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Ui Feedback


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#761 Elder Thorn

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Posted 08 February 2014 - 09:53 AM

View PostAlekzander Smirnoff, on 08 February 2014 - 09:25 AM, said:

I suggest making the social button larger, moving it to the top left corner and making it a toggle so that you can open and close the social panel with a single button instead of moving the mouse all over the place.


I suggest to completly get rid of it.

#762 Lysander Davion

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Posted 08 February 2014 - 10:36 AM

Is it just me,or is the loadout of a mech to buy in the store now classified information? I clicked on every pixel on the screen with right and left mb but no loadout info at all.... may be i have to summon the loadout info but i am not a very spiritual guy... and I refuse to sacrifice a chicken and drink its blood to get to know whats in the mech I am buying...

#763 Erik Hollister

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Posted 08 February 2014 - 11:21 AM

View PostDemonRaziel, on 08 February 2014 - 07:45 AM, said:

Possibly, the negativism is at its finest around here.

But it should be said that they did not, in fact, cure cancer, but instead yet again release something atrocious and barely functional upon their player base, disregarding the feedback provided during the testing. Or pushing it back until further fixes, if you will.

I understand they got themselves into a tight spot where they had 2 options - push the release back and start yet another crapstorm for yet another missed deadline, or release it as is and endure a (perhaps) smaller crapstorm. A tough decision to make, but a situation the devs brought upon themselves solely with their (in)actions.

After all, haters will always hate (They missed yet another deadline, amateurs! / They released an unfinished UI, amateurs!) and fanboys will always praise/defend the devs (It's better to miss a deadline than to release a broken product. / They told us right away it's not unfinished and will be tweaked further. Would you rather they missed a deadline?).

Though what worries me the most is the possibility they will need to spend so much time fixing the new UIs many issues, that they will actually really miss the upcoming timelines for the features announced to be released later this year.

I think you missed the mark on this one in regards to the haters/fanboys, my friend. I am VERY disappointed with the new UI... heck, I'm here complaining about it instead of playing the game. PGI has done a pretty darned good job creating the game, and fixing what is broken. When I first started playing, my computer and ISP made it nearly impossible to play the game.... I was relegated to playing an LRM boat exclusively because my frame rate of 2-3 FPS made it "unlikely" I'd actually score a hit on anything moving unless I aimed about 5 mech lengths in front of the target, give or take. They fixed all that, and I for one really appreciate it. Folks that complain about lag or glitchy play have NO idea the strides that have been made. That being said, I want to point out that those of us that are almost VIOLENTLY critical of this UI find ourselves in this state not because we are "haters", but because we really enjoy the game and can't stand to see it get reduced by poor decision making by PGI. That UI is garbage... those of you that think otherwise must have played some seriously horrible games in the past to think it isn't.

#764 Corvus Antaka

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Posted 08 February 2014 - 11:37 AM

My core issues are "Cant see how much ammo/heatsinks/etc"

give me onclick not on hover

finding engines/modules is a nightmare of epic proportions.

text is too small at 1920x1200

mechlab is a pain. i really dislike the new energy/missile/ballistic division, why not just group all guns together in 1 list as before?

desperately need a list view.

paperdoll & hitbox examination/clicking on mech is gone, and would be great to have return.

social items need to work without disabling access to mechlab/store/etc

no way to sell mechs via mechlab interface. store/buying via mechlab/mc only sales vs cbill and mc sales. also the ui feels in some ways as if it's trying to "Trick" you into spending MC. I spent 15 MC on an arty strike just by misclicking.

prices on the icons/#'s, etc are all very small.

having icons on each mechs thumbnail showing engine type size & module icons would be fantastic.

lots of fancy cions telling us slots/wieght/etc. their intuitive, but still a legend or tooltips would be very very helpful.

Edited by Colonel Pada Vinson, 08 February 2014 - 11:39 AM.


#765 ImagineDwagons

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Posted 08 February 2014 - 12:39 PM

The UI 2 is made by person who does not play MWO and approved by another similar person. I just can't believe that these persons can be so bad in navigation design, so this is the only explanation to me.

