


Ui Feedback
#161
Posted 04 February 2014 - 05:39 PM

#163
Posted 04 February 2014 - 05:46 PM
#164
Posted 04 February 2014 - 05:48 PM
I'm sorry. My feedback is really negative.
I also apologize because it is stream of consciousness. So it contains reactions which are meant solely to express how I was *feeling*. They are not intended to be derogatory or insulting.
I do try to be positive, but it was a frustrating experience and overall I was very unhappy with UI 2.0.
So I'll start with positive things:
[EDIT: I forgot to say that UI 2.0 is a big achievement. It is forward progress on the game because I understand that the "under the hood" changes are tremendous and tremendously important. And now that it seems to function, the big issue is form. Just being at the point where they can spend time on UI design and function at the user end is a big step forward. I do appreciate that!]
1. I like that I can organize mechlab by type. That is nice.
2. A link to Statistics is a neat idea. I hope to see it implemented in game. (Or to see a windowed launcher mode for easy tabbing to browser and teamspeak).
3. I like that I can see 20 mechs at a time in the mech selection screen.
4. It looks like you did implement tabbed chat windows. That is cool. (Despite bugs)
5. The "Player's Spectating" number is neat.
Quick Note: I use 1600 x 900 (I think), so I can read font okay. Any higher setting or worse eyes and I would be SOL. Hard to see some on the social tab too.
Complaints & Suggestions:
(1) Full Screen Launcher
Because I always play MWO on teamspeak, a windowed mode for the launcher would be really nice. Alt tabbing to check whose logged on and various other things is a pain.
(2)Select Mech:
NOTE 2: This link just goes to mechlab, which is fine. Two ways to get to the same place isn't bad.
This screen is awful.
Three primary reasons:
1. "Mech Selection"
Very little of the information I use to choose a mech is visible.
I have 3 highlander configurations: A missile boat, a Gauss/2xPPC, and an AC20/2x PPC. I don't remember which is which and I cannot see it from the mech select screen.
I haven't piloted my Trebuchets for a while. I wonder what kind of equipment they have.
In choosing a mech, I need to know:
-- What are my weapons?
-- Engine Size - not shown, although speed is, which is adequate.
-- Whether the mech has an XL or standard engine. This affects how I play the mech significantly.
-- Special Equipment (displayed)
-- Modules (to know if I have to move them around.
-- Jump Jets (Shown)
-- Heat dissipation is nice
-- Presence of ECM, BAP, NARC, TAG, AMS, Artemis all useful.
Not really useful:
-- Armor Total. It might be nice to know if my left arm has no armor, but a total tells me nothing, and I already know the answer is "as much as possible".
-- "Firepower" - 2 LRM15s =/= 6 MLs.
-- Structure & internal type
-- type of heat sinks (they are always double unless I screwed up, and, in any event, it overlaps with the heat MGMT bar. Although I would rather just see a list of "14(double)" but that is preference.
2. Mechlab
NOTE: I later discovered some of this functionality is found in Inventory.
However, you cannot launch if the Inventory screen is open. So I will leave these complaints here since swapping between inventory and mechlab just to find things to move around is incredibly tedious.
Where is my 300 XL engine? It's on a mech but I don't know which one.
Where is my 280 XL engine? It's on a mech but I don't know which one.
Am I going to have to keep a spreadsheet to find stuff now?
Where are my gauss rifles? For a new player those are EXPENSIVE.
Where are my modules?
It's probably against the TOS to pay smurfy's to develop something like that I suppose.
This is really really frustrating me. I switch mechs every two matches.
I wish it could be organized by weight or alphabetically. (As in 80->100 tons in the assault tab, for example), and with all chassis next to each other (such as all HBKs adjacent).
I sthere any rhyme or reason to how the assaults are organized?
Is it just alphabetical?
Why is the weight information hidden? That's in many ways the most important and intuitive stat.
I cannot even read the word before MGMT. I believe it's "heat", but the background is the same color as the font.
3. Mech Purchase
Where are the hard points?
"It has a ballistic slot. Yay! *buys mech*. "Wait, it's in the HEAD?"
Smurfys is now mandatory to even shop. I'm sorry, but it's true.
