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#521 aelfkins

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Posted 05 February 2014 - 07:14 PM

It's nice and pretty, and a step in the right direction. But i doubt you could have found a way to put less useful information on the screen. It's impossible to find where you're modules are, or even tell where your weapons on on your mech. There's no mention of where the weapon hardpoints are, just the quantity.
I could care less about the trail mech when I'm looking at my own mechs. I don't need to have the champion mech in their own section and in every other section also. They have their own "C" designation on the indaviual mech picture. that's good enough. Stop hitting us over the head with it.
Let us change the order of where are mech are in the mech bay.
It needs to be easier to re-buy and equip our consumables.

Edited by aelfkins, 05 February 2014 - 07:17 PM.


#522 YodaAmI

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Posted 05 February 2014 - 07:14 PM

Please please please test out your UI at higher resolutions! I'm only running 2560x1440 and it is painful to use. Everything is so small and so spaced apart that it takes forever to find any information. I feel bad for anyone with higher resolutions.

Seriously, if someone actually tested it in a higher resolution and said "Yeah, that's alright", they should be let go or reassigned.

Aside from the resolution issues, here are a couple specific gripes:
1) Is there not an "Exit" button that actually exits the game? Seriously, why would I want to log out? I, along with most other people, probably only have 1 account. I don't want to log out, I just want to exit.
2) All those fun specs like acceleration, deceleration and pitch and yaw (and loadout!) are hidden under a mouse hover... seriously? Plus if you click on a mech and leave your mouse there, the info wouldn't pop up
3) Small thing, but why wouldn't you put your current C-bill and MC balances on the "Home" screen.
4) What is the purpose of the home screen?

#523 Headshot39

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Posted 05 February 2014 - 07:21 PM

Just who the **** authorised hireing of the stupids of the eve online dev team did you get to create this peice of trash no info hard to use clunky piece of shit UI no slots info no hardpoint location info no heatsinks info that was readily dam avaliable under the good pervious UI there was no reason to ever make up this cluster **** .... revert it back or lose my dam money forever.

#524 LooseGoose7

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Posted 05 February 2014 - 07:35 PM

Please make font size options for us folk using TV's as monitors. The font on UI 2 is way too small. Thank you.

#525 Event Horizon

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Posted 05 February 2014 - 07:55 PM

Two thumbs down for UI 2.0. I recommend a roll back to UI 1.0, delete UI 2.0, and then start all over again on a new UI 2.0. Thank you for trying!

#526 juxstapo

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Posted 05 February 2014 - 07:57 PM

Hunh :ph34r: Since this is on it's 27th page I'm now kinda dubious as to whether or not there will be more exposure here.

Here is the continually growing thread. And here is the current version:


If I've listed something here that someone else has a post about somewhere, message me and I'll give credit and link to the original post.

1. When in the Mechlab after a match, your selection should snap to the machine you are currently using, instead of having to wade through the menu to find it.

2. Option to toggle list or icon mode for engines. And definitely have engine weights listed in an easy to read manner..

3. Option to turn off menu sounds.

1.2.3. Essentially every good idea I thought I had had was already suggested by ExplodedZombie. :ph34r: Great minds lot a think.

4. Engine and module indicators on mechbay pictures: Demonstration and poll here.

5. As suggested by Krex , changing "checkout" to "save" would be welcome. Even if it is descriptive, using the word "checkout" is sooo.. mainstream/commercial/shallow/crass/asinine
words fail me really.

6. As suggested by Raeven , being able to group heroes and champions with their respective chassis, instead of clumped at the top of the mechbay, would be great.

7. Was quite impressed by MoonUnitBeta's lovely Smurfy mockup. This please. Soon

8. Another good job. Saxie's Smurfy mockup with modifications.

9 Need a clearer hardpoint indication system. The new icons for energy, ballistics and missles are nice, perhaps have them floating over their respective components on the selected mech when you click into mechlab?

