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Ui 2.0 Mechlab - Information Layout


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#1 Reubot

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Posted 28 November 2013 - 03:52 AM

This is a screenshot of a YouTube video posted 4 weeks ago about UI 2.0 (I assume the layout hasn't changed since then):


Posted Image


The most glaring issue here is very obvious: most of the screen space is taken up by completely irrelevant, repeating graphics of the gear you can buy (red box). And the most important information, what your mech is actually wearing, is only represented inside the tiny green box.

And here's a very good example of an interface (which most of you will recognize) where all the relevant information is represented in a very clear fashion:


Posted Image


Most of the screen space is actually reserved for the most useful information. Also, you can see all the slots at the same time, and can quickly make the required changes without having to cycle through endless tabs and scroll through meaningless graphic lists. Very efficient.

This is pretty much the way it worked in previous MechWarrior games, and I see no reason to change a working formula. In my opinion the ideal UI would be something like a cross between the Smurfy UI (above) and MechWarrior 4 mechlab.

PS.

Here's a link to the video I took the screenshot from, with a telltale reaction from the user:



Oh, and can you please get rid of that constant *plink* *plink* sound that's playing when you're mousing over UI elements. Thank you. ^_^

Edited by Niko Snow, 29 November 2013 - 11:34 AM.


#2 Diego Angelus

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Posted 28 November 2013 - 04:36 AM

agreed

#3 Karl Streiger

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Posted 28 November 2013 - 04:39 AM

The smurfy mechlab layout is well known and its faster to add new equipment or remove equipment.
A ton of ammunition for a weapon you don't have or a weapon without ammunition would happen less often in an overview like the smurfy mechlab - and its more common in current MWO Mechlab

#4 John MatriX82

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Posted 28 November 2013 - 04:42 AM

Yep, the new mechlab also lacks of the "click on the CT of the mech to select the CT", it will be extremely annoying to build mechs, much more than it is now.

Smurfy's so good..

#5 Chemie

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Posted 28 November 2013 - 05:00 AM

but it is intuitively obvious that to get those red engines to turn green so you can buy you must click on the center torso and remove the already equipped engine. Every new player will see this immediately.

#6 Corbon Zackery

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Posted 28 November 2013 - 05:11 AM

I commented about lack of a center focal point during the first public test phase.

The microscope print also needs to go.

Some sort of Vocal AI that says

"Good morning Corbon Zackery"

"You currently have 58 days of Premium time left and 2100 Mech credits would you like to buy more from the store?

"The Funky Town sale will Currently expire in 3 days would you like to view these sale items."

"Here is the current state of the galaxy."

With the option to buy with mech credits different vocal AI's including the Hal 6000.

Then you have off to the right in a small to medium box that can be expanded. The ISN Comstar news feed a fixed 2 hour broadcast that changes every week with programs like the Think tank, or Bobs guide to mech building, Later on ISN news would let you know of recent shifts on the community warfare front. With a spectator view of matches in progress. Dev. would let us know of upcoming events or mechs also some commercials who doesn't love commercials.

People spend on average 30min to a hour in the mech lab building and tinkering before launching into the game. So give them something to watch during that time. Market and sell, sell, sell things.


UI 2.0 is suppose to be better than the current UI. In the first public test we gave them mixed reviews. That kind of threw them into hopeless depression because they worked so hard and devoted all the time, and its not ready. All these thing are piling up behind UI 2.0.

Its like the US military in WW2 you make a great Dive bomber only to replace it later on in the war with a crappy one. That's what were looking at right now.

Doing a public test on Turkey day also known in the US as Thanksgiving was not the brightest idea in the world there's this thing call Football that happens at Noon. Also people tend to visit old people who have no idea what a computer is. Just saying it was a poor timing.

Edited by Corbon Zackery, 28 November 2013 - 05:32 AM.


#7 Chemie

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Posted 28 November 2013 - 09:12 AM

if you read the current known issues and not yet implemented yet details, you can see we will not have UI2 this year.

What I find amazing is that in July, they said they had a target (or "were fairly certain") of UI2 at launch. How can you miss it by 4 months? (when you were already 1 year into it?)

#8 KovarD

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Posted 28 November 2013 - 09:16 AM

View PostChemie, on 28 November 2013 - 09:12 AM, said:

if you read the current known issues and not yet implemented yet details, you can see we will not have UI2 this year.

