Jump to content

Ui Feedback


1175 replies to this topic

#481 ManDaisy

    Member

  • PipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 3,272 posts
  • LocationKing Of Flower Beds

Posted 05 February 2014 - 02:54 PM

In mechlab its really really hard to get a full picture of your mech hardpoint wise, free crit space, and everything else. Everything is so isolated its like a maze.

Edited by ManDaisy, 05 February 2014 - 02:54 PM.


#482 White Bear 84

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,857 posts

Posted 05 February 2014 - 02:54 PM

View PostOreoOgryn, on 05 February 2014 - 01:37 PM, said:

The mechlab screen looks really cool, i like the art, I'm glad you guys added the engine pictures, weapons, etc..

but the font is kind of small on certain screens for example the mechload screen the information such as speed, tons, armor, the text is to small.

it looks really good, but i think bigger size text in certain areas would make much better


Ahaha first post and executed perfectly. :rolleyes:

#483 Vegetal Maldito

    Member

  • PipPip
  • Bad Company
  • 36 posts

Posted 05 February 2014 - 02:56 PM

The good: Fullscreen! And it is nice looking!

The bad: Everything else. I stood five minutes trying to figure out how to save a mech loadout, only to find out it's a close cart button or something, even though i didn't buy anything. Wtf?
-Clickfest
-Missing information about mechs

Probably other stuff I didn't bother to look because I wanted to play. Oh, I didn't find a "quit" button too. After a while I clicked logoff, and it crashed.

Seriously, fire the lead UI designer. Genius.

#484 Karl Carver

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 130 posts

Posted 05 February 2014 - 03:10 PM

Possible work around for those having problems with the front end being full screen.

If you click on the redeem button in the home tab, it will ask you if you want to open a new window using your default browser.
Say yes, and the UI is minimised to the task bar.
You can then check the time, emails, browse web pages etc.

Bit sloppy but it works and is easier than exiting game and logging back in later

#485 Scandinavian Jawbreaker

    Member

  • PipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 1,251 posts
  • Twitch: Link
  • LocationFinland

Posted 05 February 2014 - 03:13 PM

View PostVegetal Maldito, on 05 February 2014 - 02:56 PM, said:

-Clickfest

LOL. So true... It's the Woodstock of clicking.

#486 Tibsen

    Member

  • PipPip
  • The Patron Saint
  • The Patron Saint
  • 30 posts

Posted 05 February 2014 - 03:14 PM

A small issue, but one that should go on the to-do list:

When playing with LRM's and my ammo is getting low Betty says "SRM ammo at 25%." or "SRM ammo depleated."

should be an easy fix *shrug*

#487 Punkass

    Member

  • PipPipPipPipPipPip
  • 212 posts

Posted 05 February 2014 - 03:18 PM

Just a thought, but I suppose some of the issues with UI2.0 could have been addressed before it was released if the test server wasn't active for 2 hours a month. Just a thought. But what do I know?

#488 Colonel Tequila

    Member

  • PipPipPipPipPip
  • Bad Company
  • Bad Company
  • 106 posts

Posted 05 February 2014 - 03:18 PM

INSTANT TOOLTIPS MECHLAB. Options menu should have a slider to set tooltips to instant or delayed.

INVENTORY SCROLLING. Arrow keys should scroll through inventory.

CUSTOM FILTERS MECHLAB. Filters to allow easy sorting by the user. User intuitive needed.

READY BUTTON. Override all windows - ready for launch - mech must have engine installed. No financial transaction. Straight up override. Next to Play now.

SAVE BUTTON. Checkout button confusing. BIG SAVE BUTTON NEXT TO READY OR PLAY.

MECHLAB PAPERDOLL. Informative - Drag and drop components from lab into doll.

STRIP MECH. A'La Smurfy's.

SAVE LOADOUT. Seriously needed. If people have to buy a second mech just to change loadouts, you, the developer are doing it wrong.

RESTORE LOADOUT. A'La Smurfy's.

CUSTOM SOCIAL FILTERS. Friends, Clan mates etc....

