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Ui Feedback
#281
Posted 05 February 2014 - 01:55 AM
Selling 2 DHS of 6 DSH total gave me money, but the total amount of DHS stayed. When I tried to sell those "extra" 2 DSH there was a success message, but the total still of 6 still remained and there was no additional money (surprise!).
Workaround would be to seel at least 3 DHS ... to avoid the 2 ghosts ...
Also, a nice to have would be that you can close the Social Menue by hitting ESC ... instead of moving the cursor all way to the X on the right ... someone mentioned he uses a 52" screen ... that's a loooot of space to move.
#282
Posted 05 February 2014 - 01:56 AM
#283
Posted 05 February 2014 - 01:56 AM
It's fullscreen
The general look is pretty cool and my Atlas looks quite menacing in it with its Phranken-paintjob.
Con:
Where to begin? Let me summarize by saying this:
- While the UI has gained tons of space to play around with, that space is being either squandered away for useless/redundant info or not used at all.
- At the same time they somehow managed to reduce the "at a glance"-info *and* to make the info that *is* there harder to read.
Plus: Stuff that worked fine in 1.5 and didn't need changing has been replaced by solutions that are worse/more complicated than what we had before.
On to the bullet-points:
- Everything takes too many clicks, and there are too many submenus that serve no real purpose. Example: Launching in group now requires the leader to input the game mode every single time you launch. Why change the system that was in place (set mode once, then leave it alone until you want to change it)? Example: Try rebuying consumable for your Mech after a match. Takes way too many clicks.
- Lack of info: I liked 1.5's ability to show you at a glance what kind of loadout you had on your Mech (weapons, heatsinks, modules, etc). Great for doublechecking you hadn't forgotten anything before you drop. This is now gone for some reason and replaced by a reduced info-section at your Mech's feet. And that section is needlessly hard to read, even though 2.0 is fullscreen. And no: I don't wear glasses, I have pretty much perfect eyesight and I'm using a 23'' monitor on 1080p.
- while OTOH we're getting spammed by pointless info in other places. Example: The huge window that opens up during Mech customization. Worst case IMO is the engine section, which just bombards you with the same pointless image of an engine. What was wrong with the list of 1.5? I don't need a million copies of the same little engine-icon to understand that I'm looking at, well, the engines. That's two thirds of the screen being taken up with completely pointless visuals. Plus there's still no filter for "XL/STD-engines" nor a "show owned engines"- nor a "show owned and installed engines and their current locations"-filters.
- while the remaining third of the screen gets taken up by a pretty looking Mech that doesn't serve any real purpose. Why is it not clickable to directly access its sections for customization? Why is it not in the center of the screen where it should be?
- actual "working"-area during customization is almost hidden from view behind all the useless clutter/eyecandy. Plus it's way too small, due to size/font/color and too hard to make out and read. Other than the Mech, that working area is the most important bit of a Mechlab... that's why we *have* a Mechlab. If anything, it should be the most prominent bit on this screen.
- 2.0 keeps the dubious "shop while you customize"-scheme. Thereby making it possible to accidentally spend MC while, say, putting cockpit-items into your Mech. A "show owned items only" and/or a "go to store"-option would've cured this. Or put in a "lock MC-purchases"-option to make spending real money more deliberate.
But at least now the confirmation dialogue warns you of an impending MC-purchase.
- Still no option to save custom loadouts or to automatically rebuy consumables. Refitting a Mech after a mission or changing Mechs is needlessly complicated and just takes way too many clicks.
- Annoying sound effects need a "disable" option.
I guess someone I dropped with last night summed it up best: "20 years of Mechlab-screens and they've managed to screw it up".
While I'm not saying this isn't salvageble, the changes/deviations from established Mechlab/UI conventions and standards boggle the mind. This is not rocket-science after all. The weird thing is that 1.5 with all its quirks and limitations worked *better* in a lot of ways.
S.
Edited by 1Sascha, 06 February 2014 - 02:14 AM.
