamond? I don't get this decision. That's all the feedback I can give, as the 'preview' doesn't want to work for me. I much prefer the current UI to the button heavy 2.0.
#11
Posted 29 October 2013 - 10:05 AM
2) By far, texts and oversized ones and overminimal ones. I mean, just looking at the engines, You can just grow up "XL engine 350" text, and take some space from the C-Bills info.
Main concern for me is texts (and some obvious bugs), it makes it.."hard to search". Also when you are navigating through mech loadout, you could make some kind of different colors. For example:
Shadow Hawk (P):
Head:
----> Missile (Slightly red hue on the background)
----> Equipment/Ammo (Hmm... blue?)
Left torso:
----> Ballistic (Slightly yellow background)
I could make some more things, but that i will see on the 2nd test.
- Also, armour system (i didn't test) but needs some kind of visualitzation (I would make a tab named Armor, or simply touch the mech on the right) with some "powebar" on each section showing how much armor, and a slide bar to increase each section (Look "MW4 armour", google it, it's like that kind of "powebar" but with a slider to grow up and down).
3)Simply faster navigation.
4)Can't choose elite skills on mech tree after getting basic (for al three mechs). Need further testing
5)Once user goes to home, it can be made that mech goes into center of the screen, rather than staying right.
Edited by Dire Wolfie, 29 October 2013 - 10:07 AM.
#12
Posted 29 October 2013 - 10:07 AM
I can not load ammo even if I have free ton and crit for it.
EDIT:Seems like problem only on phoenix locust.
Edited by JudgeDeathCZ, 29 October 2013 - 10:12 AM.
#13
Posted 29 October 2013 - 10:07 AM
EDIT: Picture link.
I mean simply like this. Please don't try to reinvent the wheel:
http://img197.images...7/3192/o80j.png
Edited by Rasc4l, 29 October 2013 - 10:40 AM.
#14
Posted 29 October 2013 - 10:08 AM
Can we bring back Double-click to unequip an item?
The Engine should show resulting 'Mech speed prior to equipping/purchasing.
Please bring back some sort of armor overview. It was easier to balance armor when you could see all sections at once. (Maybe add an Armor section below Loadout which would enable an overlay over the 'Mech image)
Please add a Cancel button below Check Out rather than using Back to cancel changes made to the configuration (it was confusing). Also, there was no confirmation to save changes when clicking Back without using Check Out.
What does the View button do?
Check Out doesn't exit Configure mode.
Clicking Configure should automatically open Loadout. I would suggest adding a separate Weapon Group button during 'Mech selection.
#15
Posted 29 October 2013 - 10:08 AM
1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
Big fan of the mechbay layout and the filtering options, both now and what I have seen planned. Keep moving in this direction, much easier to see everything I own.
I also like the music, although I wonder if this will be the only track as I could see it becoming something that gets muted quite quickly.
Edit: Also, definitely pleased with the overall look and feel, looking forward to seeing how the rest gets fleshed out.
2) What do you like least about the UI 2.0 Preview?
This is likely a feature that's not complete yet, but in case it isn't, not being able to click on a mech component on the 3D model and have it bring up the corresponding piece would be good to have in general.
The expandable tree menus under Mech Skills for each mech should be clickable in more than just the one corner from an ease of use perspective. Again, perhaps it's something that's planned functionality wise that hasn't been incorporated.
I would also suggest that the current tonnage, heat efficiency and other items in the lower right be bumped up in size a bit. Given their overall importance in communicating the details of the mech you're putting together, it would be good to have them a bit more visible.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
The fact that you can go full screen is huge (pun intended). While I realize this is an early build there are some good improvements here with what looks to be more in the works (filtering Mech Skills tree as well?) along with Compare.
4) Any new issues encountered?
Odd issue with Std Heatsinks where you could not add 1 final ton of weight (unless it was armor weight) via another heat sink or weapon. I have only tried the Battlemaster and Locust at this point, will try others however. To get around this on the Battlemaster I had to remove all Center Torso heatsinks, at which point I was able to put in heatsinks/weapons to get to 85 tons.
5) Any other comments or concerns?
None at the moment, although I'm sure I'll come across more.
Edited by DragonsFire, 29 October 2013 - 10:09 AM.
#16
#17
Posted 29 October 2013 - 10:10 AM
*Fullscreen
2) What do you like least about the UI 2.0 Preview?
* No hardpoint preview like current UI (unless I missed it).
* No way to save loadout prior to configuring weapon groups.
* Weapon groups being selected in blue and highlighted in blue, make the 2 colors contrast. As is, it's a wasted feature and I would just configure weapon groups in training grounds or live match.
* Sound notification while hovering or mousing over an option is especially annoying in skill tree. It beeps for every skill box, plus the unlock button for each box. In leveling a mech you are constantly going across the screen and receiving multiple beeps.
* Mechs categorized by alphabetical order with no regard to tonnage. This leads to a list of Cataphract->Catapult->Orion.
3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
* Fullscreen.
4) Any new issues encountered?
* After unequipping an item it was not retained in my inventory (believe it was an engine) and I had to repurchase. Will test more later.
5) Any other comments or concerns?
* The remaining tonnage is not as blatanly visible to me and requires more "eye searching" to acquire the number. In the current UI a quick glance gives me the relevant info. This leads to a slower and clunker experience of modifying a mech to me currently.
#18
Posted 29 October 2013 - 10:11 AM
- Aesthetics
- Weapon grouping in mechlab
- Filters for weapon types in 'mech configuration
- Filters for 'mechs
- Fullscreen
- More information displayed about 'mechs
- Re-skinned old interface - would have much preferred an all-slots-at-once Smurfy's-style interface (at least as an additional option)
- No double clicking to remove components
- Weapon order - please organize it intuitively (Small Laser, Medium Laser, Large Laser, ER Large Laser, Small Pulse, Medium Pulse, Large Pulse, PPC, ERPPC) instead of alphabetically or randomly or however it's sorted now
- Couldn't find upgrades tab
- Still doesn't show missile tubes
- Still doesn't allow me to select which weapon goes in which hardpoint
- Owned filter includes trial 'mechs
- It's too noisy mousing over things
- It's fullscreen
- It looks better
- It has convenient filters
- Crash when I tried to open a 'mech XP tree (it happened immediately after changing settings, but I didn't try again because I didn't have much time)
- After logging out, the Exit button on login screen caused client to hang
- Didn't save 'mech customization after hitting checkout
- Most of my 'mechs weren't there and I had Founders 'mechs for whatever reason
I'm underwhelmed, but I'm glad it's close. Please show missile tubes and allow us to choose which hardpoint each weapon goes in.
Edited by Homeless Bill, 29 October 2013 - 10:58 AM.
#19
Posted 29 October 2013 - 10:12 AM
...For the feeling of weight and size! Instead of ballerina from the music box.
#20
Posted 29 October 2013 - 10:12 AM
2. The mechlab. It is very hard to get use to compared to the old UI. In my opinion, the old UI was more intuitive. The equipped weapons are really hard to identify. The paper doll needs to make a return.
3. This mech provides alot more data than the old UI. The use of list to organize mech is a very nice feature instead of the scroll bar.
4. The skills menu seems cutoff and will only reveal enough to fit a mech variant skill. If you try to scroll down, the menu will "jump", similar to how the reticle moves in 3pov in the game.
5. I'm having trouble exiting out of the launcher for some reason. It is taking an usually long time to save a load out. I also feel like we should be able to toggle a mini-statistics page to compare the effects of swapping a new engine in the mechlab instead of the mech selection screen.
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