

What Is The Deal With Ui 2.0?
#21
Posted 17 January 2014 - 07:52 AM
First, the centre piece of the entire lab - the Mech, is crushed into the right hand side of the screen.
Second, there are VAST amounts of unused space to the left when selecting components in a category without many in.
Third, vital information about the Mech appears as pop-up boxes, which are EVIL. Repeat after me: POP UP BOXES ARE THE WORK OF *****. If you don't like pop-ups on your web sites, why would you like them in a game UI? Pop-ups break up the flow of the UI and make it unintuitive, since their appearance and position aren't exactly predictable. I view pop-ups as the GOTO statements of UI design. Sure you can use them, but they tend to **** all over anyone (including you) trying to understand the program's execution.
Finally, even in HD mode, it was hard to tell exactly WTF any of the text said that was highlighted near the Mech.
Smurfy has made a pretty excellent Mechlab, I fail to understand why PGI couldn't have copied it, and instead appear to have rolled a design that's all over the place.
#22
Posted 17 January 2014 - 08:04 AM
Lupin, on 17 January 2014 - 05:49 AM, said:
Interesting that you should say the above. I looked into Cryengine 3 because I read somewhere that it is actually an outdated game engine. What I discovered is that this particular engine allows for cross platform game design, i.e. XBox and PS3/4.
I was not home to try out the public server/U.I. 2.0... good ol' PGI and their complete lack of timing, again. (That is another topic though). Anyway so I am posing this question to those that tried out U.I. 2.0 and also own an XBox or Playstation:
Would you say U.I. 2.0 would be easy to navigate via a game controller? If your answer is yes then I believe you have the reason as to why U.I. 2.0 seems to, well, suck so bad. I foresee MWO arriving on the XBox platform and maybe the Playstation some time down the road.
#23
Posted 17 January 2014 - 08:25 AM
John Archer, on 17 January 2014 - 08:04 AM, said:
Interesting that you should say the above. I looked into Cryengine 3 because I read somewhere that it is actually an outdated game engine. What I discovered is that this particular engine allows for cross platform game design, i.e. XBox and PS3/4.
I was not home to try out the public server/U.I. 2.0... good ol' PGI and their complete lack of timing, again. (That is another topic though). Anyway so I am posing this question to those that tried out U.I. 2.0 and also own an XBox or Playstation:
Would you say U.I. 2.0 would be easy to navigate via a game controller? If your answer is yes then I believe you have the reason as to why U.I. 2.0 seems to, well, suck so bad. I foresee MWO arriving on the XBox platform and maybe the Playstation some time down the road.
WHUP!
#24
Posted 17 January 2014 - 12:01 PM
Troutmonkey, on 16 January 2014 - 09:29 PM, said:
Yea, smurfy’s a popular suggestion, and it’s true, the ui2.0 definitely needs that.
The big thing I’d change is how items are sorted. There’s lots of room to fiddle with that with the new UI2.0 so PGI has lots of freedom. For example. Engines: They don’t go anywhere except for the CT. So why not just stick a tab that juts out from the CT box called ENGINES. When you click it, the tab it slides out and expands down. The Left Arm, Left Torso, and Left Leg become darker, and slide away as well to make room for the list and would make the experience a little more dynamic. The engine tab is two vertical lists in one scroll bar. One list is standard engines, the other is XL. When you choose an engine (by double click or dragging) the tab pulls back and everything moves into it’s place.
Hovering over an engine brings up a tooltip above the box to tell you available tonnage after equipping, speed, heat efficiency, etc. Here’s a little paint I made. You’ll need to use your imagination because I’m at work atm..

Do you think if this tabbed thing should be attached to all pieces that have hardpoints? So expanding a weapon tab will only contain the weapons and that can be equipped in that particular slot? Maybe also have a universal inventory box that can be opened and remain open so those who prefer smurfy style can do so? I’m imaging a very user friendly interface with these tabs... It would create less clutter and you can idealy focus on each component without having to leave the screen like the way they have it now. How they have it now is so bad.. lol
#25
Posted 17 January 2014 - 12:45 PM
Overall, I think PGI should look at the U.I build that we are using at the moment, and the one they are working on and compare the two.. because the one we have is nice just needs the improvements that they have now.. such as the lighting, the store.. and just more spiffy and organized.. not to mention better music but that's for another time. The new U.I looks pretty and nice.. but just not what we were really expecting.. at all. I hope you guys will take pointers from the current U.I and improve upon

#26
Posted 17 January 2014 - 05:31 PM
John Archer, on 17 January 2014 - 08:04 AM, said:
...
I foresee MWO arriving on the XBox platform and maybe the Playstation some time down the road.
Xbox, MAYBE, some day, if MS decides its worth it to grant a license..... That probably won`t happen any time before we have full blown CW, because it won`t pass their standards before then.
PS / Wii: Guaranteed never. Since the introduction of the XBox, MS does not license out any of their IPs for Sony or Nintendo consoles. And come to think of it, I don`t think they ever have, at least I can`t think of one...
Edited by Zerberus, 17 January 2014 - 05:32 PM.
#27
Posted 17 January 2014 - 09:29 PM
John Archer, on 17 January 2014 - 08:04 AM, said:
Interesting that you should say the above. I looked into Cryengine 3 because I read somewhere that it is actually an outdated game engine. What I discovered is that this particular engine allows for cross platform game design, i.e. XBox and PS3/4.
I was not home to try out the public server/U.I. 2.0... good ol' PGI and their complete lack of timing, again. (That is another topic though). Anyway so I am posing this question to those that tried out U.I. 2.0 and also own an XBox or Playstation:
Would you say U.I. 2.0 would be easy to navigate via a game controller? If your answer is yes then I believe you have the reason as to why U.I. 2.0 seems to, well, suck so bad. I foresee MWO arriving on the XBox platform and maybe the Playstation some time down the road.
I can't possibly see how this new UI can be considered tailored for consoles. In the mechlab alone there are 65+ possible areas where a "currently selected" highlight cursor (what most console games use) can possibly click. That is absolutely ridiculous for a console UI. Most console games have about 5+ possible areas where they can click. Imagine having to try and navigate the mechlab with a gamepad scrolling through 65+ selections? My thumbs would be sore before even getting into a battle.
Also, there's 15 selectable areas right on the home screen spread out all over too. The home screen has 5 on the top, 3 on the bottom and 7 on the left. The cursor would confusingly jump from top to bottom to left making you shift your eyes way too much. Most console games have all possible selections all on one side of the screen. This would be an abysmal UI for a console game. If its hard navigating it with a mouse, its twice as hard with a gamepad.
#28
Posted 17 January 2014 - 10:39 PM
I started to desperately want PGI to send out random invites to players, from CB- to just started last month, and fly them over to Vancouver to sit down and tell them what is good and bad about the old UI, and what is good and bad about the new UI. Then come up with ideas. Hell just sketch it out on note book paper and go from there.
Edited by Dirus Nigh, 17 January 2014 - 10:39 PM.
#29
Posted 18 January 2014 - 12:39 AM
Yeah I can see it being a problem even though the current mechlab is pretty awkward to use to. They can fix that later. Like whenever.
Smooth out the crashing and make it stable. Add those weapon modules and show us what they do, let us see how it changes player behavior.
I am impatient.
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