(3) Mechlab: Loadout (Configure)
How much ammo do I have? (no change from old system).
The engine list does not list how much the engines weigh?
99% of the information displayed is useless. I understand I can just click on them, but it doesn't do me any good.
I can't even select them - I have to mouseover and wait.
Why does the pop up not appear when I select an engine?
Why can I not use arrow keys to move between them.
How is a new player even supposed to know they're called c-bills? Nothing really indicates its a currency in the lower left :-). (This is a minor gripe, sorry.)
I've opened the Raven.
Um, where can I put weapons?
Torsos and Arms or something.
Let me get a notepad so I can write this down as I click through all the locations.
I've selected a Range:
What is the range of a large laser?
It appears to be somewhere between 300 and 500.
It's hard to tell on this Graph.
Give me a NUMBER FOR . . . sorry. I got carried away.
Thank Smurfys for Smurfys. So I can learn what weapons do.
I am now mousing over the AC20 with my shadow hawk open.
Nothing is appearing because it's red and too heavy.
How do I know if I want to consider equipping it? Maybe I want to find tonnage for it. It depends how good it is!~
Can I mouseover the AC10 to see what it does?
No. What if I select it by clicking?
Nothing.
Select the weapons by clicking?
Nothing.
Where is the text that explains (at the bottom) how weapon and equipment works. How am I supposed to know?
How do you communicate this information to players?
Engine: "1 of 3 slots used"
What are these slots? They really should say "1 of 3 HEATSINK" slots used."
(Okay, obviously I knew what it meant because I am experienced. But a new player?).
On the right, it uses pictures and color to differentiate ballistic and energy hard points.
It does not use the word ballistic or energy.
On the LEFT, it uses words ballistic and energy. There is NO Color OR picture associated with the weapons.
How is a new player supposed to know what is what.
How do you save a configuration? I'm having trouble figuring that out.
Is it the checkout button?
I don't to save this config, so I am too terrified to find out.
(Also, "checkout": I'm going to the store to just buy a reconfiguration? Or am I buying a mech reconfiguration on Amazon? "Checkout" and "Save loadout" are not synonyms. "Buy & Save" would make more sense?
Or better yet "you are leaving the mechlab, "Exit Without Saving" "Save & Exit" & "Cancel" would be good options.)
(4) Testing Grounds
I just accidentally launched a testing grounds.
This is not a big deal honestly.
But it would help a lot if the confirmation option was "LAUNCH" not okay (Er, "OK"). I was expecting OK to simply set the setting.
My mini-map (

But I get 150 FPS in alpine. Holy crud. I only get 30 in games!
[I only get 50 FPS in the mechlab, but that might be a hard cap.]
(5) SKills.
I don't understand how mechs are organized.
Jenner
Commando
Raven
? It's not alphabetical. It's not by weight.
WEIGHT is still the most intuitive in battle tech.
What do the pictures mean? A mouseover explaniing would really help.
Blue appears to mean nothing.
Gold appears to mean that you have mastered at least one variant?
I am not sure, I see for some reason my JennerK has a flag that says "elite" with the blue icon.
So gold is mastered. You get a flag if it's less than mastered (ribbon - green thing that says "ELITE")
Although nothing explains that my CMD has all basics.
Why does it take me 7 mouse clicks see the Commando's Skill tree.
Why can I not see skill points on mechs I don't own?
I think I finished basics on the CTF-2X. But I am not sure, I may have finished elites.
Also: what if I earned XP on trial mechs - I did that a lot before.
I have literally no way of knowing how much XP I have on the Stalker right now. Even though one of them is the ACTIVE trial. I might be more likely to buy it if I knew if I had 20,000 XP on it.
(6) General
In addition to being capped at 50 FPS (no big deal), it drops to 20 whenever I click on anything. So there's lag.
(7) Inventory:
Not being able to sell from the mechlab anymore is really inconvenient.
Fortunately, you rarely sell anything in this game, so maybe it's for the best if new players are discouraged from selling things.
(8) Home Screen
I miss being able to set 4 mechs as my fast droppers.
(9) Social
WHERE IS IT?
