I haven't read through the thread. Hopefully, someone at PGI is doing so and will find the common issues .. so I am adding my comments here.
1) Overall the look and feel of the interface is better.
2) Overall the usability is worse. I am not sure how this got past a UI designer given the issues with the workflows. I would almost think that the job was handed to a software engineer who was told to create something cool looking using a particular platform.
More detailed comments:
1) Store - the only thing visible when purchasing a mech is the name. This is useless. The store needs to display all the information about the mechs you are considering buying ... weapons, loadout, engine, tonnage, hardpoints, any bonus (cbills, XP, LP or any combination and the size of the bonus). All of the relevant information about the mech MUST be displayed so you can look at it before purchase. It is pretty useless otherwise.
2) When in the mechlab the loadout (weapons, modules, engine, armor distribution on a mech) needs to be displayed without having to hit confgure. How the mech is equipped needs to be visible when you are just clicking through the selections. At present it is ridiculous how hard it is to find a module or engine that you want to swap to another mech.
3) I can find no way to sell excess equipment - maybe I missed it but I could find no way to sell equipment in either the mechlab or the store. The only way to buy equipment is to fit something you don't already own to a mech.
4) The inventory only lists unequipped items but there is no list of what you actually own and where to find it. I have 35 mechs .. some players have hundreds. How can they find that XL255 engine that is hidden on one of these hundreds of mechs?
5) The game starts in full screen but alt-tabbing does not iconize it. Alt-tabbing out of the app should get rid of it - FIXED this by switching from full window mode to full screen mode.
6) The text is much too small and the icons are huge ... but the icons do NOT contain all the information you need ... they are essentially a somewhat confusing pretty picture.
7) There is no filter for "owned", "available for purchase", and "all" ... so that you can leave out modules that are INVALID because you have not trained the skill. The current implementation is just cluttered. In addition, the "INVALID" tag on the modules is just confusing ... how about "SKILL NOT TRAINED" or some message that actually reflects WHY the module can not be equipped?
8) Support of double click to add and remove items from the mech. UI1.5 did this ... why not 2.0? It is not as if double clicking actually does something else ...
9) All the buttons are too small. The logout button for example is this tiny spot to click at the lower left of the screen.
10) The play button should remember the last mode selected and start with that one chosen ... instead of having to click it every time I launch a match.
In conclusion, the new UI is a cool idea but the execution leaves a huge amount to be desired ... and the issues are both large and small ... how difficult would it have been to use "UNTRAINED" instead of "INVALID" ... much clearer ... explains why the module can't be used ... roughly the same number of characters ... seems obvious ... but for some reason the UI/design/development team missed so many elements of the work flow and common usage.
In additon, this version of UI2.0 looks virtually identical to the version that was tested in November ... what have your developers been working on for the last 3 months ... unless it really was only one or two people assigned to the UI re-write. In which case, I would have to ask PGI management if they have a clue about how to allocate resources and when to hire more people ...
To be honest, the whole situation has the feel of a bean counter saying ... "Well a new UI doesn't make us any money ... new mechs DO". "Community warfare doesn't make us any money ... new camo patterns and colours DO". "Proper launch modules and social tools don't make us any money ... new cockpit items DO." ... which is all correct ... but misses an important point ... "People will play and continue to play MWO with a better UI, Community warfare and good social tools ... new mechs, camo, and cockit items DON'T do this." ... In order to generate an income stream from art assets you NEED to have a set of features in the game that will attract and retain your player base. Without this the game will FAIL in the long run ... and providing these features needs to be a priority BEFORE you lose a substantial fraction of the player base (assuming that has not happened already). sigh ... /end rant
Edited by Mawai, 06 February 2014 - 08:33 PM.