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Ui Feedback


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#1001 Gilwen

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Posted 19 February 2014 - 09:25 AM

Way too much confirmation on action you just initiated. I don't need a confirmation window that requires me to click OK every time I do anything.
Building group, launching game, leaving game, changing loadouts, buying skills. Enough with the confirmation windows or atleast let us decide whether we want them to show (as I know some people do need to be held from hand while drinking milk).

Changing loadouts needs a simpler version where you can actually see your mechs stats and available spaces in one go.
Also getting tiny bit information when hovering over items is too little with too much time. When I choose an item, show it's information. Simple.

#1002 DAEDALOS513

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Posted 19 February 2014 - 10:41 AM

View PostLord Destro, on 19 February 2014 - 09:23 AM, said:

Hi!

Some experiences about UI2:

1. I can not manage my mech as a whole. If I put some ammo in my right hand, I can not see it when I buid any other part. It is Difficult to navigate among the different parts. The previous was much more easier.

2. If I want to sell an equipment I have to save my mech (no save button, so the only way I can save is to change the weapon groups… see later…) go to inventory and find the appropriate part, sell it and go back. Now I have to realize that I still haven’t got enough credit, so start it again… A lot of useless and pointless click…

3. Saving a mech installation. It is possible, that I am a dummy, but the only way to save a mech is through the weapon group change??? Why? What if I only want to change a single weapon or heat sink??? And the best: You HAVE To change the weapon group, because simple cancel won’t let you go back…

4. Most important information are not visible at once. Eg.: I can not see the amount of an ammunition unless I won’t wait the pop up window… Time, time, time… I do not care about graphs and all kind of useless figures. Heat, tonnage, etc, the most importatnt hings are hidden and small…

5. Mech skill tree. Total confuse. The design is not clear. Icons are hugh, but can not be read and no differences among them… The system here is also confuse. I have to click a lot, before find what I am looking for. This is a general problem. I have to click a lot to reach what I am looking for…




This was the first week exp. I’ll continue If I have more time…

THX

LD

You click on checkout if you want to save any work you've done.

In reality there should be two buttons. 'Save' for when you want to save/pay for any changes you've made and STAY in the mech-lab, and 'Checkout' for when you want to save/pay for any changes you've made AND actually check out and LEAVE the mech lab taking you to the Home tab.

#1003 DAEDALOS513

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Posted 19 February 2014 - 01:01 PM

KEEP the social button at the bottom, or at least some kind of notification button that flashes when a message is sent to you. I like how I can multi-task in windows/internet etc. and still see that button flash and get my attention from behind my taskbar. I'm not sure if the social button was placed there deliberately for that reason, but it is VERY useful there.

#1004 AntharPrime

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Posted 19 February 2014 - 03:12 PM

View PostDAEDALOS513, on 19 February 2014 - 01:01 PM, said:

KEEP the social button at the bottom, or at least some kind of notification button that flashes when a message is sent to you. I like how I can multi-task in windows/internet etc. and still see that button flash and get my attention from behind my taskbar. I'm not sure if the social button was placed there deliberately for that reason, but it is VERY useful there.


Great, now that you opened your mouth, they are going to move that button, make it 10 times bigger and lay it in front of our mech. Thanks a lot. :(

#1005 DAEDALOS513

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Posted 19 February 2014 - 05:19 PM

View PostAntharPrime, on 19 February 2014 - 03:12 PM, said:


Great, now that you opened your mouth, they are going to move that button, make it 10 times bigger and lay it in front of our mech. Thanks a lot. :(

I'm confused.. are you saying they do the opposite of what we ask? Cuz so far, they don't give a care what we say and do what they want anyway...

#1006 Deathlike

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Posted 19 February 2014 - 06:48 PM

The new addition to UI 2.0 about the warnings don't quite seem to work. The "heat penalty" warning message isn't coming up for the mech that I expected it to show up for.

The shared weapon limits to avoid ghost heat doesn't seem to work (or at least for the PPC+ERPPCs) as I suspect it is only counting the # of weapons and not the "shared" limit of certain weapon types (like LL + ERLL + LPL or SRM4 + SRM6 or LRM10 + 15 + 20, etc.).

Edited by Deathlike, 19 February 2014 - 06:48 PM.


#1007 Gauss Master

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Posted 19 February 2014 - 06:49 PM

View PostBasskicker, on 04 February 2014 - 01:04 PM, said:

Design oversight I'm sure, but there is no way of filtering between classes and chassis in the Battlemech store, and some mechs are jumbled up and out of place.Posted Image

Not only is there no filtering, you also have no way in battlemech portion of store to determine the base load-out/hardpoints of any given mech. I get a pop-out of what my owned mechs are in my mechbay, why was this not implemented for the store yet? Instead, I have to go to a 3rd party site and search to see what all the different variants have for hardpoints before going back to the store. Fix it.

#1008 Tesunie

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Posted 19 February 2014 - 07:07 PM

Suggestions:
- Make it so that mechs I do not own do not show up in my Skills Tab (or at least make it so that mechs I've never used, AKA: don't have any skill points on, not show up.)
- Make it so that, when customizing, make it so that only ammo for a weapon I have on my mech appears.
- Bring back the "Slots remaining" information.