#766 Celas Thienf

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Posted 08 February 2014 - 01:03 PM

Before you was able to look for modules by clicking on mechs one by one and in UI 2 you need to make 3 additional clicks to do the same.

My MWO experience lately.
Launch MWO. Trying to find which module attached to which mech. Give up. Close MWO.

I will not even mention how much more clicks you need to make to change mech loadout. This is just horrible.

#767 Planet Roq

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Posted 08 February 2014 - 01:12 PM

Can you add the module loadout in the mechlab paperdoll when you hover the mouse over your the owned mechs if not, then rather than hovering the mouse over the mech in the mechlab, can you also add that paperdoll info when you select the mech by clicking it before configuring it. This way it is more instant rather than waiting for 1 second for the info to appear.

I like that it shows basic info when you're in the inventory tab under the home tab, showing the weapon and module loadout since that is what I'm always searching for when I need to switch out equipment, or you can add a configure button in that window to save time.

For the engine layout, can you have a pull down that shows either list view, detail, or image view. Lots of images of the same thing is confusing and I feel like I'm more fishing for what I want than going straight to it in a listed and ordered view.

Is there a view where we can see the whole mech so we can click the parts of the mech rather than clicking the listed parts? Compared to the previous UI, the new UI feels more restricted and with the previous one, seeing the whole mech felt much more open and you click the area rather than the named part. It felt easier to navigate, more open, and a sense of scale was added to the customization of your mech.

I have spent time on it and trying to adjust to it but I found that I'm searching either randomly for modules or clicking my mech one at a time but then I found it easier to go to the Home tab, clicking Inventory, then searching that way but then I had to click back to the Mechlab tab to configure so I adding a configure tab in the Inventory screen would help.

Edited by Planet Roq, 08 February 2014 - 06:08 PM.


#768 Burke IV

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Posted 08 February 2014 - 01:14 PM

I havnt played sinse before christmas, when i seen there had been new developments i figured i would check things out....

After staring at UI2 for around half an hour i have decided to go an play something else. I dunno wtf that is supposed to be but it feels like 3 layers of encryption have been added between me and my mech. How could this have happened? Lost for words.

#769 Victor Morson

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Posted 08 February 2014 - 03:09 PM

In all the talk of the big things, man, the little things still bug me.

Why do I have to click the bottom, left, right, middle, right, left, bottom, top to navigate just into a 'mech and to change a part? It feels like the buttons should be much closer together and grouped so that if you DO have submenus, the next click is reasonably close to the last one.

Case in point every single time I hit configure on a 'mech near the bottom I feel like I'm at a loading screen for a split second before I realize "No, what I need to be pressing has ninja'ed it's way far to the left."

And what about how you have to hit the X on the far right to exit Social? Why can't you just click the dead space or something? Why is there not an X on every pane if you're requiring an X? It's not even clear you're "minimizing it" - it feels like you are leaving the group. It's just awkward.

Or how after checking out a 'mech you've designed it doesn't drop you back at a screen so you can ready up in social - it drops you back to the exact same screens so you have to hit 2-3 more buttons?

Finally, we have the Escape key. WHY IS THE ESCAPE KEY NOT "BACK" AT EVERY SCREEN?

-

You could call this nit picking but it all adds up to a horridly sloppy interface even if the BIG issues - like finding engines - are resolved.

Edited by Victor Morson, 08 February 2014 - 03:10 PM.


#770 L1f3H4ck

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Posted 08 February 2014 - 04:03 PM

Rollback. Please do a rollback.

Until actual new features are released, the new UI doesn't actually do anything for us. Let's re-release it when it's really needed, and until then, let someone have another look at the interface-design. Doesn't that sound reasonable?

I mean, all the interals of the UI are done, right? RIGHT?