Is it that little picture on the bottom by settings?
Is that a button or an icon?
Um. How do I get to the mechlab without . . . ah, the X apparently.
Why can't I leave the chat window open above my mech picture if I want to? The mechs are pretty and all, but having to check constantly to see if I have a message, if people are done with games, or what group status is when there's all that wasted space makes me sad ---
Can you please please please make social tabs that can be left up, dragged, manipulated, and minimized? They should exist over the mech picture layer.
At a minimum a little 1 inch wide list in the top right listing players in your group, their ready status. And quick links to your chat windows under that. That blink if there is new text. This should be visible in all tabs for social reasons. With a little minimize button if I really want to see the top left shoulder of my mech.
Joined a group.
OMG UGH.
Hard to use.
Hard to see.
Ugly. For some reason all the color has been drained from several features. There's more color in some areas, but not in others - particularly the social tab - the text is colored (purple hard to see), but not the background.
I'm sorry.
It says players will get messages after the game, but they didn't see it.
Why can't I move the windows?
There needs to always be a small list of which group members are readied in the top right. It only has to be 1 inch by one inch. Similarly chat logs don't have to be big.
Okay, so if you send a message -- an envelope appears.
However, if you click on the name, the message is lost.
Did I mention that you can't ready while in the inventory screen.
Nothing on your screen shows that you're not ready though - without team speak, how would I know I was unreadied.
How would I know if other people were ready?
How would I really know what's going on for chat?
(10) Why is alt tab not working . . .
Or my windows key.
How do I get into team speak . . . CTRL-ALT-DEL?
(11) OTHER suggestions
In the select mech list: mechs that cannot be used should have a warning icon on them or something.
I'm having real trouble figuring out which mechs I can take. Basically you have to click on them and look at the little tiny "tonnage" number.
I have played battletech for 20 years, I know every tonnage by heart.
It's still a chore to look at at the tonnage and think "okay, this is 55 tons out of . . . okay, 70, it's probably missing an engine.]. Although the speed of 0 KPH would give that away, nevermind.
Still, makes it hard.
This is worse than the old system because it's just not as obvious what is on the mech.
You should make game mode selection checkboxes if you haven't - I didn't test.
(12) BUGS:
After selecting multiple tabs at the top quickly, I now have both Mechlab and Skills tabs lit simultaneously.
I think the thing here an envelope appears, and you click on it, and there's no message is also a bug.
(13) Inventory
I had heard that if you clicked on inventory, it would let you browse your battlemechs outfitted.
However, it does not display what weapon you have equipped.
Also: when inventory is selected, you are automatically unreadied.
Is that necessary?
(14) EDIT 2:
Things I am grinding:
Apparently c-bills and GXP are no longer prominently displayed.
These are the things I grind, so it's kind of sad if they are not constantly visible like they used to be.
It's the kind of thing I don't want to have to glance at between matches without digging for it. And there's space on the bottom.
Edited by DanNashe, 04 February 2014 - 06:23 PM.
#165
Posted 04 February 2014 - 05:49 PM
i lost nearly all of spent Mech XP on
LCT 1V Master
LCT 3S Master
LCT 3M Master
COM 1B Master
COM 1D Master
COM 2D Master
COM 3A Master
RVN 2X Master
RVN 3L Master
RVN 4X Master
CN9 A Master
CN9 AL Master
CN9 D Master
CTF 1X Master
CTF 2X Master
CTF 3D Master
CTF 4X Master
that is, what I should have, but all showing in
skilltree are basic skilled mechs

i can't review details because all of my mechslots
are used - that mechs are correctly shown in skilltree
and what for heavens sake have you done with this
stupid text editor - it almost looses every third letter....

#166
Posted 04 February 2014 - 05:50 PM
#167
Posted 04 February 2014 - 05:51 PM
A big one, no ammo amounts, or tonnage indicators on inventory items.
Sure it looks pretty, and the mechs look great... but it's probably the least intuitive and hardest to use mech setup system I've seen, including all the way back to MW1 and Tabletop...