I think that about covers what I was thinking currently. A better way to sell mechs might also be a nice thing (a common question I hear).

#1009 greatwho

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Posted 19 February 2014 - 09:03 PM

View PostLindonius, on 18 February 2014 - 06:05 PM, said:


I feel your pain dude. I've given up to be honest and only really come here for the meme thread and a bit of trolling these days. Mostly everyone who realises what clowns PGI are have left and to be honest, you're a bit late to the flame party. The fire has raged and all that's left are the cinders and the die hard BT fans who are holding on to every pug cockpit item release as being a sign of "progress".

...

Having said that I might get blind stinking drunk one night and log in again. These days, playing MWO for me is somewhat similar to those times when you come home drunk from a night out and decide, at 3am, to buy a dodgy kebab on the way home. After leaving the remnants of your purchase on the coffee table, you sober up the next day only to find the leftovers of your "meal" staring at you and you suddenly feel the urge to ask yourself the question "why the frack did I eat that?"


Hey - you're me!! :(

#1010 DerpySmurf

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Posted 19 February 2014 - 09:13 PM

Love this game and the effort for U.I. 2.0. REALLY looking forward to Clans (duel mode!?)

Suggestions (may be repeats from others):
1) If I click on the social button to open it, why can't I click on it one more time to close it? Simple but smooth. Many menus should operate using this principle.
2) I would like to see how much ammo I have at all times while modifying my loadout instead of having to search for it.
3) I should be able to arrow (scroll) through the mechs I have grouped in the mech lab while in one of the loadout submenus.
4) I agree with another user about saving the last few loadouts (or 10). This would allow the following:
a) I don't want to have to click OK so many times when moving out of a loadout adjustment. Just save it if I move away unless it costs me money.
:( I think it is high time for us to be able to select a loadout in response to the map (including camo). Think about how much people would love to be able to really use camo for what it is for!
5) If I am thinking about changing to a different engine, I should be able to see by hovering on the engine what my max speed would be.
6) I should be able to see when my friends were last on and what mech they were in. Take a tip from facebook/steam.
7) If I hover over one of the items already on my mech, the info panel should respond so I can see what that item is doing for me.

#1011 batesman

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Posted 19 February 2014 - 11:49 PM

Just one piece of feedback so simple, I don't know why I have to tell you...

Let me manage my mech as a whole like in the old garage view, not on a limb by limb, part by part basis.

#1012 DAEDALOS513

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Posted 20 February 2014 - 06:59 AM

View PostSmurfet, on 19 February 2014 - 09:13 PM, said:

Love this game and the effort for U.I. 2.0. REALLY looking forward to Clans (duel mode!?)

Suggestions (may be repeats from others):
1) If I click on the social button to open it, why can't I click on it one more time to close it? Simple but smooth. Many menus should operate using this principle.
2) I would like to see how much ammo I have at all times while modifying my loadout instead of having to search for it.
3) I should be able to arrow (scroll) through the mechs I have grouped in the mech lab while in one of the loadout submenus.
4) I agree with another user about saving the last few loadouts (or 10). This would allow the following:
a) I don't want to have to click OK so many times when moving out of a loadout adjustment. Just save it if I move away unless it costs me money.
:o I think it is high time for us to be able to select a loadout in response to the map (including camo). Think about how much people would love to be able to really use camo for what it is for!
5) If I am thinking about changing to a different engine, I should be able to see by hovering on the engine what my max speed would be.
6) I should be able to see when my friends were last on and what mech they were in. Take a tip from facebook/steam.
7) If I hover over one of the items already on my mech, the info panel should respond so I can see what that item is doing for me.

Despite more than a few suggestions in this forum to the contrary... all of yours make total sense. If PGI implented these few suggestions it would make UI so much more pleasant to work in. Listen to this man Piranha!

Edited by DAEDALOS513, 20 February 2014 - 02:44 PM.


#1013 BR0WN_H0RN3T

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Posted 20 February 2014 - 03:54 PM

Has anyone accidentally purchased a mech with MC because of UI 2.0? I think this is a foreseeable problem.

#1014 Meridian

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Posted 20 February 2014 - 04:49 PM

View PostBrown Hornet, on 20 February 2014 - 03:54 PM, said:

Has anyone accidentally purchased a mech with MC because of UI 2.0? I think this is a foreseeable problem.


Were that to happen, that would be "working as intended".

#1015 ollo

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Posted 20 February 2014 - 10:43 PM

Figured i might as well add my post content here as this is most probably the only post that will be read by someone at PGI...

