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Ui Feedback


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#101 Egomane

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Posted 04 February 2014 - 03:38 PM

View PostTando, on 04 February 2014 - 03:33 PM, said:

1. How do I save my loadout, because when I leave after changing something it says "Your loadout has changed. If you continue your changes will be lost. Continute?" This is when I removed a module or the time I tried to add ammo. How I got around this was to go to Weapons Grouping, that was the only tab that gave me an option to save.

2. How do you tell when your mech is out of combat and no longer deployed? From the main screen, I should not have to go into the Mechlab to find out.

3. How to filter out Trail mechs?

4. How do you filter out all items that you do not own, so you can see the ones you do own?

5. Can you not favorite a mech more? Then select it from the home page as a fast way to get into owned mechs say for instance my Fang is deployed and I quit the game then want to get in my
Jager-DD in order to do that I have to goto the mechlab and select it. While fighting past all the Trail mechs.

Somehing I have noticed:

1. Selling items from my inventory are not leaving nor am I getting CB, when I back out and reenter all the sells I made are gone and I get CB, this needs to update in realtime.


1. With "Check Out" in the lower left corner of the screen.
2. No idea, didn't get this far!
3. Currently not possible
4. same as 3.
5. By the looks of it... No we can no longer do that.

Your bug is a known issue.

#102 Karl Carver

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Posted 04 February 2014 - 03:43 PM

The new front end will take some getting used to, and clearly has some fixes coming

As for in game, i found Alt + Enter solved a lot of my graphics issues, took away the blurry cartoonish look and restored crisp graphics. And removed the windows task bar from bottom of screen.

Hope others find this helps them

#103 Xoxim SC

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Posted 04 February 2014 - 03:45 PM

I don't know if this was covered by other people, but when purchasing mechs I was unable to see the hard points and equipment on mechs.

#104 Bront

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Posted 04 February 2014 - 03:45 PM

1) Remove the Buy icon from Trial Mechs in your mech bay. It feels potentially dangerous. Instead, maybe replace the Customize line with a Trial line that takes you to the store to buy them. I haven't tested the actual buy functionality because I'm afraid I'll buy it.

2) Options to sort mechs would be nice. My mechs are spread out all over the place, even when separated by weight class.

3) Filters for mech viewing (Modules equipped, Legal to Drop in, Weighs less than/greater than, weight class (You have this sorta, but in a filter it works just as well), Type of hardpoints (Energy, Balistic, Missile, ECM), Mech category (Trial, Champion, Phoenix, Hero, Founder, Normal), and maybe other things I'm not thinking of. They would be useful in both what you own, and the store.

4) Smaller item icons would be nice. Yes, they look cool (kinda), but they take up a lot of useless space.

5) Text size adjustment might be nice.

6) An option to have the menu/UI size different from the gameplay size. I play full screen, but like having the UI windowed for using TS, the web, etc.

7) An easy exit game option. Having to log out before I can exit when full screen is mildly annoying.

8) Options to disable menu sounds.

9) Display useful mech stats like:
- Loadout
- Ammo
- Number of HS
- Free Crit Spaces
- Modules in use

I'm sure I'll find more, that's just with 5 minutes of use.

#105 Cyborne Elemental

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Posted 04 February 2014 - 03:46 PM

I'm sure that with the integration of the new UI interface, there are sure to be flames, and cheers equally.

I've noticed that there are definately things missing, and others that just interfere with making
the new interface as user friendly as possible.

1. We need a quick reference card that is more detailed about what your current loadout is
for each mech you're working on in the mechlab.

I feel like I'm navigating blind when building a mech, there is no place that shows detailed information about what loadout a mech has "on the fly" "or "easily visible". Both in the lab while building, or when purchasing a new mech in the store.

2. White text on a yellow background for items just plain hurts eyes and is difficult to read.

3. Popup displays for items in the mechlab come up pretty slow, and browsing items to select a build feels sluggish, because their stats aren't openly listed unless you hover for 2 seconds.

4. Hot selection of Chase locations on the 3d render of the mech itself aren't working, you used to be able to click either the dots on the 2d mechmap or the mech itself to quick select that part of the Mech Chase for easier browsing.

5. We need a more visible and clearly defined SAVE MECH LOADOUT button.

6. Occupied and Empty slot count is not visible anywhere.

thanks guys.