And of course my 2 LRM 20 + Artemis IV's and 2 LRM 5 + Artemis IV's have disappeared, and it wants me to spend 1.52mil to get back the launchers I had a few hours ago. :/
As well as being semi-new to MWO (though not BT), and not having all that much time to dedicate to grinding, that's a lot of my C-Bills and till it's fixed one way or another, it's 1/3 of my mechs out of action.
Additionally, I was going to buy the half price X-5, but with everything so glitchy, I daren't spend any money.
I severely doubt that this is going to be fixed before the sale ends, so I won't be buying that.
Edited by Ovion, 04 February 2014 - 05:58 PM.
#168
Posted 04 February 2014 - 05:51 PM
Dark Radiance, on 04 February 2014 - 05:26 PM, said:
Yes. I noticed this as well. I basic'd out a couple cicadas a while back and foolishly sold them. Now I have an X5, but I can't see the experience I have on the other two chassis. At this point, I'd have to check my stats page just to figure out which ones they were.
AEgg, on 04 February 2014 - 05:28 PM, said:
Honestly, the new one has some issues, most notably the lack of an overview. But it's not really worse. It's also MASSIVELY faster. I'm very glad it doesn't take five seconds to slot in a new component anymore.
This is about as true as a statement can get. I never made it to any of the public tests, so I went in this afternoon completely blind. It took me a minute to figure out how to do different things, but after about an hour of using it, it felt much more comfortable. Not perfect, but not worthy of the phoney melodrama either. I've left a few comments already about some things that could be fixed, but the speed is really noticable. It took about 15-20 seconds to load my mechbays after every match before.
This patch couldn't have come fast enough.
Meta 2013, on 04 February 2014 - 05:31 PM, said:
I'm new enough that I still remember my first day after downloading this game. The old UI was just as confusing. The only difference is that us experienced players have to unlearn the old way, which is probably harder than trying to learn it the first time.
Commander Longstrike, on 04 February 2014 - 05:50 PM, said:
Worked for me this afternoon. I bought the MC and alt-tabbed back to the game to find it immediately updating with my extra MC.
Edited by tucsonspeed6, 04 February 2014 - 06:01 PM.
#169
Posted 04 February 2014 - 05:53 PM
#170
Posted 04 February 2014 - 06:01 PM
MWO coding team, Good job on working your way through the new UI. I know it was probably tough. Hopefully, you got to reuse a lot of old code, but I'm sure fitting everything to the newer, snazzier visual standards wasn't a walk in the park. It still has its bugs, and yes it was released before the beta had allowed all that many iterations of development, but still, you got it done! Congrats.
Visual design team, good job too. This GUI looks nice, especially that opening page! You did that well.
Overall, solid work. A few bugs and it'll be great. or it would, if it weren't for...
You, the managers, the ones running the show, the ones who plan on the direction the game will move and sign off on the various aspects of the game that will get implemented. I can't see into your minds, and you've been tight-lipped in general about what you want. But it is still obvious, to me, that the core problems of the GUI came from your direction, and I'll go ahead explaining why.
To the more general audience of forum-goers reading this, why would a company redesign a GUI, in general? Since I'm writing, I get to put words in your mouth, so you reply "Because we didn't like the last one." To which the answer is "No, not at all, sorry." Believe it or not, you aren't that important in the grand scheme of things. Bear with me, I'm not insulting you.
You see, you've already bought the game. You already play it. You know the quirks and bugs and, while they are annoying, you can get around them. So while the last UI had it's faults, those were all obvious, isolated things, by which I mean, they could have been fixed one at a time WITHOUT redoing everything.
But that's not what has been done here. They've redesigned everything, the whole interface! I'm sure some of the code ported over, but it certainly wasn't easy and we know how long it took. That's a heck of a lot of design, and code, and beta testing, and bug fixing that they could have avoided by upgrading the last version. Why do it?
To reiterate, it isn't for their current customer base. They know you. You've put money into the game, you place it often enough to ask for new UI pieces more inline with other modern games, but in the end, you won't pay them much MORE for the UI itself. If it came to profit from their current customer, they'd be better off adding things you might pay for. (Heck, just balancing the game would mean people buy more varieties of mechs, but that's an entirely different issue.)
Now to answer the question I keep putting off, why WOULD you rehaul the UI then, if not because we asked for it. Simple. NEW PLAYERS.