#284
Posted 05 February 2014 - 01:56 AM
Quote
![Posted Image](http://i.imgur.com/bug1MWQ.jpg)
somanov, on 05 February 2014 - 01:44 AM, said:
This!
But let me elaborate a bit. First I would like to say that despite the current problems I think UI2.0 is a step forward. Perhaps currently not in terms of usability, but I guess that most of the changes are "under the hood" and are not visible on the surface. PGI has stated many times that they do not see the UI as finished and I think we all agree it still needs work.
For a huge part of the player base building and refining these magnificent death machines is a crucial part of a Mechwarrior game. Personally I have spent almost as much time in Smurfy building mechs, as I have spent in game piloting them.
So instead of reiterating singular suggestions that were already made by others, I would ask PGI for one thing: Please sit down and think about the worklfow of building mechs. Ask yourself why people prefer to mock up mechs in smurfy, then go into the Mechlab to build them.
Two key points:
Clarity - Have all relevant information available at a glance
Have all the relevant information accessible on one screen. Always. Make the important parts easy to find and to decipher:
My thought process when building a mech looks something like this: "Firepower seems low. Maybe I can replace the AC5 with an AC10.. crap, but not enough free slots in the arm.. okay, maybe I can replace one of the MLas with a LLas in Right Torso... might work if I shift the ammo around.. but LLas is still too heavy.. ok I could lose one of the JJs in the CT then it fits.. but now heat efficiency is terrible.. perhaps I could cram another heatsink somehwere in there... "
A good UI supports this kind of thought process. And the crucial part for it is to have all the required information ready at a glance. That is why Smurfy is so perfect for me.
General Usability
Make things that are frequently done easy. For example finding/adding/removing equipment for the mech. For Example: using doubelclick to remove items is a lot more convenient than drag-and-drop... there are many others, you get the idea.
In general: please sit down with the UI and try to build a mech from scratch. Try to optimize your loadout. Compare your experience to Smurfy. If it feels more annoying / cumbersome than smurfy, then improve.
PGI, thanks for your continued effort. I am sure you put a lot of work in the new UI, and while it is not quite there yet, I am sure it is a step forward from a technical/backend perspective. I assume it will make many awesome things possible in the future, but the frontend and usability needs some more work
![:ph34r:](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
And all that!
#285
Posted 05 February 2014 - 01:58 AM
sneeking, on 05 February 2014 - 01:54 AM, said:
Thanks I was still looking when I read this lol!
Edit:
Silly me I thought you'd actually be able to sell things you don't need from the mech lab. You know, as you used to be able to do.
I guess I'm just a bluff old traditionalist.
Edited by Lindonius, 05 February 2014 - 02:00 AM.
#286
Posted 05 February 2014 - 01:59 AM
If you build yourselves a mockup, please include this. That would make the UI you're suggesting much more usable and show the developers how it could all fit in. It should have the list of weapons/components AND a section that covers the detail about that component - heat, damage, refire and of course what it actually DOES in the case of TAG/BAG/NARC etc.
I do agree with the main points though - by using up the whole screen displaying only one section of your mech, you lose all concept of your mech as a whole. Even if you can't see the detail, it would be very useful to see at least some basic information - such as all of the mounted weapons, modules and components (perhaps with codes to indicate body position) as well as armor type & internal structure.
#287
Posted 05 February 2014 - 02:05 AM
Lindonius, on 05 February 2014 - 01:58 AM, said:
Thanks I was still looking when I read this lol!
Edit:
Silly me I thought you'd actually be able to sell things you don't need from the mech lab. You know, as you used to be able to do.
I guess I'm just a bluff old traditionalist.
I know dude, nothings obvious here.
especialy not hardpoint locations when buying new mech. dreadfull oversight those realy matter when comparing how a chassis will fit your play style.
#288
Posted 05 February 2014 - 02:06 AM
- Current ammo load on mech per gun type (and AMS). Could be added to info about armor, firepower, heat, etc. This way
you don't need to go all the way into loadout to check it.
- Filter for owned mechs not working/showing trial mechs.
- How about a Favorites category added to mech list or the ability to hotkey mechs for instant recall (press 1 for your jager etc).