10. Need an option to adjust mouseover time.

11. Current loadout info needs to be clearer and more concise.

12. As suggested by CapperDeluxe , much needed modifications to the "diamond display" for each mech.

13. As suggested by Deathlike , excellent option addition to prevent accidental use of GXP.


Overall, I think it's a step in the right direction. I don't know about everyone else, but mine seems to load a bit quicker and is more stable. I'll say this big since it doesn't get said often in here.

Good Job PGI.

#527 AC

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Posted 05 February 2014 - 08:10 PM

Apple released a "how to" guide to creating an intuitive user interface. PLEASE FOR THE LOVE OF GOD GOOGLE IT AND READ IT!!


That is all I can say.... the intuitive of your user interface gets a -1000 on a score of 1 to 10. Sorry, but it is true. There are some nice features, like being able to set weapons groups and such, but they are so unintuitive that it makes them hard to use.

This thing will chase away even more new players. If I had never seen UI1.0 I would give up and go play something else after 5 minutes of clicking around in this thing.

#528 L Y N X

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Posted 05 February 2014 - 08:30 PM

View PostDarth Futuza, on 05 February 2014 - 02:04 PM, said:

I don't know why so many of you were expecting magic this patch. They clearly indicated it would be incomplete. Looks fine to me so far, a few annoyances, but I'm sure they'll be a patch again in about 2 months to fix most of it.


I expect the every two week patch to show improvement in each upcoming patch. The reason nothing happened on UI1.5 was their were not resources assigned to it.

#529 Kyrs

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Posted 05 February 2014 - 08:41 PM

The U.I. seem to suffer the syndrome a acute organigram syndrome, I'm shure it look great on paper but once you remove your connecting line... well... the shit hit the fan. ex: group and friend list; those two window have no visual Q to tell the user that those two window interact.

For the mechbay, having Matrice of 5 by 7 make everything a very unpleasant experience. Don't get me started with "band aid" feature like a filters. There are way to visual regroup the information "mechs" that make it more easy to find your mech.
ex: try have one row per chassis and use the paint for that mech on the icon (visual Q)
There an old saying in french "Trop c'est comme pas assez" To much information is like exactly like not have enough.

P.S. still trying to find my KFC-18 mech variant... humm what the hell is he saying...


MY MECH BAY LOOKS LIKE A DAMM FLYERS FOR KENTUCKY FRIED CHICKEN OR BEST BUY. Let's jam pack everything.... which is very strange since you managed manage doubling the clicks. YEaahh the 18 pieces bucket is in special for 24hrs !!

#530 yashmack

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Posted 05 February 2014 - 08:56 PM

I cant tell what modules are equipped on my mechs at a glance, this should be in the same summary window that pops up when you hover over your mech, it shows your weapon load out but not modules?? someone was asleep on this one

Your skills tree is super cluttered now, this needs to be cleaned up some how

Having the trial mechs listed in my "owned" section is not very nice, please give an option not to display the trial mechs, i never use them anyway

Removing modules is not very intuitive, theyre not exactly weapons so maybe switch to clicking a check box to add them instead of having to drag and drop to remove them

Modules list is overly cluttered, the icons are cool but all the giant red Xs are just annoying, and its not very clear what everything on the modules screen means, again its not very intuitive... remove teh giant Xs and just make them turn red when you cant buy or equip them also there should be a list view instead of all the icons, would also be nice to be able to sort them

the new UI is just very busy and cluttered, information overload and I have to click WAY too many buttons to get to simple functions like mech loadout or skills...

The ability to sort mechs and weapons needs to be added

In order to exit the game I have to log out and then click exit, the UI is just overly clicky, you have to click multiple buttons to perform a single function, this needs to be streamlined to remove as many clicks as possible...

Edited by yashmack, 05 February 2014 - 09:03 PM.


#531 Lord Fawful

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Posted 05 February 2014 - 09:02 PM

I really like the new UI, but it needs a few things.
  • Filters, I know its been said here, but it really needs it.
  • A button to auto-balance the mechs armor, like in Mechwarrior 4 Mercenarys.
  • An overview tab, were you could see your armor levels,weapon placements and heatsinks.
  • Auto login, at launch
  • a windowed option, this is probably my biggest problem with the new UI.

