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Ui 2.0 Preview 3⅓ - Feedback Questionnaire


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#321 Mad Pilot MkIV

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Posted 17 January 2014 - 02:33 AM

1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish.)
Fullscreen. The separate windowed menu was awkward, ugly and uncomfortable to use. From the many things this is what annoyed me the most: when i enter to a matchmaker queue i usually alt-tab out to my browser, but the game "dragged me" back after it started to load a match. From the loading screen to the actual start of the match it's usually takes more than a minute. I wish this game would use the same system as some russian developers use. Get rid of the ready button, make it a flat 30 sec or 1 minute before the match start and when it does make the MWO taskbar icon flash. So i now when to switch back.
General aesthetics. It just nice and clean. I like that i can see the recently selected mech towering on your screen.

2) What do you like least about the UI 2.0 Preview?
Functionality and ease of use. Concerning the loudout screen mostly. This is where i felt a stepback from the current state: Separate upgrade menu, you can only see the armor value of one part of the mech, you can't select the mechpart clicking on the mech, and the "checkout" button (i had to look for the way to save the changes and the word "checkout" implies that i spending money even if i just switch, let's say a weapon which i had already in my hangar) What i want is this:
http://mwo.smurfy-ne...ab#i=19&l=stock
On Smurfy's screen i can see and change everything about this loudout. Just to exemplify the problem: if i realize while building a mech that i have to upgrade the armor to ferro fibrious, 1,i have to checkout 2,go back 3,go to upgrades 4,switch to ferro fibrious armor 5,checkout 6,go back 7,go to loadout. That's seven click and some waiting time after the checkouts. At Smurfy it's 1! And just as easy to switch back. Hoping that one day we can have something like this . WARNING! PAINT!

Spoiler


3) What are your impressions of the Social system in the Front-End?
Didn't try.

4) What are your impressions of the Store menus in the Front-End?
Neat, but the mechs should be categorised and didn't find the detailed mech stats/quirks.

5) What are your impressions of the in-game interface?
Looked better somehow, but i noticed that the warning texts (heat, critical damage) are overextending compared to the arrows on the side (»«).

6) Any other comments or concerns?
Whats up with the dust on the cockpit's glass?
Spoiler


#322 Featherwood

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Posted 17 January 2014 - 03:10 AM

Quote

What is it that you like about the UI 2.0 Preview?
  • Full screen/Full window mode available (finally! windowed menu irritated me greatly).
  • 360° model and better level of visual details for Mechs in hangar and store.
  • More comfortable Pilot/Mech skill tree review.
  • More comfortable hangar/shop review.
  • More logically organized game settings menus.

Quote

What do you like least about the UI 2.0 Preview?
  • Skill/Module/etc Information grouped too compact (hard to read sometimes).
  • Fonts are too small for 1920x1080 (in my case).
  • Important information is not highlighted and hard to find (see above).
  • Menus navigation is very poor, you have to do so many unnecessary clicks.
  • Main Mech information (hardpoints, weapons equipped, etc) is very hard to find in the mess of menus and signs.
  • MechLab: Mech 'doll' is missing, but I'd say it's a must.
  • MechLab: central part of screen is taken by full list of components in store instead of your Mech info.
  • New MechLab if just awful starting from ergonomic and ending by information representation (all above apply).
  • I would like to mirror all menus position (from left side to right one).
  • Camo/Colors menu is very confusing, I didn't find 'save' option, so my customization wasn't saved after log out.

Quote

What are your impressions of the Social system in the Front-End?
  • I didn't notice any major changes, social tab still has very limited functionality.

Quote

What are your impressions of the Store menus in the Front-End?
  • It has info only on Mechs, while I'd prefer to see all MC purchasable options in one place.
  • Its interface clings to upper left corner leaving lot of screen space for nothing.
  • Its interface has too small fonts.
  • It is a step back even from what MWO had in UI.

