1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish.)
- Subtly more colourful than previous UI2.0 test.
- Look and feel remains more premium than f2p norm.
2) What do you like least about the UI 2.0 Preview?
- Text is still far too small for high res screens.
- All items have big buttons but the tiny text makes you reply on the image/icon. In many cases these are duplicated for items forcing you to use the text anyway.
e.g. Coolshot 6 & 9; UAV & Adv UAV; Seismic & Target Retention (?!)
- Positioning and scaling of major elements are still not right for higher res. Elements get lost at the fringes of the screen.
- The interface is significantly slower to use than the current UI. Items are more spread out - select a part of the mech to customise, add items on the other side of the screen. In short - there's too much mousing around!
3) What are your impressions of the Social system in the Front-End?
- Looks simple and clear to use.
- Icon is only noticeable because it breaks the border. It would be unnoticeable if more icons were with it.
4) What are your impressions of the Store menus in the Front-End?
- Menus are ok. Scale of Store Home is unfinished.
5) What are your impressions of the in-game interface?
- Bolder and easier to read.
6) Any other comments or concerns?
Store
- Selecting a mech does not show specification before purchase.
- Full mech list still very difficult to take-in. As with the previous preview there is no definitions between classes on the all mechs listing. example
- Store Home is less than 1/4 of the screen real-estate on high res. example
Skills
- Skill tree cannot be selected from Pilot tree but the reverse can. UI inconsistency.
Mechlab
- Equipped area lacks virtually any visual definition between items. A coloured system like Smurfy's would be preferred.
- On mech locations with multiple lrm hardpoints but different tube numbers it would be useful to be able to force a launcher to use a specific number of tubes.
- A selected mech location does not highlight on the model. This is an ease of use issue for those who get left and right easily confused!
- When configuring a mech tonnage is the ultimate stat. However it's located in a stack of stats tucked away at the bottom of the screen. Again virtually unnoticed yet fundamental to mech building.
- Info panel just too small.
- Whether it's info overload or space for tumbleweed there is a lack of consistency.
Edited for terrible English
Edited by Vimeous, 16 January 2014 - 04:57 PM.