Ui Feedback
#781
Posted 08 February 2014 - 09:00 PM
1. Place a button "Configure" near my currently selected mech on the "Home" and "Mechlab" screens so I don't have to search for it (my mech) in the list.
2. Place a button "Mech tree" near my currently selected mech on the "Skills" screen so I dont
't have to search for it in the list.
3. Place a button "Refit consumables" near my mech on the "Home" screen so I don't have to search for them.
#782
Posted 08 February 2014 - 09:07 PM
FactorlanP, on 08 February 2014 - 05:48 PM, said:
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?
You missed it, it's there. Just like most of the stuff people seem to "can't see"
Edited by Dymlos2003, 08 February 2014 - 09:07 PM.
#783
Posted 08 February 2014 - 09:22 PM
Because the new UI has zero overview qualities and a very high level of user unfriendliness.
#784
Posted 08 February 2014 - 09:40 PM
HAS UncleClint, on 08 February 2014 - 09:22 PM, said:
Because the new UI has zero overview qualities and a very high level of user unfriendliness.
Mouse over things, simple
#785
Posted 08 February 2014 - 11:09 PM
Dymlos2003, on 08 February 2014 - 09:40 PM, said:
Mouse over things, simple
The mouse-over feature is sketchy at best. It will work as soon as you click a tab, but the moment you click on an engine and hover over it, it won't give you the information. Plus there aren't any prompts to tell you that you need x amount of heat sinks to use this engine... so "simple" isn't how I would describe it.
#786
Posted 09 February 2014 - 12:59 AM
P.S. add poll here and IMHO 60+% of players will say that UI v1.0 was better - more simple, less bight etc. Single advantage of new UI is more data, that was added. and even then some info was hided (like mech hardpoints - still cant find it by myself...lol...)
P.P.S. Why items cant look like ONE filled "block"? This hard to notice where one items ends and 2nd one starts becouse those "blocks" are not outlined etc.
Edited by MGA121285, 09 February 2014 - 01:07 AM.
#787
Posted 09 February 2014 - 01:24 AM
Dymlos2003, on 08 February 2014 - 09:40 PM, said:
Mouse over things, simple
Not for everything, there is a lot of items missing. Like what engine and modules are equipped?
If they provide more information like that to make it less of a pain to find items and also add more filters, it would be quite decent until they fix the mechlab/loadout screen (which I understand is a WIP).
#788
Posted 09 February 2014 - 03:37 AM
nubcake, on 04 February 2014 - 01:42 PM, said:
Well, guess what, - mmmm, NOPE.
Yes, those torsos are similarly configured and I wanted both PPCs to be on top. Nada, as soon as I leave mechlab they end up messed up like that.
My posts often sound pretty bitter, but guess what PGI - you deserve that for not caring. You wanted feedback on the UI, you got it, you didn't care.
It seems that the "weird default BLR-1G asymmetrical weapon order" got ninja-fixed at some point between this post and the previous one. Both PPCs on my BLR now end up on top, regardless of the order I put weapons in. While the original issue (configuring same category weapon slots in a "body part" in particular order) is far from being fixed/implemented, it is still nice to know that my comment actually reached someone. So, maybe there's still hope?
Thank you for that PGI, you earned another fifteen bucks from me.
It still could just be a coincidence, but hey, I try my best to be positive as well!
Edited by nubcake, 09 February 2014 - 03:52 AM.
#789
Posted 09 February 2014 - 04:03 AM
Information text in mech select screen is waaay too small and doesn't give enough information. (No loadout, engine size, etc.) Mouseover to get information readout sucks. Right click... info button, display it all the time? Anything but the current implementation with its lack of information. Firepower/Armor/Speed diamond thingy doesn't give a useful calculation, its currently based on the max value for each variable, which is right for armor... but nothing else.
Don't even get me started on the beeping. I have to mute the sound on the menu. Its an infuriating noise.
The layout seems ok, its flashier looking... One step in the right direction but two steps back. Hopefully some fixes get pushed quick.
