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#681 Rayah

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Posted 07 February 2014 - 09:05 AM

Other than a few minor issus that need to be worked out and organization that I don't really understand, my only complaint is that everything is way too small... I'm playing on a 27 inch TV that I'm sitting about two feet away from and I can hardly read anything. (No I do NOT need glasses, the text is THAT small)


I like the new look and new features, but honestly I think the old UI had better organization... and had text large enough to read.

#682 Superslicks

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Posted 07 February 2014 - 09:08 AM

Here's just one example of time wasting this game offers us.
It takes 7 clicks of the mouse just to equip one consumable!
PGI I want to spend my time in-game, Not in some, time wasting menu system, that seems to have a million sub menus.
regards
josh

#683 DAEDALOS513

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Posted 07 February 2014 - 09:35 AM

View PostDymlos2003, on 07 February 2014 - 01:11 AM, said:


Posted Image

You mean this?


Yes like that. Can you be more informative and explain how you did it??

Edited by DAEDALOS513, 07 February 2014 - 09:35 AM.


#684 DAEDALOS513

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Posted 07 February 2014 - 09:42 AM

View PostJimmy Page, on 07 February 2014 - 02:59 AM, said:

Uninstalled game and will not return. My last post. If PGI spent 1.5 years working on this then there is simply no hope for them. I had low expectations for it anyway but i was flabbergasted at how bad it was. The worst UI i have ever encountered in MY LIFE. Imagine the debacle DX11 and Clan Warfare will be several years down the road when they finally finish it. The new UI is worse than the old one by a mile. It looks like a super nintendo game. Adios and Best wishes everyone.


Not to bring more negativity to the issue, as we all love this game, but I'm afraid truer words were never said.

#685 ColdFusionn

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Posted 07 February 2014 - 10:02 AM

I know this post won't get read by PGI but it will make me feel a tiny bit better to vent it on their Forums. I am a UI developer with 15 years of experience so I do have a pretty solid background to make these statements from.

Dear PGI, I appreciate that you were trying to make a better UI with UI 2.0 but on the front end you have taken a step backward. On the back-end it sounds like you have re-written the framework for better modularization which is great and hopefully makes future development easier. However, the front end is now so busy and unintuitive. Basic simple tasks have become much more cumbersome and this UI didn't solve some of the most common problems with the first UI.

I can't go over every screen and critic because it's not worth it but here are some general big ticket items that need to be addressed.
  • Filtering: I want to find what mech has my XL325 engine in it. How do I do this easily? I have 43 mechs and it takes forever to find things. I want to find all my mechs that have modules in them. These are very common and very useful UI tricks. At a minimum fix up hovering over a mech to show what engine is in it.
  • Allow the user to turn of the graphics for all the list items: I don't want to look at the same engine picture 50 times on the page and have to scroll way down to find the item I want. If I could turn off images, then I could just see the names and a much more concise list. This goes for all items you show like that (Mechs, Modules, Weapons...). Think Windows Explorer with Large Icon view and Details View.
  • Change the name of the "Check Out" button to "Apply" and make the button bigger for better visibility.
  • It takes way too many clicks after a match to resupply your consumables. So many people have already told you that your Mech building UI is terrible that I don't need to go into that. I don't know how this got through design phase in the beginning, it should never have gotten off paper like that. The number of clicks I need to do with this UI now is ridiculous. Hopefully your Smurfy-like interface will make it easier to re-load up consumables too.
  • I can only assume your "Social" UI is a work in progress. Not sure why it's located at the bottom and not a major tab at the top like "Store", "Home", "MechLab". Also the main group view as a dialog way over on the left of the screen while your friends list way on the right is strange. Took me a while to find the "Close" button too for that whole UI. All a work in progress I assume.
  • More details on mechs you can buy. Enough said, other people have covered this enough. No info on hardpoints?

Edited by ColdFusionn, 07 February 2014 - 10:05 AM.


#686 SGT Unther

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Posted 07 February 2014 - 10:18 AM

Well there is a new version of mech lab coming, that is more surfy style, so I won't grip about it too much until I see it. Text way too small, let the hover over be basic stats and then have the option to expand it and that would be almost a full screen option with full stats and quirks.