Quote

What are your impressions of the in-game interface?
  • Though cockpit armour glass isn't part of in-game interface, it was a very nice addition.
  • You still didn't get rid of cockpit monitors glare, they still reflect lights from behind (I'll remind that it's supposed that Mech's cockpit is hermetically closed and can't transmit the light).
  • You should add option to save one's choice of cockpit light level (by default regulated in-game by '.' button) - it's too annoying to turn interior cockpit lighting off every battle.
  • It became harder to understand the direction of hits on armour chart, it blinks too intensively, I'd prefer to have bar chart for armour/internals status indication.

Quote

Any other comments or concerns?
  • I expected to find some pre-battle lobby, instead I found idle 1 minute of in-game time waste, which isn't much use nor for teams not for random players.
  • There are still no additional details like lore information or ambient sounds of a busy tech bay, spark from welding and so on. Game interface has no atmosphere like MW2 series had, for example. As result MWO looks as very plain and straight to go shooter trying to simulate simulator game.
  • No DX11 was an unpleasant surprise.
  • I rate this UI2.0 preview at 5 out of 10, too many improvements required before releasing it to production, actually I'm disappointed to see so long praised UI2.0 in such pathetic state.

Edit:
For once I've returned to test UI2.0 after long break (no CW, balance problems, deaf dev team, you know), but since PGI has enslaved BT license for another few years, there are no chances left to see another MW game in nearest future, the only thing left is to hope that PGI attitude towards main MWO auditory and provided feedback will change finally. And I have to say that if Russ and rest PGI management are really interested to survive and make some profit, they have to do something more impressive than reviewed UI2.0.

Edited by Featherwood, 17 January 2014 - 03:36 AM.


#323 Rhym3z

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Posted 17 January 2014 - 03:22 AM

1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish.)

I liked the more visual feedback to things such as the mechs and the weaponry.
I like the sounds, i like the colour and most of the layout, it does feel very fresh.

2) What do you like least about the UI 2.0 Preview?

I really disliked that I couldn't see how many and type Hardpoints a mech has
in the mechbay before purchasing it.
This is information that a lot of people would focus on with regards to buying a new mech.
It was either very hard information to find, or it simply wasn't there.

'Invalid' displays instead of 'Too heavy' or 'Hardpoint full'

3) What are your impressions of the Social system in the Front-End?

It was a lot sleaker in design which is a very good thing.

The one big issue is that you can't browse the mechlab while talking to people.

4) What are your impressions of the Store menus in the Front-End?

The store menu's need a lot of very simple work.

1. Instead of having every variant of each mech shown, put in a drop-down list after
clicking just one, then the ability to hover over one of the variants in the dropdown list
which brings up the stats for that variant.
Right now, the mechbay looks extremely cluttered.

The same with engines.

Any other comments or concerns?

It only took me a few moments to realise these issue's.

You guys have spent what feels like an eternity developing the UI, yet you've overlooked some
extremely obvious issues.
Its almost as if you haven't had anyone test this in-house for any period of time at all.
Some of these issue's are so apparent after only playing with the UI for 10 minutes.
Pretty much all issue's highlighted by everyone on this thread is a concern, they do not
take long to find at all,

The fact that something as simple as creating a user-friendly interface isn't working,
destroys what little remaining faith I have in the game and the company to continue releasing
any kind of additional content to the game.

It really is shocking.
How can you miss this stuff?

Edited by Rhym3z, 17 January 2014 - 03:50 AM.


#324 Kyynele

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Posted 17 January 2014 - 03:49 AM

The mechbay usability is a mess.

Now that you have managed to make stuff look nice, you could make the UI team take a look at it and make the information that the player actually needs most prominent.

Look at this:

Posted Image

The equipment listed on the left. The most prominent thing in these squares is the image of the weapon. Nice. Too bad they all look the same, it will likely take months before I could recognize the weapons by the look alone.

The information I need to build a mech: Name of the weapon, how many crits does it take and how much it weighs. These are the must have elements, everything else is nice-to-have fluff. Out of these, the only thing on the UI is the name, and IT'S THE SMALLEST ELEMENT OF THE SQUARE. Cost, and even the amount of the items I own are easier to see than what the actual item is.