When any program, from a word processor to a video game, rehauls its UI, it is because the designer valued GENERAL USEABLITY over FAMILIARITY. General Useability is how simple it is for any person to walk up and instinctively know how to make the program do what they expect. Familiarity is how easy it is for a previous user of the program to get the program to do what they want. By making a UI generally more usable will broaden the number of people willing to play the game, but it won't make your past players any more likely to.
And this is where the MWO staff has made a HUGE error of management, because this UI is not a BIT more user friendly than the last one! The button placement is unintuitive. Important options are nested deep inside multiple menus. Stats pages and badly made search options distract ones attention to irrelevant information. Surely the torso rotation speed isn't worth that much screen real-estate (especially if you won't add a worthwhile scale to anything.)
and to cap it off, the staff KNOWS its bad, because they had to put out a 12 minute video to explain it to the old users who, even if they find it unfamiliar, at least should have some advantage to using it. Right?
Apparently, they've forgotten a few core concepts of how to design with the user in mind. Things like "Users Don't Read the Manual." I hate to say it, but whoever is leading this mess should read go read Joel on Software (CEO of Stack Overflow and Fog Creek Software). I especially suggest his articles on "Designing for People Who Have Better Things To Do With Their Lives." Heck, here's the first link, http://www.joelonsof...0000000062.html
TL;DR:
The new UI should have been easier to use, it isn't, and that's wasted a lot of good programmer's time.
Also, the management should get their act together.
Edited by TheFillyosopher, 04 February 2014 - 06:03 PM.
#171
Posted 04 February 2014 - 06:01 PM
#172
Posted 04 February 2014 - 06:04 PM
Some posters have been constructive enough to post concrete solutions on how to improve the UI. (Smurfy/Li SongMechlab are also good working examples)
If you have to, rework the damned UI2.0 from the ground up and make it intuitive and easier to use.
The 'MECHLAB' is where we will be spending most of our time configuring our mechs. Get it done properly.
#173
Posted 04 February 2014 - 06:04 PM
The good:
· You finally delivered after a year of promises
· It does look nice and cleaner (do prefer more grit as MW has always been gritty, not pretty)
· It has a lot of pretty charts and information regarding mechs, once a mech is selected
· You finally fixed the launcher grabbing and locking the mouse cursor when game not actively selected
· You can turn your mech around in the bay and see how it looks
· You can finally setup weapon groups outside of the active game and in the mech bay (however, its broken and broke previous weapon groups)
The bad:
· You’ve overcomplicated the UI
o What used to take 1-2 clicks now takes 4-5 (literally)
o The chat interface is considerably worse and much harder to access
o The chat interface is almost a pain in the rear to leave
§ Should not require a tiny “x” on the far right of screen to exit
§ Should allow “esc” to take to previous screen
§ Chat interface should be integrated into the primary screen, not as a subscreen
o The ready up functionality of the game is now considerably worse
o Forcing user selection of game type at each launch is a pain
o Sorting mechs is a pain
§ Attempting to sort by type of mech does not list them together, spreads them out based on non-user selected qualifiers (hero mechs first, then champion, then regular in random order)
· Need to allow users to select specific mech types/chassis, sort by weight, sort by variants, and so on.
§ When sorting against mechs the user owns, you display the trial mechs. These mechs are not owned, why are they showing? You give the user the option to buy the trial mech which clearly shows a value that the user does not own the mech and does not meet the constraint of “if user owned then display”
o No longer able to run the UI in a windows mode and run game in full screen as previous UI
o You don’t effectively use the space of the UI. You cluster in small areas and use tiny fonts/graphics, leaving lots of dead space that should be better used
· Frame rates have decreased by 20-30 FPS in UI 2.0 and in game
o Multiple monitor setup maybe responsible; however, this was working great and not an issue before latest patch.
o In combat, FPS now drops to 10-20FPS making it impossible for me to drive any mech successfully or target a specific area.