TEXT FONT. Sort it out, different point sizes, Hard to read on 1920 x 1080. Font scaling options required for hard of sight players.

WINDOWED MECHLAB. Players have got used to windowed lab, so they can work, plan clan operations, use TS3, third party apps that make YOUR game better. Don't stop them from making their experience better.

-----------

SAVE, STRIP, LOAD. 10 seconds to change mechs not 10 minutes.

In it's current iteration, too many clicks, information overload, limited filtering, limited customization.

Half the game time is spent in mechlab - make it work and you'll have a viable product. Less clicks more gaming. More gaming, more money for PGI.

Good job, now keep going. Roll on UI2.5.

Edited by Colonel Tequila, 05 February 2014 - 03:38 PM.


#489 Karkland

    Member

  • PipPip
  • Civil Servant
  • Civil Servant
  • 31 posts

Posted 05 February 2014 - 03:20 PM

It has already been said, but I'll say it again to provide whatever weight I can to the point: too much clicking (and too noisy when doing so).

To see an upgraded UI require more clicks than the old UI even for the most basic functions-- choosing a mech to use, starting a match, quitting the game-- is disappointing.

Counter-intuitive buttons (i.e. 'checkout'), incessant noise from simply moving the mouse over/through some of the blocky lists, etc. etc. are also vexing. Some of these issues will just be a matter of getting used to change (took me a while to figure out where the current loadout for part of the mech was), but there do seem to be some fundamental issues with the UI. It will assuredly only further delay other anticipated features down the road, but the UI needs more work.

#490 Mad Magnus

    Member

  • Pip
  • Bad Company
  • Bad Company
  • 19 posts

Posted 05 February 2014 - 03:23 PM

1) Too much clicking. Please make it an option to remove all the confirmations when purchasing things especially consumables (should be either an option to auto re-equip consumables or 1 click)

2) Clicking on the large rightside mech portrait should take you to a default option (mechlab for that mech would be fantastic)

3) Escape no longer functions to 'go back' or to open the 'quit game' menu if you are at the base screen (please make it do this, its natural navigation)

4) Owned vs Not Owned should be colour or highlighted to be made distinctive (ie owned are in colour, unowned are greyed out) Right now looking for the 1 / 0 beside the product is not easy or intuitive.

5) Please re-add click navigation for mechlab (clicking on paperdoll hardpoints) if at all possible.

Mag

#491 Lilferret

    Member

  • PipPipPip
  • The Territorial
  • The Territorial
  • 75 posts

Posted 05 February 2014 - 03:33 PM

I will echo my dislike of many of the changes in UI2.
What i would prefer

A Mechbay showing a model of the mech (the one on in current Mechbay would suffice)
On the Mechbay page a readout showing current tonage, available hardpoints (mouse over highlights them on mech)
An equipment readout showing loaded weapons and equipment including modules.

The ability to save a load outs and quickly pick to reload them. If available equipment is not available for that load out allow me to choose to remove it from equipped mechs or purchase new equipment to fulfill the loadout.

A button to auto strip the mech of everything except upgrades.

When choosing equipment I do not need to see icons for every weapons. If you must, MUST use icons only show the icon for the class of weapons (laser ballistic etc) and list the available options beneath.

At the end of a match where you used your consumable ask if I would like to replenish it instead of making me return to the cumbersome mecbay to do it.

i agree with social always being visible unless you are in the Mech bay.
I agree with re-organizing the buttons in a more intelligent way.

Of all of this "Saved Load Outs" is my biggest gripe, then the damned icon based equipment selection.

#492 White Bear 84

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,857 posts

Posted 05 February 2014 - 03:41 PM

When you have no weapons - display all ammo

When you have selected weapons - display only the RELEVANT ammo

Do not need to see AC20 rounds when I just want to add MG ammo.

#493 Sinthrow

    Member

  • PipPipPip
  • Shredder
  • Shredder
  • 78 posts

Posted 05 February 2014 - 03:47 PM

Like others I am looking forward to the smurfy addition to the mech lab. but unlike some others, I am very happy to see you can make a deadline and did the patch flaws and all.