Also the actual loadout of mechs is completely absent, while we still have the completely useless and misleading for new players "firepower." According to this, my spider 5K is almost twice as powerful than my 2x AC2 + 2x AC5 Jager, which miraculously does seem to deal serious punishment in actual matches despite the pitiful firepower of 14, while the Spider with firepower of 25 seems to just tickle other mechs.

The stuff that is wrong UX-wise is just too much work to list. You guys should really have a priority list of what the user needs and make the high priority things impossible to miss, instead of apparently having a list of stuff you need to put in, and then just put it somewhere where it kinda looks cool.

I do UI/UX design for games for a living, and have to say the UI 2.0 feels like all UI, no UX. There's a lot of nice looking stuff that should be completely scrapped and redesigned to get the UX good. Just adding more stuff won't do it.

#325 Rhym3z

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Posted 17 January 2014 - 04:02 AM

View PostMad Pilot MkIV, on 17 January 2014 - 02:33 AM, said:

1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish.)
Fullscreen. The separate windowed menu was awkward, ugly and uncomfortable to use. From the many things this is what annoyed me the most: when i enter to a matchmaker queue i usually alt-tab out to my browser, but the game "dragged me" back after it started to load a match. From the loading screen to the actual start of the match it's usually takes more than a minute. I wish this game would use the same system as some russian developers use. Get rid of the ready button, make it a flat 30 sec or 1 minute before the match start and when it does make the MWO taskbar icon flash. So i now when to switch back.
General aesthetics. It just nice and clean. I like that i can see the recently selected mech towering on your screen.

2) What do you like least about the UI 2.0 Preview?
Functionality and ease of use. Concerning the loudout screen mostly. This is where i felt a stepback from the current state: Separate upgrade menu, you can only see the armor value of one part of the mech, you can't select the mechpart clicking on the mech, and the "checkout" button (i had to look for the way to save the changes and the word "checkout" implies that i spending money even if i just switch, let's say a weapon which i had already in my hangar) What i want is this:
http://mwo.smurfy-ne...ab#i=19&l=stock
On Smurfy's screen i can see and change everything about this loudout. Just to exemplify the problem: if i realize while building a mech that i have to upgrade the armor to ferro fibrious, 1,i have to checkout 2,go back 3,go to upgrades 4,switch to ferro fibrious armor 5,checkout 6,go back 7,go to loadout. That's seven click and some waiting time after the checkouts. At Smurfy it's 1! And just as easy to switch back. Hoping that one day we can have something like this . WARNING! PAINT!

Spoiler


3) What are your impressions of the Social system in the Front-End?
Didn't try.

4) What are your impressions of the Store menus in the Front-End?
Neat, but the mechs should be categorised and didn't find the detailed mech stats/quirks.

5) What are your impressions of the in-game interface?
Looked better somehow, but i noticed that the warning texts (heat, critical damage) are overextending compared to the arrows on the side (»«).

6) Any other comments or concerns?
Whats up with the dust on the cockpit's glass?
Spoiler




I would like to highlight the mechbay screen so finely handcrafted here.
Smurfy's mechlab, while being graphically dire, shows all information needed to fit a mech and comapare stats.
Its simple and it does the job.
The picture shown seems like a perfect way to advance the mechbay screen,

All you guys need to do is copy the smurfy's mechlab, and put whatever graphical bells and whistles
you want, job done

Edited by Rhym3z, 17 January 2014 - 04:07 AM.


#326 Blimie

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Posted 17 January 2014 - 04:02 AM

1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish.)
Great color and 3D view of mechs was great, lots of information available

2) What do you like least about the UI 2.0 Preview?
Configure mechs was a little confusing will take some getting used to. It isn't as clear as to what part I might be changing as is the current system, but that may just take getting used to.

3) What are your impressions of the Social system in the Front-End?
Didn't even notice this might need to be made more visible

4) What are your impressions of the Store menus in the Front-End?
Was interesting, Lots of eye candy at least on the mech end.