Edited by Lord Fawful, 05 February 2014 - 09:03 PM.


#532 Woody Wilson

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Posted 05 February 2014 - 09:19 PM

UI is pretty horrible in terms of usability. I refitted a mech and hopped into a match to only find the mech as the old config. I realize this post is just a piss into the wind, but man, way to **** it up PGI.

#533 Zyphus

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Posted 05 February 2014 - 09:35 PM

New mech lab is a disaster.
Complete inventory on one screen - good
Rename mechs - good
Weapons group in mechlab - good
The rest......
the bad far outweighs the good above.  It is now a chore to get into a game.
Many suggestions above on what to fix, I'll not repeat them.

#534 Erik Hollister

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Posted 05 February 2014 - 10:01 PM

View PostMazgazine1, on 04 February 2014 - 01:20 PM, said:

I am unable to read anything with the current font. Please add an option for a large font size.

I run a 42' 1080p screen and its really hard to read.

Holy crud, who are you, Jerry Jones? A 42 foot 1080p screen?

#535 grayson marik

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Posted 05 February 2014 - 10:27 PM

Hmm new UI, not a very good haptic... and still no "strip mech" button...

Not all bad but.. not the big hype you seem to make out of it.

#536 Dukarriope

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Posted 05 February 2014 - 10:35 PM

I agree with many concerns already highlighted, but I may as well throw in my key points.
  • New fonts, style
    Good. Eurostile headers and a grotesk for body text makes for a stylistically modern yet very readable look. It looks genuinely military - utilitarian, but just that bit of zest (Eurostile). I don't agree with notions that it is "souless" - it could worse, it could have been a serif like Times New Roman.
    Overall, I like the new look, it isn't as 'loud' and tiring on the eyes as the old orange color. Plus it makes a good change from that annoyingly dull sepia look that has already been implemented in the game world and the 'Mechs' own HUD. I do agree however with the use of blue being a little out of place. A muted military green would make a better choice.
  • Layouts
    Without a doubt, require a lot of work. UI is very cluttered and unstreamlined. UI 1.0(?) is in fact better in this regard. Huge, overwhelming grids of items, when sometimes a list of items would in fact be better. I see buttons for switching between grid and list which I assume isn't ready. Make the "list view" similar to stuff like Google Play store's search results, or for example the "tiles" view in Windows Explorer. i.e. show an icon of the object on the left, its name, and some information. Don't make the list view just single lines of item names.
  • Proportioning
    This is an utter failure right now. Sure, not everyone is playing on 40" televisions where tiny text is the problem, but without a doubt the UI needs to scale more appropriately to high resolutions. In relation to the layout issue the new UI's huge grids of tiles occupies lots of space, and filling your screen with options, while being empty in smaller lists. This is both fatiguing and actually makes it difficult to find the object you want at times. In fact, I would much rather return to a list view here.
    Furthermore, key UI elements - navigational tree roots - are small and located at the extreme ends of the screen. Scale them up proportionately to resolutions above 1440x900. In that screenshot I believe all of those UI elements can safely be made 50% larger, making them easier to see, read, and click. Pad them with space away from the screen edges. Move those configuration buttons for example on the left about 300 pixels to the center.
    It also took me at least a long while to find the Settings button, mainly because everything is very small on the screen, relatively speaking.
    Posted Image
  • UI streamlining
    This has been mentioned by many people already. The UI does need a lot of streamlining to reduce its number of necessary clicks. Usability is suffering because of these overly nested items, so just take everybody's suggestions on it.
Everything, I'm sure, is a step in the right direction. Finally, UI 2.0 is out. Nobody is going to argue this is perfect, not me anyway.

#537 Cerlin

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Posted 05 February 2014 - 10:36 PM

So first off, liking the new UI in general. Performance in and out of game seems to be much better across multiple machines. I can actually shuffle my mechs and find what I want quickly which is also very nice. It loads about x20 faster compared to pre-patch as well. Being able to see friends mechs in the launch window is nice too.