#771 Banse

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Posted 08 February 2014 - 04:13 PM

Considerations for modification:
  • Play Now - Have a separate button for setting which modes you want to play in advance, maybe even show in light gray text next to "Play Now" which modes are selected but let Play Now actually start you PLAYING NOW.
  • Log Out - Too many extra steps. Why would I want to log out and not quit? Make the logout button more of an exit and also log out in one go.
  • Bottom UI buttons - Put to one side or another instead of spread so far across the screen please.
  • Check Out - When configuring a mech, could the button be "Save Mech" if no new items are purchased, otherwise if something new is purchased it can be "Check Out".
  • Statistics - Couldn't this be saved local for the user and checked against the online copy with a hash to make sure they match, then looking at your local stats could be performed within the UI.


#772 sabujo

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Posted 08 February 2014 - 04:25 PM

Don't know if anyone has pulled this into discussion but, what is the logic of Ballistic weapons are color-coded in purple? I know this is highly subjective, but purple being a tertiary color (light color model) shouldn't is be assigned to less than common equipment such as AMS or ECM...?

Why not follow MW4 color coding for the sake of simplicity?
Red - Energy
Yellow - Ballistic
Green - Missile

Also, immovable items such as Gyro, Actuators and stuff, should not be White on Gray, but Gray on Black. The fact they have the gray filling just puts them on par with the rest of the customizable equipment.

And if ballistic is purple, why is ballistic ammo yellow? Ammo should have an inverted color scheme of what colors are used as representation of ballistic weapons. The same with missile ammo (green font in dark background).

I am convinced this color coding was something added at the last minute, since in PTS 3 the equipment/weapons blocks were all grey. So, I assume they will pay some more attention to this.

#773 NemesisXIII

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Posted 08 February 2014 - 05:08 PM

Although it was briefly touched upon by others I feel the need to re-iterate. The loadout screen NEEDS a paper doll. It would be nice if the loadout could be better streamlined as well. Unfortunately at this moment I don't have an easy solution to stream line it- but it does seem to take more clicks to get to the load out - though it IS easier to find your equipment.
Thanks for the UI

#774 TheMadTypist

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Posted 08 February 2014 - 05:26 PM

Okay, I'd been taking a break with warthunder and tf2 for awhile but I came back for the much trumpeted UI 2.0 release. At first, my opinion was that it was strange, but that over time I would come to be as familiar with it as the previous interface. However, as more time passed, more and more things jumped out at me just while trying to play the game that this release has been the most frustrating in recent memory. Long story short, I'm disappointed, and concerned you pushed this out even now- not so much for the bug concerns, but simple issues with the design.

How many heatsinks are inside this engine? How many do I need to launch? How many do I have equipped? These are all questions that I should not have to ask, because you know better than to leave that data out- it was, after all, in the old UI. "Not enough heatsinks!" trumpets the game, but it never actually says you need ten, and as far as I can tell it never tells you how many are in the smaller engines. Considering how big a deal the mechlab is in making this game different from your competitors, I'm stunned. You've made modification and design a a chore to go through, and the basic build rules aren't explained to the player anywhere in game.

You're drowning us in a plethora of minutiae, yaw angles and acceleration rates, and leaving out the damn basics that are actually important to the player during modification. And the important information you do display? Like max tonnage, for godsakes- is displayed in tiny text way off in the bottom corner of the screen as though it's entirely unimportant, instead of a number we need to frequently reference. You know better than this. You've done better than this. Things like turn rate and arm range are interesting details that are fine to include, but aren't going to be constantly referenced by the player, where things like current ammo count, heat sinks and to an extent, current engine size are core facts that should come up on rollover, with the same kind of emphasis you show for armament- these are values the player looks to frequently, they shouldn't be obscured behind comparatively unimportant reference values. Why were the essentials pushed from this initial release when you took the time to include so many enhancements?

Calling this incomplete is not an excuse- it is riddled with design mistakes- not functional bugs, but fumbles in understanding what's actually important to display to the player- that make it cluttered, unintuitive, and a step backward in creating a cohesive game experience for your players. You've left off or de-emphasized core information while putting the focus on minor details. You've even made the current C-bill count yet smaller than before- seriously, this is the player's budget that drives both how much progress they have banked, how much modification or advancement they can afford and you've shoved if off into the corner in what looks like twelve point font!