1st off I want a ready button on the front end when grouped up, having to open the social tab every time is too much. And I want a notification under the ready tab for when the group is ready for the group leader to launch.

I would really love it if the UI remembered what sorting functions I had last open after every match

The camo spec needs a lot of work IMO. The way it was in UI 1.5 worked better IMO, I liked the whole side of my screen devoted to the camo spec options. I really don't like this tiny little box at the bottom and having to scroll down through all these menus.

I like the inventory screen that's a welcome addition but I was really looking forward to selling ammo and armour. That is a must have.

finally renaming a mech is nice

I really do not like the 'save' button replaced with 'checkout.' I would like it to give me a break down of what I'm buying before I save. A warning of incompatible ammo or no ammo would be awesome, and MWT has it so why not MWO?

The store needs a lot of work too, it needs to give you all the information on a mech before you buy it.

The skill trees should show your experience on a mech even if you sell it.

Also with the new weapon modules, I think they should have their own category.

Will post again as I think of thinks.

#687 Euphoric1RW

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Posted 07 February 2014 - 10:45 AM

Yes what they said. I hate to be negative, but I like the old UI better, not because I was used to it, but because it was simplistic. My main complaint right now, is how do I find out which engine is in my mech without having to click through several links and screens to find it, I purchased all my weapons and equipment, now why is it so hard to find it. Do you guys want me to buy everything all over again? In the old U.I., I hit Mechlab, and I can see everything that was in that mech, if I wanted to click a new mech, it was very simple. The fact that those things are not present upfront in this U.I. shows this is a step backwards in the wrong direction. Please fix it.

#688 Ep1Dem1ck

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Posted 07 February 2014 - 10:48 AM

Where is the option to go back to UI 1.0.

#689 dawack

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Posted 07 February 2014 - 10:59 AM

pgi if your gonna push with ui 2 atleast give us the option to g back to ui 1 for the meantime ui2 is just way overcomplicated

#690 rocks off

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Posted 07 February 2014 - 11:22 AM

So, a few of my buds and I (from the NGNG forums) put together our wish list/bug list for UI 2.0. I think UI 2.0 shows a lot of promise, but threre's also a lot of room for improvement.

I tried to exclude the items that are considered 'known issues', but I may have missed some.

So, without further ado...here it is.

Wish List:

General UI
  • Scalable Font (and other UI elements)
  • At higher screen resolutions UI is pretty much just a big mech with lots of little text around the edges.
  • Mouse over pop up info windows can be hard to get to pop up.
  • Option to turn off mouse over sound.
  • A quick select mech list.
  • slider bars: clicking on the bar should move the slider to that location.
  • Stats, Redeem code and purchase MC should be integrated into the UI, and not launch an external browser.
  • slider for FoV
  • esc button should double as 'back'. in fact there should be keyboard shortcuts for a lot of things, for example: <ctrl><L> should take you to the loadout screen of the currently selected mech.
  • An exit game button when logged in. There is a log out button that takes you to the front menu, and then you have to exit.
  • Floating Windows. I'd love to be able to drag the ready box around the screen and work on other things while my team screws around in the mech lab.
  • Additional Options for graphic display of mech. (ie Old Look vs. New Look)

Home Screen
  • Being able to rotate the mech in the home screen. (I want to look at it without all the UI clutter.)
  • MC/C-Bill total on home page

Inventory Screen
  • If I'm selling items, I should be able to type in the number I want to sell, as well as hit the up and down arrow.