Things that I need is:

-Show current mech's engine and modules in the mechbay window easily without having to edit the mech. This info is currently very difficult to find.

-Some kind of overview or wire tree when editing mech loadouts. Right now all the info is totally separated.

These two changes will at least get us BACK to what we already had, please bring this back ASAP.

What I would like to see:
- A total inventory view of equiped gear and modules so I can easily edit my mechs and move equipment.

#538 Crusbbcc

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Posted 05 February 2014 - 10:40 PM

Dear Developers!

I really appreciate that you try to improve MWO.
The new UI looks nice, its also nice to have the Mechs better presented in the UI.

What I really do not like is the clumsyness of the new mechlab, and as far as I have seen the comminity has the same feeling (didnt read the complete threat yet but a large part of it).

Please remove all the unnecessary confirmations in the mechlab.
Present the loadout and all mech parts on one screen. Its a mess right now.
Have a look at Smurfy and polish it graphicvally a bit, but function sould be your focus not just form.
You will lose a lot of potential customers (also new ones) with an unintutive and cumbersome interface.
Thanks for lisening and implementing all the feedback given in this thread.

#539 DarthPayne

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Posted 05 February 2014 - 10:58 PM

I think I'll just repeat what I wrote in my feedback to both public tests of UI 2.0: hire a UX expert (aka GUI design expert) for a couple of days.

Just one single bad example: Unlock a mech efficiency
  • Assuming, we start on the home screen, click Skills.
  • Find your mech in that weirdly sorted list. It's not sorted by weight and not alphabetically. It does look like it's sorted by class and then alphabetically. Really? Ok, making it easier for myself, I click on "Assault" to make the list smaller.
  • Expand "Battlemaster", for example.
  • Click on the tiny button called "'MECH TREE" on the right variant.
  • Find the efficiency you want to unlock and click on "UNLOCK".
  • A modal dialog box opens asking you whether to use Mech or General XP. Radio buttons look like check boxes. Hmm. Click on the tiny "OK" button.
  • Hmm, modal dialog box opens asking whether I'm really really sure that I want to unlock this efficiency. Click the tiny "YES" button.
  • Done, right? Uhm, no. A (guess what!) modal dialog box opens after over a second of "UNLOCKING" telling you "Efficiency successfully unlocked.". Click on the tiny "OK" button.
  • Finally. Done.
So, lots of clicks, lots of searching, lots of trying to hit tiny buttons. 3 (THREE) consecutive modal dialog boxes!!! Seriously? Just for unlocking an efficiency?


Best practices on UI design today says: don't use modal dialog boxes whenever you can avoid them. Use it for critcial errors and maybe (important) confirmations. I don't care that unlocking was successful because I can see it right after returning to the overview. Even if it fails, I don't care for a modal dialog box. You can just do a slide up notification telling me something went wrong and then I can try again (and: how often can it go wrong?). Just an idea: instead of the modal dialog, you could let the box for the recently unlocked efficiency "bloom" a little for a couple of seconds so the user sees immediately where something has changed.

And about the confirmation dialog: if you design the dialog for selecting Mech/General XP right, it can double-serve as confirmation dialog. So, you can easily get rid of 2 modal dialogs without fearing that a user will bite your head off because he unlocked an efficiency accidentally. After all, I don't lose any money unlocking an efficiency, but it feels like I'm signing a multi-million, 10-year contract.
You might actually go back to the way it was in UI 1.5: Provide two buttons to unlock, one for mech XP and one for general XP. Scratch one more modal dialog!

Please hire that UX expert for a couple of days.

Edited by DarthPayne, 05 February 2014 - 11:03 PM.


#540 Deathlike

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Posted 05 February 2014 - 11:35 PM

One quick suggestion:

When you're searching for a game (aka launched into the MM), your status needs to change from Online (blue-purple) to like Searching (blue-purpose or yellow) on your Social screen. This is not made evident or obvious, despite that you can see the word "Searching" when you're in a premade group chat but NOT in the Social function. Since you can't type/chat to anyone else while searching, it would make sense to change the player's status while they search for the game.





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