I see a large 4 above the mech to the right. This could change based on mech selected.
- The weapons group ability is great but which weapons are in which arms or torsos? A simple RA (right arm) /LA next to the
weapon would be sufficient (player I know sets weapon groups based on which arms they're in to fire around terrain and
stay in partial cover).
- Keyboard keys can be used to navigate within UI.
- List view not working in any screen. I don't need to see a graphical representation of an engine (though I can understand
why other people would).
Overall the new UI is Average. Okay to navigate. Full screen (although full windowed screen needs to be fixed) is a better immersive feel to the game. Really like the armor add/subtract where it is.
Remember people that this is like a beta test of the new UI. Give them a chance to fix the bugs and hopefully right the wrongs.
#289
Posted 05 February 2014 - 02:22 AM
The old UI was easy to navigate and gave you information about the mech that you wanted to buy
The NEW stuff has 2 different locations that sell mechs? And one of them doesn't even display information about what you're buying? I'm sorry, but if I am spending my hard earned C-bills and real life money on a mech, I want to be able to see information about it. I can't just look at the body and see what kind of weapons it has.
"Oh! That's a laser there! Don't ask what kind, because there isn't anything that tells me what it is." Or even worse, WHERE it's at! I HATE getting into a fire fight right next to a friendly mech, and firing a weapon and having that weapon impact a friendly because I didn't know if it was coming from the arms or the torso.
Why not fix one of the biggest problems?? MATCHMAKING! Holy cow!
I'm not sure about anyone else, but I dislike getting into a match and realizing that our team is against about 1 1/2 lances worth of non pre-made 100 ton Atlas'. Not enjoyable.
Then there are the ANNOYING sounds that chirp when you move your mouse over ANYTHING.
Give me the option to upgrade to 2.0, or revert back to the old one.
#290
Posted 05 February 2014 - 02:32 AM
- you need to scale the fonts up or have the option to. I play on my big screen in the loung at 1080P and the menu items are too hard to read at times (yep I'm getting old but not the point)
- Unlocking a weapon module does NOT highlight it blue until you unlock the second tier of it.
- Weapon module prices are too high for their current power 3Mill for 5.4 meters of range on an MG? 1/2 Mill per tier maybe but 3 is too much
- In a lot of interface places (Mech skill tree) for example, you can click on the mech.... and nothing happens. You need to click of the tiny button on the bottom instead. This neither obvious or good design. When there is ONLY ONE function of selecting a mech the button is redundant. Alternatively have a few BIG buttons for options to act on the currently selected mech rather than lots of little ones
- There needs to be a filter in the mech xp tree to ONLY show mechs I own
- In a lot of places the realestate use is silly. Pilot tree takes about 1/3 of the available area on my monitor rather than scaling to use all available space.
- Even though I can see all my mechs now I still want to be able to reorder them. I'd also like the icons to represent MY paint jobs.
- Social is still clunky, I can't do anything while chatting, this should be an overlay on the mech image to allow me to chat and build at the same time, it will make things flow much better
- Why does messaging allow me to select a user that is off line THEN give me a warning they will not receive messages. Either dont allow me to select them or implement off line messages.
- To get from selecting mech lab then wanting to look at the skill tree for that mech is 4 clicks. it should automatially open to that mech as soon as I click on skills. If I want to look at another I can click back. 95% of the time I want to see the skills of the mech I am piloting
- Mech lab, when I click on an item I want to see its description and stats, not wait ofr a mouse over event. again this is a location where selecting a weapon is useless as the interface uses drag and drop to equip and mouse over to display stats. double clicking should equip and remove weapons from that location
- in the mech lab WHY is the stats poping up OVER the mech when there is half a screen of empty grey on the left side.
- ALSO WHY FOR THE LOVE OF GOD didn't you put the weapons load out with the basic mech stats on the bottom of the screen along with the ECM ,Armour, speed etc. Its the single most interesting thing to know and now its hidded in a stupid mouse over.
- Lastly WHY d o inow hav to make 2 clicks to launch a match... that is just annoying
Overall so far I love the responsiveness, I like some of the general concepts but the work flows and layouts have a long way to go.