You may have made progress on the capabilities on the back end, but you have failed to capture what's valuable on the front end. I am disappointed because you know better than this, you've delivered better than this, you've had this in design and development for over a year, These are things that should have been dealt with for the first release, not mopped up afterword. The game is not in beta anymore- new players are coming in with the expectation, right or not, that the interface they deal with before they start playing should work right now- not in a few weeks, not after another iteration, but now, with the assumption that if it's live it should be ready to be used. Yes, we can launch a match, but everything up to that point has become a negative user experience. You are hurting your first impressions and the immediate future of this game and that, beyond anything else, is what is so frustrating to me, because you damn well know better, you are capable of better, you deserve to be better represented by the project you've sunk so much effort into and this is the sort of stumble that should not have happened.

Now, I realize I've gone on a rant over what are essentially defects in the look and feel of the UI, but to put it another way: What you wear to work may not define how well you do your job, but there are certain expectations of professional attire that exist if you want to work in a corporate office, especially when you're showing up to your first interview. Please consider that when going over the lessons learned for this release.

#775 skud789

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Posted 08 February 2014 - 05:27 PM

I've just logged back in after 2 days, since I last tried it. Played one game with my favourite mech (always ready) and everything was great. A few nagging details looking around but once I found the mech I wanted it was all good, just something I needed to get used to again.

I then saw a mech do really well and wanted to copy its loadout, and I even had one sitting there I don't use at all. So I went into the mechlab, spent 20 mins playing around trying to get everything in the right place before giving up as even after all this time I still really didn't get a feel for the mech at all, and I was only fairly sure that everything I needed was in place. This took away a lot of the fun I have with the game.

At this point I decided to turn it off for a few more days till I can calm down enough to give it a proper try, then I'll make up my mind fully.

#776 FactorlanP

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Posted 08 February 2014 - 05:48 PM

I was rebuilding a mech from the ground up earlier... Holy moly what a pain in the buttocks!

Plus, I couldn't find anywhere that listed how many shots per ton of any of the ammo...

Did I miss it, or is that just one more missing piece of really important information?

#777 Big Bertha 00

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Posted 08 February 2014 - 06:49 PM

It would be great if CBills and MC totals were displayed on all pages, including the home page. I'm always looking for the total, and it requires the user to go to the mechbay repeatedly to find commonly accessed information.

#778 RexMaximus

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Posted 08 February 2014 - 07:21 PM

It looks nice at first, but it has made building a mech an absolute nightmare. It has no flow, and really needs to be refined to give more information with less mouse work. I love building mechs, and now I don't even want to play the game because I don't want to deal with the lab at all.

The old system while it had issues, had a good flow to it. My only complaint was trying to find modules and power plants on mechs that you owned. This right now gives me a headache just to use.

Thanks for trying to get this out to us, but please rework the flow of the system. There are soooo many wasted actions just to accomplish something now.

Is it possible to give us the option to use the old lab or new lab on the log in screen?

#779 DAEDALOS513

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Posted 08 February 2014 - 07:55 PM

View PostFrechdachs, on 08 February 2014 - 04:03 PM, said:

Rollback. Please do a rollback.

Until actual new features are released, the new UI doesn't actually do anything for us. Let's re-release it when it's really needed, and until then, let someone have another look at the interface-design. Doesn't that sound reasonable?

I mean, all the interals of the UI are done, right? RIGHT?

Ha, it almost sounds like you are expecting an answer to your question. Over 750 comments about the new UI 2.doh and not a single reply from Piranha. Are they replying in a different forum or something?

#780 Burpitup

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Posted 08 February 2014 - 08:18 PM

ok so the problem with it i have is, when you go to the store i cannot see the loadouts of the mechs. Not sure if everyone is having this problem but i cannot.





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