I love the extra info in the group drops. thumbs up social button needs to be better marked.
the new inventory screen. sweet, You can make it better by being able to remove items from mech there, not just sell them.

I miss the empty garages that i am able to fill, it looks wrong with just a number of garages free.

This is a long shot, but I would like to be able to select 2 drop option, say I am wanting to run a lighter mech so I would like assault or Conquest but not skirmish, and not have to wait as long for a match.

it would be nice to not have to close the social boxes to get to the mech lab. but it is so cool to know your lance mate is in the mech lab.

looking forward to your next patch.

#494 Rhialto

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 2,084 posts
  • Twitter: Link
  • LocationQuébec, QC - CANADA

Posted 05 February 2014 - 03:48 PM

View PostFunky Bacon, on 05 February 2014 - 10:32 AM, said:

Posted Image


This is nice, familiar to Smurfy's MechLab. For armor I would prefer to eliminate the AVL/MAX and move to top line next to armor, and ****** Front/Rear words:

Posted Image

#495 Blaze Burnbright

    Rookie

  • Ace Of Spades
  • 2 posts

Posted 05 February 2014 - 03:51 PM

Oh dear.
To me it feels like you've been pressured into releasing a UI which really shouldn't have been launched. I have read many pages of the feedback above and others have eloquently stated the problems with this UI. Please to pay attention to the mass feedback on how generally underwhelming this UI 2.0 release is. It's most certainly form over function. It looks pretty yet fails to deliver anything close to user friendly functionality.

I honestly believe if you'd simply taken the time to add the options to re-name mechs and configure weapon groups inside the UI to the old one you'd have reveived much better feedback from that kind of update than you have recieved from launching this entire new UI... in fact perhaps you should do that and roll back to the old one.

#496 Mhyth

    Member

  • PipPipPip
  • Survivor
  • Survivor
  • 88 posts

Posted 05 February 2014 - 03:55 PM

Not a big fan of how the interface is waaaaaaaaaaaaaay more text based or with the important information shoved off into the corners or off to the sides. Being able to see all my mechs at once like a kids toy robot display isn't of any real benefit.

I want to see the specs on the mech I'm focused on big and large. The smaller, finer text font is right at the edge of where I can comfortably veiw it - with tired eyes it gets fuzzy(the joys of closing in on 50) Personally I'd rather see it more graphic based with current mech weapon and equipment images taking up the space currently filled by mechs or equipment I'm not using at the moment.

While I do like the new images for weapons and equipment make that a vertical scrolling menu and give more space back to the active mech loadout - that what I'm equipping - it should be the most prominent part of the loadout screen rather than reduced to small text filled bars. Also the white on black wireframe images are cool but again I'm forced to squint at the tiny white text at the top of the picture box to actually see what they are. That text should be doubled in height put in a colored bar and given an easier to read text color.

White text on black background seems like it's always the goto look when doing a website or interface makeover - and it invariably ends up the most complained about. Unless your a teenager or 20-something with perfect vision it's far harder to look at for longer periods of time than darker text on a white or colored background.

#497 Lindonius

    Member

  • PipPipPipPipPipPipPip
  • 575 posts
  • LocationTokyo

Posted 05 February 2014 - 03:55 PM

I'm actually ok with the new UI. I'm sure all the well documented problems on this thread will be addressed.

My main worry is to do with "missing mech xp". As has been mentioned before, the new UI does not display xp for mechs which I have amounted large amounts of xp for, but then subsequently sold. I'm presuming that this just another graphical oversight and that I haven't "lost" said xp due to not owning the mech anymore.

#498 Sagittarius Magnus

    Member

  • PipPipPip
  • 81 posts

Posted 05 February 2014 - 03:57 PM

I love the UI2!!!!!!!!!!!!!!!!!
Perfekt! :rolleyes:

#499 EnC3PhAL0P4TH1C

    Member

  • Pip
  • Overlord
  • Overlord
  • 12 posts

Posted 05 February 2014 - 03:59 PM

What were they thinking? Thanks for making the mechlab an Fing chore. If I failed this bad at work, I would no longer have a job.


