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Ui Feedback
#701
Posted 07 February 2014 - 01:26 PM
Nice job on the turrets. I want more.
As for 2.0, I posted a few complaints yesterday; Add this one;
I can no longer put completed mechs on any ready list for quick deployment. The previous ui was much better for readying up fast and organizing my readied mechs for goup play. Now I have to thumb through them all to find my modules and what mech might be ready. This is a huge fail. We had a much better system before, I hope the "ready mech" button is replaced quickly, this is lame, and wastes my time.
Now a few days into 2.0 and I still fail to see how its an improvement, given all the good stuff we lost . In fact the only thing I really like is the "re-naming" option. The mech bay configuration system is horid, I cannot se my mech as I build it. The inventory list is not linked to the mech bay, so you cannot use it to select a mech to ready up for launch ro to work on it. Having to find it again in mech lab is just redundant and idiotic.
I don't share any excitement about 2.0 , infact I liked the old system better so far. 2.0 is just one work around after another, and poorly thought out in functionality.
#702
Posted 07 February 2014 - 01:33 PM
i myself preffered the previous ui. seems like a ball drop.
#703
Posted 07 February 2014 - 01:53 PM
Dymlos2003, on 07 February 2014 - 12:08 PM, said:
That's what the old mechlab was like? O_o?
Just hover your mouse of the item.
I swear to you, hovering over it did not work before.. it seems to be working now however. Same thing with mech loadout. Hovering over the mech didn't work for a while, and then suddenly it started working. Thanks for the reply Dymlos!
Edited by DAEDALOS513, 07 February 2014 - 01:53 PM.
#704
Posted 07 February 2014 - 01:59 PM
#705
Posted 07 February 2014 - 02:01 PM
dawack, on 07 February 2014 - 10:59 AM, said:
Not only is it stupidly fragmented (or complicated), UI2 does not have the basics that any UI SHOULD have. Is someone stoned at PGI? Are ;you so busy trying to make things pretty and modern that you lose all persective of what you're trying to do? This UI fails to get people and their gear together as quickly and easily as possible. It fails to allow quick deployment by allowing several mechs to be pre-selected as "READY". UI2 fails to allow quick and easy modifications to a mech between matches in a group that is waiting on you.
Focus on function PGI, and FFS turn of the stupid huge pictures of ammo , engines and guns that cover the screen, that is so primitive and distracting. I want to see in detail where every single ounce of armor and gear is on my mech as I build it, NEVER allouw anything to cover up the image of the mech we are trying to configure. This helps pilots remember which side of the mech they are protecting, which weapons to group together for corner sniping, or hill humping. Fix this , or go back to the previous UI, it was smarter.
#706
Posted 07 February 2014 - 02:05 PM
2: Why do I have to choose the game mode EVERY TIME I want to join a new game. In the old UI, after the first game, you only had to hit the "play" button (or whatever it said). Now you ALWAYS have to click "Play now" - "*gamemode*" - "ok". Three clicks instead of one. That's a huge step backward.
3: The UI has checkboxes for the gamemode. Thats great, because I thought, taht I can choose "assault" AND "conquest" but NOT "skirmish". But sadly, that's not possible.
4: Why is the ingame font so ugly? I don't feel like piloting a military machine, but fiddling around with some smartphone/tablet.
5: Is there a reason, why the mechlab is so darn fiddly? Why can't I click on the location I want to put something in anymore? Why do I have to choose it on the left side? It's against any intuition...
Edited by Bromineberry, 07 February 2014 - 02:24 PM.
#707
Posted 07 February 2014 - 02:35 PM
Oh yeah, because this whole thing is designed to further increase the grind time and slow down the non paying players. That is the only reasonable explanation for how this pile of junk ever got approved.
This game has always been far from perfect but I played a lot because I am a mech *****. I just cant get into it the way things stand now. Dumbfounding........
![Posted Image](http://memecrunch.com/meme/SCCF/avgn-what-were-they-thinking/image.png)
Edited by superflykicks, 07 February 2014 - 02:43 PM.
#708
Posted 07 February 2014 - 02:38 PM
The mechlab UI can be improved by having ammo listed in addition to everything else in the pop-out box.