5) What are your impressions of the in-game interface?
Didn't get a chance to launch a match to explore this

6) Any other comments or concerns?
I would still like to get more sort features on my mechs, maybe by weight or chassis type sub sorts. It would be nice if I could get all my chassis types together, or be able to see mechs by weight (useful once weight limits are put in place)

#327 Geminus

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Posted 17 January 2014 - 04:52 AM

1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish.)
Is shiny and nice to look at. The quality of the art is good. Its good to be able to interact with the mech, rotate it and such anywhere in the mech bay.
2) What do you like least about the UI 2.0 Preview?
The current interface shows you the information you need to know about the mech at a glance, even without clicking on the mech. The new interface seems to focus on looking good without providing easy to read information. I need to be able to look at my mech bay, see a list of my mechs and see what weapons are on them, what speed it s etc.
Also it would be nice to feel like I was in a mech bay choosing my mech. Instead its a very large block of icons with some information, and looking at, for example, a screen with 300 engines on it, each with its own picture, and the information that I need, how many I own, is tiny. Having graphic representation for every single piece of equipment in existence is overwhelming and un necessary.
3) What are your impressions of the Social system in the Front-End?
The social system looked nicer, I didn't see many form function changes.

4) What are your impressions of the Store menus in the Front-End?
The store menus are the same as the above comet, its to overwhelming, its hard to find the information that I need and apply it.
5) What are your impressions of the in-game interface?
6) Any other comments or concerns?
My concern is that the development team is concentrating on appearance and not the functionality of the menu. the only thing that is a big improvement is the ability to look at mechs by weight, owned, not owned etc. the biggest step would be to be able to create your own groups of mechs on the menu.

Keep the format of the old mechlab, do the better graphics, make it full screen, but not being able to see the weapons load out, the engine assigned, the hardpoins available at a glance from the main bay, or even after you have clicked on the mech is not good. The whole thing feels jumbled, muddled, convoluted, for lack of a better word.

Edited by Geminus, 17 January 2014 - 04:57 AM.


#328 BrotherSurplice

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Posted 17 January 2014 - 05:44 AM

1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish)
-Going through your mechs' is much easier
-Able to set up weapon groups before going into battle
-Actual in-game information on mech' quirks
2) What do you like least about the UI 2.0 Preview?
-You can no longer see at a glance the hardpoints, slots and equipment that are on a mech'
-Customizing a mech' now requires far too much clicking through dropdown menus
-Still unable to change the name of a mech'
-The mechbay interface in general feels much too cluttered
3) What are your impressions of the Social system in the Front-End?
-Seems a bit anaemic; too many functions hidden
4) What are your impressions of the Store menus in the Front-End?
-Seemed easy to find what you want
5) What are your impressions of the in-game interface?
-If you mean while in a match, I didn't notice any difference
6) Any other comments or concerns?
-This is a step in the right direction, but in my opinion it needs some improvement before I would consider it better than the current UI.

#329 Mogney

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Posted 17 January 2014 - 05:50 AM

1) I graphics are sharp, you can really see the colors and camo patterns on the mechs.
2) It takes more clicks to modify your mechs, this will actually make it take longer to get into a drop. Hard to work with your modules. The screens are too cluttered, while the images of all the items you can add to your mech look nice, it makes the process of shopping take too long as you have to scroll through all the large thumbnails, you are trading usability for visual appeal, which is not a good tradeoff.
3) Looks good. Will the block a player prevent you from dropping in a match with that player?
4) They are fine
5) Fine
6) Lack of joystick configuration support is a show-stopper.

#330 Sychodemus

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Posted 17 January 2014 - 06:25 AM

1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish.)

- The 'Mechs and background look very nice. I can see lots of potential for the interface.
- Weapon grouping in the 'Mech Lab is a welcome addition provided that it would detail the weapon location.
- The potentional for more detailed 'Mech/item detail panes is great (if currently lacking.)
- I do like that armor was folded into the equipment panel. Perhaps making it slightly more obvious/prominent might be helpful.