Pic is of what I would start with for the Quick Reference card.
Posted Image

#106 Bront

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Posted 04 February 2014 - 03:47 PM

View PostKarl Carver, on 04 February 2014 - 03:43 PM, said:

The new front end will take some getting used to, and clearly has some fixes coming

As for in game, i found Alt + Enter solved a lot of my graphics issues, took away the blurry cartoonish look and restored crisp graphics. And removed the windows task bar from bottom of screen.

Hope others find this helps them

So the game doesn't like Windowed Full Screen anymore?

#107 Funky Bacon

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Posted 04 February 2014 - 03:48 PM

All I can say is that navigating the mechlab is a rage inducing chore like no other. Buttons are spread all over the place, navigating the different sections of your mech is a pain in the buttocks and the inventory screen is waaaaaaay too huge.

All that inventory space could have been replaced with a full view of ALL your mech's sections and components.

Edited by Funky Bacon, 05 February 2014 - 03:07 AM.


#108 Appuagab

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Posted 04 February 2014 - 03:51 PM

Well, UI 2.0 is... Terrible. Configurating mech is absolutely inconvenient and uninformative.

1. Amount of free slots don't shown anywhere.
2. There's no information about upgrades: I can't see how much weight or slots new structure/armor requires and why it's not available.
3. No information about mech's engine. I have to open configuration and look at equipment in center torso, but I cannot discover what engine is equipped on mechs I don't own.
4. The way items represented... I have to hover my mouse over them to find out their weight and volume. It was shown right in items list in previous UI version.
5. Camo and paints. Giant mechlab window with few TINY list of paints and patterns, and I have to scroll, scroll, scroll. I have to scroll even more than in previous UI, but at least all of screen space was used then.
6. Old scheme with buttons for mech's locations was more... understandable. You see left arm on scheme, you click on left arm, you configure left arm's loadout. Now you have list of samely locations' names and you have to look for LEFT ARM. Also now we have large mech's model, so good to click on locations, but... we cannot.
7. Configuring all mech's armor at once was much more comfortable.
8. I cannot see where mech's hardpoints are located.

UI 2.0 are: tiny fonts, tiny buttons, no information, long way to anything you need, giant empty useless garage.

#109 Mark Brandhauber

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Posted 04 February 2014 - 03:52 PM

It takes an age for any player with many mechs (30+) to find their modules a general "strip all modules" button in the mechlab might be nice.

#110 BP Raven

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Posted 04 February 2014 - 03:54 PM

Please, please, please give us back the option to run the mechlab in a small window. Running on 3 screens, i have to deal with this:

Posted Image

... Stretched across 5 1/2 feet of real estate, it's borderline broken. Look how far left the modules are, and how far right you have to drag them to equip (the old double click worked fine, why remove it?).

Apart from that, and other annoyances with needing more clicks/menus to do what was a simple job before (which i don't have time to list now since it's late) ... the mechlab now runs my gfx card up to full speed, gets really hot and spools the fan up to hovercraft levels. Before, in the window it would idle at half speed and power, which was much more pleasant for tinkering, or waiting for friends to show up etc.

Also, as someone posted in another thread, the GFX settings aren't working properly, since i now can not disable depth of field anywhere, and my weapon effects seem to have defaulted to a lower value than i'm used to.

And the new font is much harder on the eyes than the old one.

#111 Asgeir

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Posted 04 February 2014 - 03:55 PM

Ok...most of my complaints have been covered. (Too much clicking, not being able to find your stuff (modules, engines) as easily, mildly counter-intuitive (check-out)) However, it is a step in the right direction, and as far as I am concerned it looks BEAUTIFUL. Fix some of those issues, and it will feel futuristic. Keep this kind of fixes up and on time (DX11 DX11 DX11) and you are one step closer to me buying a Masakari Clan pack.

#112 Rhialto

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Posted 04 February 2014 - 03:56 PM

Is this the official thread to discuss UI 2.0? There are so many that I'd like to post in the thread I'm sure devs will read.

#113 Karl Carver

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Posted 04 February 2014 - 04:00 PM

View PostBront, on 04 February 2014 - 03:47 PM, said:

So the game doesn't like Windowed Full Screen anymore?


When i first ran it, it wasnt full screen, still had the windows task bar at bottom of screen.

I found using Alt + Enter to go true full screen helped a lot.