Additionally, an overview tab in the configurator that showes you youre entire mech and what's loaded (like the old loadout UI) would be a Godsend! Another great addition would be an ammo readout to go with your stats bottom right in the configurator
#709
Posted 07 February 2014 - 03:00 PM
Also that supposed Hotfix has not done anything.
#710
Posted 07 February 2014 - 03:04 PM
1. Checkout Button. It took me while to figure out that this was the equivalent of "Save". A larger version of the button, named something like "Confirm" might be better. If it flashed or pulsed in a slow tempo that would have indicated to me that it was the button that seals the deal. Edit: IN general, if I am on a page where my choices will be discarded should I select any number of other buttons, the button that saves them should be emphasized.
2. C-Bills. On the home page, they do not appear so I don't know how many I have. If I want to know whether I should play a match or go shopping I have to make an extra click.
3. The Skills page. There a few things here that concern me. When I am tooling around with a mech or have just come back from a match, I want to check my skills to see what I can advance. That means I gotta navigate through a few clicks to select which mech I want to look up. It might be easier if the Skills Page knew what mech I have active and set me directly to that entry.
Along those lines, I am unable to see what progress I have made on chassis I don't own anymore. That is bothersome in that I can't as easily plan what chassis to buy if I want to get to Elite unlocks.
4. Nowhere does it tell me the perks (in terms of C-bills or XP) I get for having a hero or champion mech. At least nowhere I can find. For new players that is problematic.
5. Is there a reason why I can't rotate the view of the mech on the home page? I just kinda want to do that.
That's all I can think of for now. All in all I am very happy with the facelift. I love the lighting, I love a lot of the organization. I love that I can see all the weapons I don't have installed, so I get a sense of how many I have collected that could be better put to use. I love the game and I love that game evolves over time. Cheers.
Edit:
6. There is no contextual information for any of the items in the Loadout screens. I cannot see how heavy engines are, or how much damage or range a weapon has before I put it on my mech. I cannot test what would fit in my loadout either because I cannot put in items I cannot afford. A better way might be to allow people to put whatever they want in, but not allow them to Confirm if they don't have the C-Bills.
Edited by Vasali Basaraba, 08 February 2014 - 06:10 PM.
#711
Posted 07 February 2014 - 03:08 PM
It is that bad.
#712
Posted 07 February 2014 - 03:08 PM
N0V0CAIN, on 07 February 2014 - 05:37 AM, said:
PLEASE!!!!
This. So much this
somanov, on 07 February 2014 - 05:43 AM, said:
This bugged me as well, but there is an easy workaround: ALT+ Return lets you switch between Windowed/Fullscreen on the fly. Its not perfect but its good enough for me.
Not helpful if you want to run the mechlab in a small window, but the game in a much larger res (like triple screen res)...
#713
Posted 07 February 2014 - 03:09 PM
But i always thought the UI2.0 should make stuff easier. But this whole Interface is making is more complicated.
Just an example. It takes about 15 clicks to change the modules from on mech to another. The whole way to click through all the stuff is to much and to confusing.
#714
Posted 07 February 2014 - 03:41 PM
* The tooltip for a mech tells me what type of hardpoints it has, but not where they are. It would be nice to see.
* It would also be nice to see the engine in the tooltip - I hadn't realised that the trial Stalker I jumped into has an XL engine.
* The option to set up weapon groups is not available in the mechlab for trial mechs, since it is accessed through the "configure" button on a mech. Since this is a much easier place than in-game for new users to change things, perhaps it should be made available to people who don't own their own mechs yet.
PS The option to set chain-fire in the lab would be nice.
* I like that equipment types are colour coded when I look at what is equipped.
For my personal taste, with the larger (full-screen) interface I would have preferred slightly larger writing at the cost of smaller pictures, especially in tooltips.
Edited by Brunor, 07 February 2014 - 04:48 PM.
#715
Posted 07 February 2014 - 03:44 PM
#716
Posted 07 February 2014 - 03:45 PM
1. - Add unequip buttons to the mech lab.
2.- Add more info to the mech popup, like modules loaded, current engine and ammo.