2) What do you like least about the UI 2.0 Preview?

- The click sound effect gets annoying.
- The lack of Hard Point overview, location and definition. In general, the 'Mech Lab was not intuitive, not friendly and not satisfying.
- The 'Mech Doll (or making the 'mech image interactive) needs to be brought back.
- Redundant and overwhelming inventory icons. "Invalid" stamps on everything needs to be replaced with something else or just gray-out what cannot be used. Likewise, icons for engines are too similar (i.e. identical) to justify a "Wall-O-Icons"
- It really does remind me of a picture-based cash register found at any fastfood restaurant.
- Menus-behind-menus.
- The lack of any real social tab; still no chat lobby.
- As I said, I see a lot of potentional, but it seems to be wasted.
- If you will be using icons and symbols, I would suggest enabling tool-tips on pass/highlighting.

3) What are your impressions of the Social system in the Front-End?

I did not see anything that could be legitimately called a "social system."

4) What are your impressions of the Store menus in the Front-End?

-To be fair, everything is using the same menu-system.

5) What are your impressions of the in-game interface?

- The font change was noticeable; and while it did make things clearer I personally don't like the font change. (Note that this is just my preference. I can adapt.)
- The dirty cockpit glass. While it does add a depth of immersion, the fact that it doesn't seem to change is a bit annoying. Even submerging in water doesn't alter it (which leads one to believe that the dirt is "in" the cockpit.) Also, Thermal and Nightvision can make the dirt really noticeable. It's a neat idea that needs some tweeking.
- I feel that I still have to mention the stark contrast of graphic quality between the "world", cockpit and the pilot. The Mechwarrior still sticks out as being a completely different resolution and/or color pallette and frankly looks awful. In fact, the new interface makes him/her look even worse.
- While in battle clipping issues seemed to occur near some buildings - attacks would stop in mid-air. Also, some trees allow attacks to pass through while others stop them cold. This inconsistency of terrain effect can get frustrating quickly.


6) Any other comments or concerns?

- All in all, with fullscreen it makes a nice screensaver. With a bit more camera control could be very useful for screen-caps.
- It seems like a step backwards in overall functionality. Sadly, for as much work/time that went into it, it is underwhelimng and feels woefully incomplete.

#331 Mechteric

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Posted 17 January 2014 - 06:48 AM

I actually have another comment from my previous one on the 3rd page or so, the default "Block List" format seems less usable than a simple vertical list (detail list?) when selecting components for your mech. I know that's not quite in just yet since those buttons that appear to be there to switch between list views aren't functional yet, but I definitely hope you guys implement that by release of UI2.0, or by the next patch.

Edited by CapperDeluxe, 17 January 2014 - 06:48 AM.


#332 Slow and Decrepit

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Posted 17 January 2014 - 07:38 AM

I had been really looking forward to see what all the buzz was about. You could just feel my disappointment upon discovering that there is no joystick support. It's like a kid on Christmas day when he finds out that he got the toy he had be wanting only to discover that his folks didn't get any batteries for it! How can I test it out when it doesn't have the necessary support for me to try it?! I will say this, "No joystick support= No support from me" As a cancer patient, this game is a great escape for me. How ever I need the joystick in order for me to play the game. I find it hard to believe that you would/could leave it out! You must have rushed this to market in order to make such a BIG mistake! I'm willing to support you, but not if I have to use a mouse. .

Beleneagle

Edited by beleneagle, 17 January 2014 - 07:39 AM.


#333 TygerLily

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Posted 17 January 2014 - 07:44 AM

1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish.)

- Aesthetics look very nice. I like the fog effects, smooth transitions, etc. It may seem like I have more negative to say than good but it's because I can't stress how great it all looks.

- I like the stat's tab, very clever! Can that be integrated in to the UI instead linking to the site? Same with MC purchase?

2) What do you like least about the UI 2.0 Preview?

- I think being able to click the Mech's location to go there in the Mechlab was a nice feature from current/old UI. Or even just the paper doll.