MechLab Screen
  • filter out trial mechs.
  • Sort by Chassis and or weight. (Maybe allow custom filtering per user?)
  • Mech sorting: Class > Tonnage > Alpha by Mech chassis > Alpha by Mech variant.
  • I think the weapon modules need their own category.
  • double-click on equipped items should unequip them
  • I need to know how many open crit slots I have available when I'm changing loadouts.
  • display how many heat sinks are installed in it while in the mech bay.
  • Strip all modules/cockpit items button.
  • when I'm done equipping, modifying, or stripping a 'mech "check out" is not what I want to do ... I can think of a dozen better ways to say "finish what I'm doing and leave the friggin mechlab."
  • Mouse over of the little icons on the loadout screen showing type of slots available should pop up a description. (energy, ballistic, missile, ams, etc.)
  • need to add engine info for mechs in there somewhere, so you know what engine and type you have on each mech.
  • more top level info. Knowing the damage curve of a laser is great, still like to know if I actually have a laser already equipped somewhere more.
  • Color code what you own vs what you have to buy.
  • The ability to unequip items from other mechs without having to go to that mech. (ie. pull a ac20 from another mech to equip it in your current mech.
  • I need to know where my stuff is without having to click 3 or 4 layers deep.
  • A TRO style readout of your mech on this screen on the first page of the mechlab, the first page that lets you then go further into either the modules or loadout. It has unused space where a very detailed readout of your mech could be displayed instead of that tiny readout at the feet of your mech on the left.
  • Camo specs interface is poorly implemented and very claustrophobic. Consider opening up the color palettes across the interface.
  • One option for the camo spec screen ... bring up the camo patterns in a window full of tiles on the left, the colors in a window full of tiles on the right, and the currently chosen spec & colors under the mech ... use the whole screen

Skills Screen
  • If you don't own a chassis, don't put a chevron next to them. It will be so much easier to sort through the mechs you have as opposed to the ones you don't.
  • Can we have a tag for a fully mastered mech? its super confusing to see a big "MASTERED" tag next to a mech only to realize that that's the tag indicating you need to still buy your extra module slot.

Store Screen
  • When purchasing new mechs, need to have an option to see more detailed information.
  • detailed Mech information displays in the mechbay, but not the store front.
  • selecting a mech in the storefront should have the 3d model change to the mech you are about to purchase.
  • At a minimum, a mouse-over a 'mech in the store should include some basic information about it ... Class, Tonnage, Hard Point Layout, Stock loadout, etc. ... click on it and get some serious details (like in the mechlab) and maybe some background fluff ... and a potential buyer should be able to compare mech details.
  • Add a compare feature so you can see the difference in variants of a chassis. No need for 3d models, just a spread sheet so I can see the hardpoints, engine max, and torso twist for comparison. Would make informed buying easier.
  • when we roll over a mech in the store AND we get info, I would love to see a "sales pitch" paragraph in the style of Duncan Fisher extolling the virtues, strengths and general manliness of said mech.
  • The number of mechs owned in the list of mechs is non-intuitive. Mech you own zero of should be marked as such more clearly.

Play Button/Social
  • Having to click launch and then have another window asking what type of game is incredibly annoying. I would rather have it as a toggle like before.
  • more granular mode select...like select conquest and assault, etc.
  • Put a search box on the friends list to be able to search for a user instead of having to scroll all the time.
  • Make the group ready up area transparent but still active when in the mechbay or any other screen besides the pre launch screen.
  • Put back the ready button with the launch button. Let users ready up without going into the group area.

Gameplay
  • Turrets should have a unique icon on the mini map
  • Bitchin' Betty should notify you when you lose a turret

Bug List:
  • Upgraded to artemis did not strip out srm ammo. somehow wound up with an extra ton of ammo and it wouldn't let me save my mech.
  • Some Hero mechs are showing up as champions.
  • CTD when clicking on front end buttons.
  • 1700+ friends breaks the chat system.
  • Have color sorters also include "special colors" in the general color sections (camo reds and hot rod red, are still reds, why aren't they in the general "reds" section?)
  • Alpha designations on enemy mechs is changing in game (A,B,C,D, etc)
  • lots of people in match disco when sale goes on
  • All engines have incorrect number of internal heat sinks displayed in mech lab.
  • Graphical glitches in mech lab. detached items/clipping.


Please note that this is in no way an official stance of NGNG, this is just where we wound up discussing it.