![Posted Image](http://i.imgur.com/oNAtVkh.jpg)
![Posted Image](http://i.imgur.com/kV8GgQY.jpg)
![Posted Image](http://i.imgur.com/dXlp2xF.jpg)
#717
Posted 07 February 2014 - 03:47 PM
#718
Posted 07 February 2014 - 03:48 PM
I mean really, do you guys know how to streamline at all?
I'll give examples:
Why is the group interface its own thing, why not put it in a box in the corner so I can know when other people are ready?
Also, why do I need to be in the group interface to drop to a match?
Furthermore why do I need to select what kind of match I want to drop into, when even the old UI left it stickied so I didn't have to choose EVERY drop?
For Mech selection, the old way was better than the new way, as you have to wait for it to load up, or have your mouse in the right spot for it to highlight your loadout.
I do like the glass addition to the cockpits though.
#719
Posted 07 February 2014 - 03:56 PM
when i press 'checkout', why do i stay in the load out menu? Doesn't this imply that i am done with editing the mech?
I still neeed TWO more clicks on the other end of my screen to leave so i can finaly move my mosue back to the social button (which i still think should be totally removed form the game and everythign included in the UI itself) to open it and then find the rdy button back in the other corner of my screen...
#720
Posted 07 February 2014 - 04:25 PM
MechLab does not have a summary that shows modules. This must have been an oversight. Please fix.
The best way to find a module is to look at your inventory in the home screen and click each Mech in inventory since the summary in the mech bay does not show modules and the inventory does show module slots. OK. Why do my Founders mech's not show in inventory? No wait its Champion mechs that don't show in inventory.
(Revised above)The best way to find a module is to look at you inventory in the home screen and click each mech in inventory. Open the MechLab, select Champion, select configure for each Champion and select modules. If you find one at this point you have accomplished something. If not select back then back. Four mouse clicks for each champion to see if you have a module.
On occasion I decide that I want to play a select few mechs. I have a limited number of modules and want to pull all of my modules into inventory to decide how to divide my modules in to mechs in my drop ship with four slots for the four classes of mechs that I am used to rotating. (More on this later) 31 mech that are not champions and 8 mechs that are champions. Although it takes a little less effort to find a module in a mech in inventory than it used to it takes more effort to find a module in a mech in the MechLab. Not sure if there are more mouse clicks involved in finding a module in UI1.0 or UI 2.0 but 2.0 seems more cumbersome.
Where is my drop ship with four slots? I liked my drop ship with fours slots. 39 mech’s is a large number of mechs to decide on when grouping. 4 mechs, one for each class or 1 for each of the basic roles I like to play was easier. I want my 4 square drop ship back.
Where is the summary of everything in a mech in MechLab? Please fix
New Fly out summary of mech in MechLab. – Very cool. I like charts and graphs. Does not scale. Very hard to read the four corner summary graph. Why are my 5’s so small?
MechLab Sorting. Needs more options and the options that exist are not accurately labeled. Don’t like the default. Why not just sort all alphabetically. Hero –Aplha/Num Champion –Aplha/Num, Regular –Aplha/Num. Owner includes Trial with a buy button that I cannot buy for lack of MC.
MechLab Configuring. Really can’t find anything that I like about this new setup other than...its, uh nope I got nothing. Lucky I have dual monitors and will just use http://mwo.smurfy-net.de/ to configure my mech and use this as a template. Maybe you should go out and take a look.
Rename Mech – Great but until you can sort in inventory and MechLab by weight, class, type and model it just makes things a little more confusing.
Purchase Mech’s – not buying anything until I can tell how it is equipped. I buy things. Other people buy things. I don’t think anyone is going to buy things until we know what we are spending our money on.
Skills – when looking at the mech tree for a specific mech and pressing the back button it closes the mech you we just in. Well sometimes. Sometimes it stays open and sometime it closes the mech you were looking at and opens the jenner group.
Ok that’s what doesn’t work or doesn’t seem right to me.
Pilot Tree – works.
Suggestions
A one click options to remove all modules from all mech’s. Come on you know we want it.
Better sorting.
An inventory option that allows us to arrange how ever we want. Drag and drop like you are arranging icons on a desktop.
Tutorials – your vision on how we are supposed to use UI 2.0
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