- I think the colors should be presented in a palette as well. Much easier to find what you're looking for...but don't eliminate the color scrolling thing either! That's a fun way to cycle and find nice color combos (which is clunky in the current/old UI).

- Can there be an icon showing if you Mech has a module or cockpit item installed? OR, even better, when you go to mount cockpit items and modules, list even those that are currently installed. When you install them on your Mech, it just pulls if off and puts it right on the current Mech.

- Definitely include loadout information on the main screen under the Battlemech info pane (above the Premium Time info).

- There's can be some "downtime" between games, especially with friends. It'd be nice to not grey out the client so I can fiddle whilst waiting for the game to start. Especially since the Mechlab/lobby thing is now fullscreen and not windowed (where I would normally be playing in a browser)...more incentive to use Overwolf's overlaid-browser now I suppose!

#334 Grey Death Storm

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Posted 17 January 2014 - 07:54 AM

Good Points about U2
  • Interface is Clean Fast smooth moving gives good visuals detail of Mechs and statistics details.

  • You get large 3D view of the Mech you are working on

  • You can now work on weapon Groups in the mechlab rather than in game

  • Overall U2 is looking really good far better than the previous model everything in the mech lab shows bar graph on each mechs great detail torso twist ect
Bad Points Need working on – list may be big but guys this is me heavily scrutinising the U2 for point needing ironed out

When selecting weapon groups you don’t see any hard points or weapon type being highlighted on the large mech 3d Model. It would be good to have ability to highlight weapon on weapon groups panel and to display information on the large 3d Mech model i.e. hard point and the weapon affected.

In the Mechlab when customizing your mech at bottom of the screen you have an information bar shows Mech statistics on Armour, Weapons, Speed and Tonnage ect the information seems to be very small needs to be bigger this also applies to all information bars being displayed at the bottom of the screen.

When customizing your Mech with new weapons you have to drag the weapon from the menu all the way cross the screen on the right side to place them on your Mech. I feel this need implemented to have the large 3d Mech model to left side screen and your weapons menu to right side. Another thought is can you Show all the Mech Hard points detailing type weapons that can be fitted on your battle Mech (Lasers, Ballistics and Missiles) on the large 3d model, I liked that idea in the old mechlab.

In the menu structure when showing all weapons and Engine components rather having them displaying in a Horizontal list with layers of Horizontal list showing more engines can we have them display in 1 x Vertical list top to bottom as this can cause confusion when trying to pick weapons or engine that you want fit on your battle Mech.

When purchasing a new mech again there is display in a Horizontal list with layers of Horizontal list showing all different classes of Mechs below can we have them display in 1 x Vertical top to bottom list please.

Purchasing a new Mech there is no information displaying where all the mech hard points are on the mech you want to buy example what weapons are fitted or types weapons that can be fitted to that mech you wish to purchase.

Overall all information displaying in the Mechlab need to be bit bigger as find I am squinting my eyes every time to look at information on Weapons, engines and Mech details

Gareth from No Guts galaxy also gives a good review of the mechlab

Edited by Death Storm, 17 January 2014 - 07:55 AM.


#335 Kaijin

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Posted 17 January 2014 - 07:59 AM

View PostKyynele, on 17 January 2014 - 03:49 AM, said:

Look at this:

Posted Image




Looked at it. Am flabbergasted. Buy the smurfy mechlab, and grant it's designer perpetual license to leave it online so we can keep trying before buying.

#336 Patzer

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Posted 17 January 2014 - 08:03 AM

1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish.)
I like the full screen view of the mechs and the view of all my owned mechs.

2) What do you like least about the UI 2.0 Preview? I could not figure out how to remove weapons in configue mech mode.,Mech lab is not as easy to use. Prolly will get easier with use. I had a hardtime select a new mech to use in battle.
3) What are your impressions of the Social system in the Front-End?
its ok.
4) What are your impressions of the Store menus in the Front-End?
Its ok.
5) What are your impressions of the in-game interface?
Great.
6) Any other comments or concerns? My owned mechs configuration was not the same as the regular game. I had to reconfigure weapons in the game due to the difference in weapons groupings. I hope this does not happen in the real update.