#114 Chemie

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Posted 04 February 2014 - 04:02 PM

my factions tab does not work

#115 John Mechlane

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Posted 04 February 2014 - 04:04 PM

Posted Image

No big surprise here....Typically PGI. One step forward, 10 steps back. The ONLY good thing about UI 2.0 is the ability to rename mechs....that could have been done on UI 1.5.



-Can't see equipped modules on the mech summary screen. Have to navigate to mechlab/modules to view them. Had a friend search for one of his modules for several minutes.

-There are separate categories for hero/champion/trial mechs, but these mechs are also shown in light/med/etc. categories...pointless.

-Everyone hates the checkout button, please kill it. The game should ask if I want to save when I click "back".

-The new HPG manifold ambient lighting is terrible. I'm sorry, but it's idiotic to mess up the cockpit glass, and while trying to fix that, mess up a whole map.

-When I want to quit the game I want to quit the game. Don't make me logout first.

-Auto refill for consumables would be nice, but not only did we not get this function, now we also have to remove the bugged consumables, save, then re-equip them. Thanks for that.

-Mech customization is a pain in the butt. Too complex...no oversight. You could learn a thing or two from Smurfy.

-Why am I only able to sell mechs/equipment in the invertory screen?? The only reason I go there is to sell something.



Right now it seem that all the time put into UI2.0 was a terrible waste of time/resources.

Edited by JaniTheWeedman, 05 February 2014 - 07:09 AM.


#116 Rhialto

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Posted 04 February 2014 - 04:07 PM

I'd like to post tidbits of improvments that can be done.

Looking around I came to the screen where we adjust armor.
I was a bit messed up understanding how it works, what about making it more intuitive like this?

Posted Image

Then I played a single match and had to quit. This is the screen we get:

Posted Image

What about making the 3 blue buttons not twice but at least 3x bigger?

#117 DodgerH2O

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Posted 04 February 2014 - 04:12 PM

View PostModo44, on 04 February 2014 - 01:17 PM, said:

Whatever the style, a good UI needs to be easy to read and navigate. The new, thin font is harder to read than the previous one. The lack of UI scaling in the mechlab leads to a major tiny letters on big screen issue once you go over 1920x1200. There should be either automatic, or selectable UI size and font modifications according to the resolution used. The current version looks pretty bad on a 30 inch monitor (2560x1600 native). Notice how small the text and buttons are vs the screen size: http://imageshack.co...6/4712/alp3.jpg


My biggest issue thus far (just started and the font was too small to bother even checking anything else out.)

Edit: Seriously. Waaaay too small of text and important displays. My mech picture is huge, which is great and all, but the mech specs are nearly unreadable. Which compounds issues with finding components to swap between my owned mechs. Also the mech icons in the mechlab are small and uniform in color. So guess what I have to do to figure out which one is which? That's right! Read the text. Which is too small to read without squinting and moving really close to my screen.

Also please allow us to run the mechlab in window while keeping the game fullscreen. Different resolutions for mechlab vs. game might also be helpful to fix my issues with the text size in mechlab. Maybe it would have been readable in a lower resolution? I don't know.

Final Edit: Please give us a robust Social interface. The reason I play this game is because of the ability to join a group. The one we have now is actually just as bad or worse than the previous version, which was not at all very good.

Edited by DodgerH2O, 04 February 2014 - 07:24 PM.


#118 Daxos

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Posted 04 February 2014 - 04:12 PM

Worth repeating these issues:

1.) No ability to view equipped engine in mechs without going through configure tabs

2.) No ability to view modules equipped without going through configure tabs

3.) No sound adjustment to interface interaction.

These three make the current U.I more difficult (and/or more annoying) to use than the last.

With that said, I appreciate the efforts to updating the efficiency and look of the U.I

(edited)
Other disappointing aspects include:
Font size adjustment
lack of filter options

Edited by Daxos, 04 February 2014 - 04:14 PM.


#119 Galenit

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Posted 04 February 2014 - 04:15 PM

Sorry guys,
but this looks like your kids worked on this after school for one week.
Thats nothing i would expect from a team working more then 1,5 years on it.

But it blends perfect in the most of you work until now ...
... but you hold your deadline this time.

If this is something you can be proud of i dont want to say.

Edit: NOPE

Edited by Galenit, 04 February 2014 - 04:18 PM.


#120 xlrdallas

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Posted 04 February 2014 - 04:24 PM

I like it a step in the right direction , yes it needs work, but looks good so far





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