· Increased graphics glitches
o Twice out of five games, I started moving and the screen stopped refreshing. I could hear the game, but the video decided to freeze frame. Game continued and mech kept moving. Standard methods of “esc”, “alt-tab”, “alt+enter” and “alt+F10” did nothing. “alt+clt+del” for task manager finally brought the screen for active MWO play to the front
o New glitches in game, starting up and seeing numbers and weird symbols instead of seeing environment outside of the cockpit of mech. Mech graphics internal rendered fine; however, everything external went wonky.
o In combat too close to mechs now warping user into a view of flying above the battlefield, then dumping in areas, while watching mechs warp around the screen. (while running 30-60ping)
· Sound volume
o I now have to crank the sound volume of the game to almost nothing in order to hear anyone on TeamSpeak. This is for music, sound effects, and master. Literally below 1/20th of total volume in order to hear what was normally in game adjusted to ½ of total volume to hear the same.
· Mech Access / Loadouts
o Completely over done… way too much information now, in that all of the garbage we don’t want to see is now consuming the full screen of the interface
o Unable to disable seeing equipment not already owned (engine screen and so on)
o Unable to reduce the scaling of displayed equipment to a list instead of bulky and overdone graphics
o Inability to see where hardpoints are on mechs
o Inability to move modules on and off the mechs by double clicking on module, now requires “equip” or drag to move on, and drag to move off (you added 2 functions to add and only one to remove, not even keeping consistent in your own design plans)
o Requires the user to “Check Out” of mech lab at every small section to actively accept user changes instead of a simplified, centralized, and reasonably sized button to “accept” or “cancel”
o “Check out” mech does not back out of mech configuration
o Backing out of Mech lab to cancel for a prompt requiring additional user interaction to cancel configuration changes. Needs a cancel button.
o Locking user in mechlab when attempting to get into a game with group. Forcing the user to go through the tedious chat system exit, go through “check out”, and then having to back out of the mech lab to return back to the chat system to ready up.
o While the new “Weapon Groups” configuration does allow for user to customize the weapon groups outside of active game/combat, it does not allow for chainfire setup, nor does it allow the users to set a weapon group to activate/deactivate AMS which is clearly listed in the weapon groups
§ Either fix AMS not to show in Weapon Groups or create the hotkey for toggling AMS as previously requested by this community numerous times in the past.
· Settings Screen
o Certain areas like keyboard and controller settings have a scroll bar for a limited box area that does not use the full height of the game engine window, even in full screen mode. It’s like this game is intentionally attempting to make certain things harder than it should be. Instead of being an adaptive coded window to the height of the user’s client, the code is locked into a specific size to force the use of a scroll wheel and wasting user desktop space by not actively taking up all of the available space in a screen where nothing else is active except modification of system settings
· Premium Time activation
o Broken
o Does not list stored amount of premium time
Ultimately: PGI, you have released this product as a full release; please stop treating it like a beta
· Test your product and changes in staging servers to catch these issues and feedback well before you dump it on the core and paying community
System specifications
Asus G75vx Core i7-3630qm CPU@2.40Ghz w/24G ram
NVidia 670MX w/ 3G ram using GeForce 334.67 beta drivers (rel 01/27/2014)
Samsung EVO 840 240G C:\ where MWO is installed.
RealTek HD audio 6.0.1.6818
Windows 8.0 64bit (8.2, build 9200) w/dx 11
#174
Posted 04 February 2014 - 06:22 PM
Things i want in mechlab that are no longer there.
1st, why isn't it so annoying to find an engine? is this the case designed by the devs to get people to grind more so they don't share engines with multiple mechs? I think so.
I got a around 3 mechs in 2 groups that share 1 engine as i really wanted the thunderbolts so sold some common equipment. I feel this has been designed to encourage non sharing of items thus force players to either grind more or use mc or buy premium time.
2nd WTH is with not being able to see at a glance what my weapon loadout is? i'm not buying another mech of the same chassis just for a 2nd weapons load out and or engine. Once again i think this is a design to force people to spend more c-bills or MC to get premium to avoid this hassle.
3rd modules, omg what a hassle that is.