Edited by Firewuff, 05 February 2014 - 03:07 AM.
#291
Posted 05 February 2014 - 02:55 AM
#292
Posted 05 February 2014 - 02:58 AM
After using the UI 2.0 for 2 hours, I don't want to buy any of them anymore.
#293
Posted 05 February 2014 - 02:58 AM
It's a step in the right direction
Biggest Pro: Full screen and more polished look then UI 2.0
Biggest Con: Modifying mechs is far more complicated then necessary, doing it one location at a time and all.
#294
Posted 05 February 2014 - 03:05 AM
What were you thinking making a Stalker LRM boat a trial mech! (4 LRM 15 + artemis) have you gone mad! Since this update has come out i played 9 games and in 8 of those 9 games half the team was the Trial LRM's on one side or the other. I am not about to go out of my way to buy a damn mech with ECM because you decided to let every new person that joins the game to have the ability to sit in the back and launch LRM's all damn match with all of their buddy's joining in on the fun.
There wasnt one game that i played out of those 9 where no one complained about this either. Trial mechs are intended to give you a feel of the game to make you work for something that is better and to try and be like those other guys on your team rolling with fully decked out rigs, but you just gave an assault mech to them so well armed that they really have no reason to go out of their way to buy something better...
I know it just sounds like im ranting and i am, but seriously this needs to change. Dont get me wrong i love that you can pick a trial mech and get a feel for what weight class of mech fits you best, just dont give them a damn LRM boat.
-Rant complete-
Respectfully,
Raines.D
#295
Posted 05 February 2014 - 03:17 AM
1. Consumables should have option of auto-buy them again (When I install arty or UAV on my Atlas it would be nice if I dont have to buy it before every game).
2. All modules, weapon, equipment, etc. should be in grouped lists - not tiles. Finding an engine im looking for or module is now a horror. Also information that if i have this equipment or not is VERY hard to find (using apriopriate item colours and font size/bold could be VERY useful).
3. FIRST select kind of drop - THEN Launch.
4. Left upper corner menu is disaster. What is this? MWO Windows 2.0? More (any?) pictures, gifs, visualisation instead of raw text (dont forget about colours).
5. SELECTED mech option would be nice (as a filter option?). If i would like to select only some of my all mechs to play/mechlab with.
6. Please use smurfys colours for weapon types (Energetic - red, Balistic - yellow, Missile - green, etc.).
Thats all for now. Many other issues that bothers me were said in this topic before.
Edited by Yahoo, 05 February 2014 - 03:22 AM.
#296
Posted 05 February 2014 - 03:38 AM
Issues:
I dont want to see the goddamn trial mechs, put in a hide trials checkbox or something, dangit.
I dont think you should use blue for the UI, the orange had a more unique feel to it, and is the same as the cockpit UI.
I cant get a good feel for armor placement with the new UI.
I dont really feel like im looking at a mechbay, but more that im looking at a list of mechs, which makes me sad
![:ph34r:](https://static.mwomercs.com/forums/public/style_emoticons/default/sad.png)
#297
Posted 05 February 2014 - 03:46 AM
#298
Posted 05 February 2014 - 04:03 AM
DrBunji, on 05 February 2014 - 03:46 AM, said:
I agree with you, and I understand because the interface changed. The mech warrior beta was closed. What is the reason for a totally change of game?
#299
Posted 05 February 2014 - 04:03 AM
c91, on 05 February 2014 - 01:55 AM, said:
Also, a nice to have would be that you can close the Social Menue by hitting ESC ... instead of moving the cursor all way to the X on the right ... someone mentioned he uses a 52" screen ... that's a loooot of space to move.
yup, that bothered me, too. But i think there shouldn't be a need to close it at all. I'd love it, if i could move chats or the group window arround, maybe make it transparent or minimize and still do stuff with the rest of the UI. This would be a great way to implement public chat channels, or at least private channels, where we can gather up with friends.
#300
Posted 05 February 2014 - 04:07 AM
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