#337 Akiman

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Posted 17 January 2014 - 08:18 AM

1) What is it that you like about the UI 2.0 Preview?
Besides the benefit of being full screen there was little I liked about the UI2.0. It looked pretty and was streamed line a little bit. I did enjoy that speed tweak was calculated in mechbay and that there was an inventory screen. I wonder, though, are those just unequipped items or does i
2) What do you like least about the UI 2.0 Preview?
I believe that the old ui was more intuitive. The trees just don't make sense and are cumbersome. Also the load out set up of UI1 makes complete sense. I don't know why you wanted to change it. Yes it could be streamlined but you did a complete over hall.
PLEASE! organize mechs completely by model. I want to see jenners with jenners and atlas's with atlas's.
DX!!? if it's ready why are you holding back the release?
Cockpit glass was really cool. Good balance on my light mechs but to dense on my atlas.
Strip button
Sensitivity should show what level it is at like the current build
Personal taste I like the launch button instead of the "playnow"
3) What are your impressions of the Social system in the Front-End?
Didn't get a chance to use social

#338 Peiper

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Posted 17 January 2014 - 08:36 AM

Note: I have participated in all the public test servers for UI 2.0

1) What is it that you like about the UI 2.0 Preview? (Please enter as many items as you wish.)

My framerates and clarity SEEM to be better in this latest iteration, but then again, I dropped on the clearest maps. I didn't get chance enough to see if film grain has been removed, which would be wonderful!

2) What do you like least about the UI 2.0 Preview?

The mechlab is still really clunky, counterintuitive, and just a pain in the butt to use. I'm dreading using it in the future as compared to the current mechlab (easy) and smurfy (a builder's dream). So, well, 'liked least' could be replaced with 'absolutely frustrating, annoying, and worthy of all the hyperbole I can heap upon it.' If it looks like roses, but smells like shizzle, then who cares if it is a rose - it stinks!

3) What are your impressions of the Social system in the Front-End?

eh... so buggy and hard to use so far, not really anything I can say.

4) What are your impressions of the Store menus in the Front-End?

Store as in storage? I did think it was neat I could see a list of all the scrap I own, but whatever. I still can't segregate my mechs into which ones I'm using and which ones are mothballed, and so who cares about all the neat filters, if I can't use the filter for something practical?

5) What are your impressions of the in-game interface?

Like cockpit glass? I found the glare distracting, and hard to see through on HPG, and it's hard enough to see a mech against a backdrop of tech. If you mean the options menu, I didn't notice it as anything different, which I suppose is good.

6) Any other comments or concerns?

Only reason I'm excited about UI 2.0 is that it will allow for implimentation of private lobbies and the ability to either set up our own tournaments/league and/or CW. The UI 2.0 lab is an abomination.

Also, are we going to be able to have a smaller mechlab like we have now so between matches I can see my teamspeak interface and notifications from other programs? I tend to do other things/surf/manage teamspeak while I wait to read up, or reference smurfy when I build mechs and if I have the game full screen all the time, I'll get frustrated not being able to do all the peripheral things I do.

#339 Drakari

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Posted 17 January 2014 - 09:11 AM

I can sum this up real quick: Everything looked really nice, but a lot of information was missing or hard to find, a lot of functionality took more clicks, and there wasn't really any new functionality added (that I found). For example, being able to rotate mechs easily in the mechlab was cool, but having no info about hardpoints or loadouts in the buy menu was bad, an overall inability to see how many crit slots were open made it difficult to determine whether to put in endo-steel, there was no display that explained what reason there was for equipment to be "invalid", doing several drops of the same gametype in a row takes twice as many clicks, and many other things that just are harder, longer, or impossible to do.

#340 Gathus

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Posted 17 January 2014 - 09:42 AM

The Mechlab =

If possilbe please add the direct paper doll interface from the current UI as an option in UI 2.0.

Interacting directly with the paper doll to load a mech and to visualize the location of hard points is very useful.





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