Reposting from my now closed thread:
I never really had the chance to test it, while it was in the test server, so here is my feedback and wishlist for the live version.
I'm playing with a multi-monitor setup at a 5760x1080 resolution. The mechlab now seems to run in the actual game resolution. This brings up some problems with usability.
Problem:
It's not really ergonomic, that I have buttons and functions spread out all over my three screens. There is the Options button in the far right lower corner. If I go into the options I have to go to the far left upper corner to make the adjustments I want to make.
Solution:
The Options button should be a part of the far left menue to keep it all in one place.
Problem:
This is in essence the same as the one above, just for other buttons that needs a better placement. The Purchase MC button and the Social button are on the center screen, far far away from from the cbill, MC, XP overview.
Solution:
Make it a fixed pixel distance between them, if the resolution is above regular (full-HD) values.
Problem:
Again, more or less the same as the two above. The Home, Mechlab, Skills, Faction, Store and Play Now tabs are in the center of the middle monitor, far away from the rest of the UI.
Solution:
I don't have one yet. I'm open for suggestions
Problem:
If I filter by owned mechs and do not own the trial mechs, they are still listed in their respective weight class.
Solution:
As the trials have their own tab in which they are listed, please let me chose to not display them.
Problem:
If I change the filter between owned and purchasable mechs the mechlab resets and I have to go to the section I wanted to select a new mech in again.
Solution:
Let the filter be set localy in the menue.
Problem (but a minor one (Edit - no longer minor)):
In such high multi-monitor setups, the right screen is more or less useless. It doesn't contain any data, only the Options button.
Edit - Ok, I found data displayed on the far right. The social data!
Solution:
You may think about one yourself.
Edit - Nope you may no longer do so... move the social data closer to the other data screens instead of attaching it to the lower right corner.
Problem:
Related to the above problem. while the friends list is attached to the lower right side of the screen the group is on the upper left.
Solution:
Bring both screens to the same side.
Or...
Include the group function in the primary friends list, so both are permanently visible, when the social function is active. Even if you are currently not part of a group.
Problem:
While the unowned trial mechs are listed in their respective weight category (no matter which filter is set), the owned hero mechs do not. They are only listed in the hero tab.
Solution:
List hero mechs in their weight class as well.
Problem:
No doubleclick functionality in the mechlab.
Solution:
Add doubleclick functionality to mechlab.
Problem:
Not much to see on the left screen besides the menus. Only a big gray mass of nothing
Solution:
Here you can really think about something for yourself.
Problem:
Map Loading Screen is massivly distorted and mostly unreadable in extra wide resolutions.
Solution:
Create loading screens that are adaptable to the used resolution instead of static pictures.
Problem:
After loading the training grounds, the UI got stuck in a loading cycle overlay. Everything else worked, but the overlay prevented me from clicking the leave meatch option. Had to search for a way out on the keayboard.
Solution:
Technical problem, nothing a design change could solve.
Problem:
If I log out, I want to leave the game, not login again. There are now to many clicks involved just to leave the game.
Solution:
Make me exit the game instantly instead of only logout.
Here is a screenshot of what I'm talking about (reduced in size):
http://i120.photobuc...00.gif~original
While the new UI looks fine it is pretty obvious that resolutions beyond the normal 16:9 / 16:10 / 4:3 were not taken into account or had a very low priority when creating the interface.
That's about all I found for now. I'll update this post as I find more.
Edit: BTW Destined... regarding your closing message for the other threads... My thread was a minute older then this one.
Edit 05. Febuary 2014:
Now that I think about... The whole UI 2.0 extra wide screen support is exactly like the cockpit was during closed and early open beta on such a monitor array. Just like you managed to place the cockpit HUD elements onto the center screen, you need to do the same with the UI 2.0 elements.
Edited by Egomane, 05 February 2014 - 02:03 PM.
added problem number 13