#691 MrBlonde42

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Posted 07 February 2014 - 11:32 AM

I have a few issues with the new UI. Many of which are due to how different the new and old Interfaces are, but a few are just new UI not being programmed correctly. In the [Mechlab], I select any category from <All><Light><Medium>... etc. Then I want to click the filter, but that filter resets my selection to <All>. IMO a filter applied to a users selection shouldn't change what that users selection.
Another issue I have is that In the [Home] <Inventory> doesn't list all the mechs I have. Now, people may say just go to your mechlab to view your mechs...except this is the way to quickly view which mechs have which modules installed in them. All my Pheonix, Sarah's and Founder's "Champion" mechs (the (P), (S) and (F) versions) don't show up in the inventory.

Over all I think PGI has a lot of tuning and changes to the new UI before it's "ready" in my opinion. The good news is that with UI 2.0 on our screens, the features that required the new backend from UI 2.0 can get pushed out as well.

Edited by MrBlonde42, 07 February 2014 - 11:32 AM.


#692 Airborne Thunder

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Posted 07 February 2014 - 11:49 AM

I hate not being able to see the entire mech with all it's equipment at one time. I this piece by piece one section at a time scap sucks.

#693 Dymlos2003

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Posted 07 February 2014 - 12:08 PM

View PostAirborne Thunder, on 07 February 2014 - 11:49 AM, said:

I hate not being able to see the entire mech with all it's equipment at one time. I this piece by piece one section at a time scap sucks.


That's what the old mechlab was like? O_o?

View PostDAEDALOS513, on 07 February 2014 - 09:35 AM, said:


Yes like that. Can you be more informative and explain how you did it??


Just hover your mouse of the item.

#694 UNO168

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Posted 07 February 2014 - 12:17 PM

on the current xp tab we can't see xp of each machs on overview window
but we can view our mech xp on overview before! even for those we don't own (trial mech)

Edited by UNO168, 07 February 2014 - 12:28 PM.


#695 SGT Unther

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Posted 07 February 2014 - 12:56 PM

In addition to what I've said before; I would like to replace the current MC conversion slider with one you type in the values, on some mechs with a large amount of xp it is a real pain to get the slider to a value you want.

#696 Mighty Spike

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Posted 07 February 2014 - 01:11 PM

In addition to my posts before. If i want to see what engine are in my Mechs,i have to go with every single mech in the Loadout Menu
We want to see with one simpel click whats in the Mech,from Weapons,moduls to the Engines....
You have really a lot of work to do...

Edited by Mighty Spike, 07 February 2014 - 01:13 PM.


#697 zmeul

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Posted 07 February 2014 - 01:13 PM

when UI 2.0 is harder to use than UI 1.x ... :huh:
I was simply facepalming myself for downloading the game just to try the new UI - huge mistake

PGI .. you're dead to me :P

#698 FactorlanP

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Posted 07 February 2014 - 01:14 PM

View PostMighty Spike, on 07 February 2014 - 01:11 PM, said:


We want to see with one simpel click whats in the Mech,from Weapons,moduls to the Engines....
You have really a lot of work to do...



Shouldn't even have to click. Mouse over a Mech in your Mech Bay and you should get a pop up that gives you every bit of info that you could possible want about that particular Mech.

Double Click to Open the Smurfy style Mech Lab...

Edited by FactorlanP, 07 February 2014 - 01:15 PM.


#699 Mighty Spike

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Posted 07 February 2014 - 01:16 PM

View PostFactorlanP, on 07 February 2014 - 01:14 PM, said:



Shouldn't even have to click. Mouse over a Mech in your Mech Bay and you should get a pop up that gives you every bit of info that you could possible want about that particular Mech.

Yeah,agree. But my English is not so good tat i could explain what i mean. There are many more " unlogic things"....Maybe the old Mechlab didnt looked so good but it was simpel...

#700 FactorlanP

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Posted 07 February 2014 - 01:23 PM

View PostMighty Spike, on 07 February 2014 - 01:16 PM, said:

Yeah,agree. But my English is not so good tat i could explain what i mean. There are many more " unlogic things"....Maybe the old Mechlab didnt looked so good but it was simpel...


Well your English is far better than my German...

I wasn't disagreeing with you, just carrying your thought a step farther. :P





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