UI 2.0... be careful what you wish for....

#500 Lyzveeyeh

    Member

  • Pip
  • Ace Of Spades
  • 16 posts

Posted 05 February 2014 - 03:59 PM

Yeah, I actually sat down the day the patch came out, flipped through the new UI and scribbled down only the things I immediately saw were inexcusably wrong. Have a BS in this field.

(N designation listed to denote confusion for new players)
-Uninspired (might as well be the login screen) home screen, less background action than previous UI.
- Redundant 'select mech' button on main screen. Blank Faction button (functionality should be in UI or button should be omitted). Underpopulated home screen. Attention only drawn with color to Store and MC buttons, too obvious. MC Purchase should be in the store section.
- Play Now, Mech config, basically everything requires more clicks to access the information or achieve the task (This is a massive problem).
- Mech list box spans height of the screen, while overlays are only sparingly placed over the mech image. The overlays are the needed information (shorten box).
-'Select' status for mechs in mechbay pointless, mouseover stats not only fail to deliver all pertinent information, but graphic representation of soft stats are nonfunctional. No listing of equipped engine or modules.
-No graphic representation of mechbays, only numerical value (N).
-Store: No mech stats whatsoever are supplied to the user when perusing what they can purchase, not even the type of mech it is (for Hero mechs) (N).
-Weight listed as only a very small number in the bottom corner when outfitting mech, this is the most important piece of information on the screen at that time. Secondary is the last tweak stat, armor. Adjusting armor has been obfuscated in so far as you must get to it by specific section instead of seeing all armor on all sections (not only requiring more clicks but also assigning the user the bothersome task of keeping track of armor in other sections in his head).
-Skill tree, tabs for mech weight class INCONSEQUENTIAL if mechs are already listed in order of weight class. Use alphabetical order, then sort by weight with tabs if you insist on displaying every mech available in one dropdown window. GXP only listed under skills tab (forgivable). Mech xp listed NOWHERE, but in the skill tree for that mech.
-Thumbnail and details icons in all windows NONFUNCTIONAL.
-Statistics: Buttons that lead to external web pages are a giant faux pas.
-Inventory tab is a great example of how you've messed up the mechlab so bad you needed to create a new way for users to actually sell things.
-Configure: Hit config and nothing comes up... another example of a wasted action. No more intuitive section selection in any form available, only tabs.
-Wasted space in the form of cut and paste graphic representations of all parts in the configure section. They neither look professionally done or particularly interesting, and 30 engines sharing the same graphic looks shoddy. This draws the user's attention to something that is completely unimportant, and like other parts of the interface, displays no pertinent information in the process. No descriptions for anything exist. This game has been RELEASED.
-Running at a reasonable resolution 1680x1050, the information in the bottom right of the screen is almost confusing to look at, and that's saying something, b/c I know what I'm looking at.
-Loadout: HUGE problems here. select an engine and look at the tab that appears on the right, icons on the bottom denoted as red for bad and green for ok. What do the icons mean? I've been playing for over a year and I have no idea what you're getting at with these, I can only guess. A new player would be completely lost. (N)
-No double click to remove and add parts. This is just painful to have to mention...
-Heatsink slots in engine no longer intuitively represented, just a number there now. (N)
-'Checkout' instead of 'save'. Really? I know you're a business, but this is poor design. (N)
-Weapon slots available per mech section now denoted with an indecipherable icon for new players! Enjoy not knowing what the hell you're doing! (N)
-I cannot overstate the importance of having descriptions for items available on selection of that item in the mechbay. Again, no new player could possibly be expected to use this UI AT ALL. How does a third party website have a better loadout interface than the game itself? You tell me. (N)

The website says they're hiring a UI designer, they need to get one, asap. Hell, I'll work as a contractor, but I'm not really willing to move from Atlanta, GA to Vancouver right now.

Edited by Lyzveeyeh, 05 February 2014 - 04:35 PM.






6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users