Hi there,

since i can't log in currently due to patch work, i can as well post about some quirks i have with UI 2.0:
  • Web graph needs work: the web graph thingy displays useless information, i can't remember all axis, but one is definately weight (who in his right mind has mechs lower than max weight?), this should be switched to engine rating. Also there's firepower, which is a dumb value anyways, because it only displays alpha strike capability and is close to the center for most mechs. Perhaps use DPS instead and use chassis max from your database instead (not fully thought through, this one).
  • Clicks, clicks, clicks - and waiting: There definitely needs to be a more streamlined way to get to the info you need. Implementing a kind of Smurfy Mechlab is a step in the right direction, but it does not only show there. I (and nobody) wants to hover for a second or two to get essential info, and you need 2+ clicks now where there used to be 1 in the old UI. Recommendation here (without getting specific) would be: eliminate tooltip delay, rethink navigation with removable steps in mind, show all relevant data DIRECTLY and CLOSE to each other.
  • I want to emphasize CLOSE, because i'd like to get paid a dollar for every meter of screen space my eyes have to move to get the different important datapoints connected. E.g. modules: GXP down left, Upgrade up left or middle, details . . . waiting . . . right center. I hope you get the point.
  • I also want to emphasize DIRECTLY, because you either have to wait or click to get to what you need in many cases. E.g. loadout - why do i have to choose the right category first? There could be an 'All' category as default, since there are rarely that many possible hardpoints to make choosing the right category a necessity. And why don't you display the items in a sorted list (ok, there's something to come obviously judging from the icons), so you can scroll throught them fast and find what you need. And we don't need crappy B/W icons that don't transport any relevant information, we need weight/damage/heat and other info to choose what to apply to a section.
  • Where's my hardpoint overview to a chassis? Is it really true i have to go into the loadoud and have to click every single section while remembering the sections i clicked through to get the picture - or did i miss something?
  • Why are the owned chassis so waaaaaaaaay afar from the chassis-specific XP upgrades? You should see how many XP there are unspent in your inventory right away - i still have to click through various tabs, filters and mechs to get to the point. When looking at you mech's details, there should be a quick link to jump to the relevant XP purchases - and back.
  • General comment and rule for further optimisations: UI 2.0 is more sexy and i hope more maintainable and stable from a developer's perspective. But form has to follow function! There's no need to have fancy buttons if you have click more of them or even don't know which to click (or hover? different tab perhaps? or what?). You need to think of what the user/gamer wants to do, which info he needs to do it and where the best place would be to find resp. show it - not what kind of groupings might make sense, are historical conventions, or what (in)consistency in the UI might seem implement-worthy just for the sake of it. I might get more specific when i can log in again, but don't trust on it.
Also BUG with the 'data driven interface': spending GXP on updates doesn't update GXP display in lower left corner, you have to exit the screen and reenter to have it updated.

#1016 Mantle

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Posted 21 February 2014 - 02:01 AM

The full screen is the worst. You can no longer deal with other programs like team speak or ventrillo efficiently. The game takes over your desktop. This game already was a fail. The only reason many of us still play this POS is because we like to hang out with people and play a game. The new interface is making it harder to do that. It isn't like this game wasn't already doomed, but it seems you wanted to put the last bullet in it. You haven't quite killed it yet. How about one more brilliant idea. That should get it.

Edited by Mantle, 21 February 2014 - 02:06 AM.


#1017 RangerMNDN

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Posted 21 February 2014 - 05:45 AM

View Posttucsonspeed6, on 04 February 2014 - 01:07 PM, said:

Ran into a few issues:

1: Started in testing grounds, and the screen showed "Connecting" with the normal cockpit view dimmed. Oddly, I could still play while the view was dimmed, but it was difficult. When I tried to leave the match, I could not click anything in the menu. Had to alt-tab out of the game and restart.

3: My Grid Iron is showing as a champion. I was under the impression that it was a Hero, and did not see anything suggesting that there was a change.


I am having the same problems, since the Patch went live, I was hoping that by now it would be fixed It still in effect, as well as Phoenix mechs being listed as champions, which they are not.

#1018 Kageru Ikazuchi

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Posted 21 February 2014 - 06:01 AM

View PostRangerMNDN, on 21 February 2014 - 05:45 AM, said:

I am having the same problems, since the Patch went live, I was hoping that by now it would be fixed It still in effect, as well as Phoenix mechs being listed as champions, which they are not.

Yep - the founder's 'mechs and Sarah's Jenner are also listed as "Champion" 'mechs ... but that doesn't bother me nearly as much as getting kicked to the log-in screen (after watching the "connecting" wheel spin for a minute or two) almost every time I try to log in, and/or after almost every match.

#1019 DAEDALOS513

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Posted 21 February 2014 - 07:49 AM

View PostKageru Ikazuchi, on 21 February 2014 - 06:01 AM, said:

Yep - the founder's 'mechs and Sarah's Jenner are also listed as "Champion" 'mechs ... but that doesn't bother me nearly as much as getting kicked to the log-in screen (after watching the "connecting" wheel spin for a minute or two) almost every time I try to log in, and/or after almost every match.

I had this same issue with drop outs until I ran the repairtool. I run it after every patch.

#1020 nightsniper

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Posted 21 February 2014 - 08:20 AM

View PostDAEDALOS513, on 21 February 2014 - 07:49 AM, said:

I had this same issue with drop outs until I ran the repairtool. I run it after every patch.



The unit I am playing with we now have a rule to run it just before every log in we are finding that we are seeing fewer problems when we played this week so we will continue. Some thing is corrupted everytime I run it on my machine and no idea why machine is state of the art 2 months old. No problems playing a host of other games.





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