4th Omg what a drama is it to try and remeber what mechs have what in cockpit items. sorry i bought 2 hula girls and for the price they cost, i've said ****** it, not willing to pay $5 for a cockpit item that in the ehat of the battle i don't even notice and most people fov are so migh they can't see them without using free view? Are u serious? i have a moderate 24 mechs bays and 21 mechs, i'm not friggin buying 21 hula girls at 500 mc each for a cockpit item. if now they where 50 mc each i've buy a lot more but 500 each, can you provide me the number of your dealer as i want some of what your using if u think 500 mc is a micro transaction
5th, get rid of the word "checkout" for mech design confirmation
6th get rid of those stupid trial mechs, i don't want to see them and i'm not buying them for mc or have regular version of these and my builds are much better configed
The 1 Good thing i see is the ability to rename mechs. you get a gold star for that effort at least. Oh and they finally delivered something on time, buggy but on time for once, thats also worth a gold star
I use to be able to reconfigure a mech in under 60 seconds with a weapons and egine refit and maybe a juggle of heatsinks and armour values, now, what a pain in the arse.
Here i've had a crappy few weeks with my video card breaking down, having to blah blah blah, in short, been since the 29th of decemeber since i got to play and i've been itching for a game. Today new interface and my new card turned horray, UI 2.0 sucks salty donkey gonads so much, i'm off to play D&D Online that i have been for 5 weeks. Turbine as least understands micro transactions, i bought $28 worth of store points in 5 weeks as there where some little things i wanted, as little i mean like $0.50 items, not these stupidly high price they ask here. P.s. thats also on top of my monthly payment cost of $15.
to sum up last 12 weeks of mechwarrior money spent $8 for more mechlabs
last 12 weeks in DDO money spent $89
so which game u think i'm finding is better value for money?
#175
Posted 04 February 2014 - 06:25 PM
Choosing a mech is a pain, since it is unbelievably hard to get the information which components are built into it. Configuring a mech had been too complicated using the old mechlab, but in comparison to your new mechlab, the old one had been GODLIKE.
One question: do you even play this game anymore? Give it a try. I can't imagine anyone who plays this game would've let this design pass even past the alpha stage.
I want a social UI where I can chat with my friends in a windowed launcher and the game switches to fullscreen during the loading screen! isn't that hard, right? You managed to use up much more screensize to deliver LESS information. As a designer, considering the usability, this is your personal armageddon.
I'm more than disappointed, I'm shocked someone in your company believed this would be a good concept.
And... on the maps equipped with turrets, I got some weird lags, targeting issues... all kind of bugs. It's just horrible. You wrecked some of your best maps. ATM it's no fun to play at all...
#176
Posted 04 February 2014 - 06:26 PM

In the Skills, it places a "Master" banner across the only Mech that isn't actually Mastered.
This is counter-intuitive, in my opinion. You should lose the goofy multi colored badges and put the "Master" banner on the Mechs that have actually been Mastered.
Put an "Elite" Banner on Mechs that have completed ALL of the Elite skills.
A "Basic" Banner on Mechs that have completed ALL of the Basic Skills.
No Banner on mechs that have not completed ANY level.
Edited by FactorlanP, 04 February 2014 - 06:28 PM.
#177
Posted 04 February 2014 - 06:28 PM
Rushroca, on 04 February 2014 - 06:01 PM, said:
it's the devs plans to get u to grind more and more or buy premium time. they don't want u sharing engines, they don't want u to share in cockpit items.
#178
Posted 04 February 2014 - 06:29 PM
#179
Posted 04 February 2014 - 06:29 PM
AEgg, on 04 February 2014 - 05:28 PM, said:
Honestly, the new one has some issues, most notably the lack of an overview. But it's not really worse. It's also MASSIVELY faster. I'm very glad it doesn't take five seconds to slot in a new component anymore.
While I don't agree, I do think it raises the valid point that we all should play for 2 weeks and then give more feedback when we're used to it. I'm sure some of our opinions and gripes will fade. [Although new ones may be discovered! ;-)]
#180
Posted 04 February 2014 - 06:38 PM
Egomane, on 04 February 2014 - 01:08 PM, said:
as i was in another thread stating the same- this this this, what ego is saying is seriously messing up the game especially the mechlab part. It takes forever and is horribly difficult to navigate
going to have to call this one
#neckbracegate
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users