![](https://static.mwomercs.com/forums//public/style_images/master/icon_users.png)
![](https://static.mwomercs.com/img/house/steiner.png)
Ui 2.0 Mechlab - Information Layout
Started by Reubot, Nov 28 2013 03:52 AM
50 replies to this topic
#41
Posted 30 November 2013 - 06:50 AM
SMURFY 2.0 OR NOTHING! Seriously, developers are doing their job blindfolded if they really think that is a good way to show information. I. Dont. Want. To. See. Pics. Of. Million. Engines.
They didnt listen players when it came to 3rd person view, and I fear they wont listen feedback about UI 2.0 either.
They didnt listen players when it came to 3rd person view, and I fear they wont listen feedback about UI 2.0 either.
#43
Posted 30 November 2013 - 08:23 AM
Miken, on 30 November 2013 - 05:38 AM, said:
From this![Posted Image](https://dl.dropboxusercontent.com/u/14081178/MWO/mechlab.png)
To this
![Posted Image](http://im.bilderkiste.org/5138573601141/EXAMPLE.png)
couple minutes work in paint![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/ph34r.png)
![Posted Image](https://dl.dropboxusercontent.com/u/14081178/MWO/mechlab.png)
To this
![Posted Image](http://im.bilderkiste.org/5138573601141/EXAMPLE.png)
couple minutes work in paint
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/ph34r.png)
Nice work - a clear layout of mech and its bits. Highlight the bit and see what is available. red means buy it/ too heavy. green means own and light.
A clear functional screen shot. But who wants that.
Give me the mini game of make all red squares green = win.
Keep grinding for the mini game and mechs. After all if you give players real important information how are they able to chose the items they dont need or cant use. You know those terrible what did I just do moments. This looks like it could stop a lot of those. We cant have that.
We need people grindin.
#44
Posted 30 November 2013 - 09:10 AM
The original concept was by TanE in this thread: http://mwomercs.com/...22#entry2953322
to give credit to who it belongs to.
to give credit to who it belongs to.
#45
Posted 30 November 2013 - 12:39 PM
All I will say is this.
If there's another UI 2.0 alpha test that still resembles the disaster of the first two tests, GG PGI. That third strike on fail will be your outward downfall.
If there's another UI 2.0 alpha test that still resembles the disaster of the first two tests, GG PGI. That third strike on fail will be your outward downfall.
#46
Posted 30 November 2013 - 01:13 PM
PGI will not change the mechlab in UI2. They will "rush" (if taking >1 year is rush) leaving it as is and save any changes for UI3.0 (circa 2016)
Better build out all your mechs now before it comes out cuz it is unusable. Also, you better hand write what each mech has because there is no way to see a summary screen like in UI1.5 right now.
Better build out all your mechs now before it comes out cuz it is unusable. Also, you better hand write what each mech has because there is no way to see a summary screen like in UI1.5 right now.
Edited by Chemie, 30 November 2013 - 01:14 PM.
#47
Posted 30 November 2013 - 05:22 PM
Chemie, on 30 November 2013 - 01:13 PM, said:
PGI will not change the mechlab in UI2. They will "rush" (if taking >1 year is rush) leaving it as is and save any changes for UI3.0 (circa 2016)
Better build out all your mechs now before it comes out cuz it is unusable. Also, you better hand write what each mech has because there is no way to see a summary screen like in UI1.5 right now.
Better build out all your mechs now before it comes out cuz it is unusable. Also, you better hand write what each mech has because there is no way to see a summary screen like in UI1.5 right now.
I don't think this game will be here in 2016, the way things are going.
#48
Posted 30 November 2013 - 07:21 PM
Codex Clavdex, on 30 November 2013 - 07:32 AM, said:
THIS!!! Please everyone repost this to get PGI's attention and miken email this to PGI 20 time daily till they agree to do it������
Again, I don't think that lay out is fundamentally any better. There need to be multiple ways of adding equipment and multiple ways to remove it. Forcing people to drag and drop doesn't fix anything.
#49
Posted 30 November 2013 - 08:15 PM
What PGI needs to do (hope your reading this), cut the box that you populated with equipment/weapons/ammo/engines in half. Replace that portion with your slots laid out like smurfy's. You already made them so the layout isn't that hard. Then simply allow the user to click on one to make it active. That way they can still one click buy and equip from the item box area.
As it is, the core of the UI, the mech building, is broke. If mech building gets frustrating, you lose your game. It's kinda the core of it after all.
As it is, the core of the UI, the mech building, is broke. If mech building gets frustrating, you lose your game. It's kinda the core of it after all.
#50
Posted 30 November 2013 - 08:17 PM
You guys are a little on the dramatic side.
The new mech lab is awkward and new.
The current mech lab is also awkward. You've just been using it for years.
The new mech lab is awkward and new.
The current mech lab is also awkward. You've just been using it for years.
9 user(s) are reading this topic
0 members, 9 guests, 0 anonymous users