What I find amazing is that in July, they said they had a target (or "were fairly certain") of UI2 at launch. How can you miss it by 4 months? (when you were already 1 year into it?)

The UI2.0 launch target date was on the beginning of this year... :D

#9 Onyx152

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Posted 28 November 2013 - 09:26 AM

Too much icing, not enough cake. They just need to simplify things and give us the content we need to keep people interested in the game and add all the "fluff" and cool little gadgets later. I would be much more receptive to the current UI if CW were up and running. CW is the cake we all need.

#10 Nation Uprise

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Posted 28 November 2013 - 01:48 PM

At this point I'd rather PGI completely scrap this supposed "UI2.0" and make a partnership with Smurfy to have that as the official Mechlab. Have it integrate and upload saved configs into the game, and then have the game client just to launch games. My head hurts trying to navigate UI2.0; it gives me like a flu feeling.

The graphical appearance is important to attract people, but even more important is having the essential information or topic as the focal point, so that people know what its all about. There is no focal point. How is it that what's equipped on a mech is on a side tab? Its supposed to be the most important part of the mechlab! Hands down, worst mechlab out of all the games in the MechWarrior series.

#11 Alwrathandabout42ninjas

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Posted 28 November 2013 - 01:52 PM

Gotta agree with the OP. The current UI is better than UI 2.0 at the moment. The new one is pretty, but is a headache for mech building. They basically need to combine the old mechlab with smurfy and the graphics of UI 2.0 and combine the best traits of each into one solid package. That would be a step forward.

#12 Amsro

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Posted 28 November 2013 - 02:01 PM

Added too many confirm and accept menus, redundancy menu's are obtuse.

#13 RG Notch

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Posted 28 November 2013 - 02:43 PM

View PostChemie, on 28 November 2013 - 09:12 AM, said:

if you read the current known issues and not yet implemented yet details, you can see we will not have UI2 this year.

What I find amazing is that in July, they said they had a target (or "were fairly certain") of UI2 at launch. How can you miss it by 4 months? (when you were already 1 year into it?)

You're obviously not new here, so why would missing a deadline by only 4 months surprise you? Like all things PGI they have so over promised on what UI 2.) is and will undoubtedly under deliver, it's almost like they really have that axiom backwards. July.. no November.... no 2014 is gonna be huge!!!!

#14 Viges

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Posted 28 November 2013 - 04:45 PM

That really sounds bad - means that no UI=CW anywhere soon. I'm really sad.

#15 Captain Stiffy

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Posted 28 November 2013 - 09:02 PM

View PostReubot, on 28 November 2013 - 03:52 AM, said:


Posted Image


I've had my head in the sand for so long on UI 2.0.

Kill me.

#16 Sybreed

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Posted 28 November 2013 - 09:04 PM

View PostRG Notch, on 28 November 2013 - 02:43 PM, said:

You're obviously not new here, so why would missing a deadline by only 4 months surprise you? Like all things PGI they have so over promised on what UI 2.) is and will undoubtedly under deliver, it's almost like they really have that axiom backwards. July.. no November.... no 2014 is gonna be huge!!!!

hey RG, glad to see you're still sticking around. I don't recognize most forum names nowadays :D

#17 Kanatta Jing

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Posted 28 November 2013 - 09:08 PM

Why doesn't this thread have a screen cap / video from the 4 hours ago?

#18 Captain Stiffy

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Posted 28 November 2013 - 09:50 PM

View PostKanatta Jing, on 28 November 2013 - 09:08 PM, said:

Why doesn't this thread have a screen cap / video from the 4 hours ago?



#19 Bhael Fire

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Posted 28 November 2013 - 10:33 PM

I love the artistic direction of UI 2.0, but I absolutely hate the layout of the mechlab. It's extremely unintuitive and confusing...and cluttered with a lot of wasted space.

#20 Lindonius

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Posted 28 November 2013 - 11:57 PM

So their excuse for not adding a single new aspect of gameplay in OVER A YEAR was that they're working hard on this fancy new UI. And now the early signs are that this UI is actually "not very good"????

Posted Image

Edited by Lindonius, 28 November 2013 - 11:58 PM.






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