#790
Posted 09 February 2014 - 04:31 AM
and please give a 150.000c-bills penalty to players that hit the disconnect button in game, just to prevent these shitkids with trialmechs from making games unequal and stop this stupid "farming", i can't understand it at all, it would never been an option for me, but many noobs DO exactly this. a penalty would bring this disconnections to an end. dont get me wrong, if someone dc cause of technical issue there shouldnt be any penalty, but if i hit Esc and press the quit match button while my mech is still alive or while in the lobby, the system should give a 150k cbills penalty instead of giving them cbills if their team still manages to win with less players....
#791
Posted 09 February 2014 - 05:45 AM
2) Modules are a horror now. I understand the problem with ghost-consumables is being fixed. But could we have an option to automatically restock a consumable?
2a) Searching for my one Hill Climb module among my 34 mechs is a royal pain. Is there a better way to do this? Could it be done while in the mechbay (without backing out through all those screens again?).
I see some good potential here and I really enjoy this game. Please don't drive off all the players. Thank you.
#792
Posted 09 February 2014 - 05:59 AM
Win Ott, on 09 February 2014 - 05:45 AM, said:
2) Modules are a horror now. I understand the problem with ghost-consumables is being fixed. But could we have an option to automatically restock a consumable?
2a) Searching for my one Hill Climb module among my 34 mechs is a royal pain. Is there a better way to do this? Could it be done while in the mechbay (without backing out through all those screens again?).
I see some good potential here and I really enjoy this game. Please don't drive off all the players. Thank you.
1) Inventory currently only shows stuff that you can sell. (All unequipped items and Non-Founder/Phoenix mechs).
More filters will come "soon".
2) Auto reload is planed. No idea how soon.
2a) Search function is planed. Probably included in 1) with showing "equipped items" filter.
#793
Posted 09 February 2014 - 06:09 AM
2. I have to click more then ever. (e.g. enable a skill - select the skill - "Do you want to use MXP or GXP? - > GXP! -> Are you sure? -> YES!!! -> Skill enabled. -> OOOOO KKKKKKK !!!!!")
3. Equip a weapon. I see only big meaningless Icons. Where is the well structured Equipment list from before?
4. The trail mechs are mixed up with my really owed mechs.
5. I have to use the small left top menu for moving thru the different parts of my mech. Where is the intuitive Mech picture to select the arm or the leg od simply click on the desired part on the mech directly.
6. The group menu. Before the interface fuc*** the group leader only. Now every one has to open the group menu first in order to get ready
There is one simple sentence which can help you to fix this.
"Design follows function!"
You should have the balls to go back to the old UI and improve that kick the UI2.0
and fire the Designer of it. He is responsible when people quit MWO
Best regards NewNemesis
#794
Posted 09 February 2014 - 06:13 AM
Give them feedbacks and time!
In last, they also messed somethings and corrected again!
UI 2.0 is a good Base to build upon it, as you all see, what they do of it is another story ...
So wait and see.
Regards
#795
Posted 09 February 2014 - 08:10 AM
I simply tried to configure a mech.
I needed a 300XL engine but had no CBs. So no problem since I can get one from a other mech.
But now we have UI 2.0. In the old one you could simply check in which mech you have a 300XL. but now you have to check mech by mech where this engine could be.
Means: Select mech-> press config-> select loadout ->and back
Did the development ever compared the interfaces. do they ever play MWO
Serious they need help
Gettings NewNemesis
#796
Posted 09 February 2014 - 08:14 AM
I have been playing THIS "piece of art" since closed beta July 2012 and if not "mechwarrior" in the title I would forget about it long time ago.
Now on the subject and another feedback about new UI 2.
It seems that it is easier to buy new equipment/engine/weapon/module now than to find what I need in my big Mechs collection.
Remove this big shiny ROBATS and put a very detailed information about selected mech instead. You can also add possibility to select multiple mechs and see comparison table for example.
This is a MECHLAB and not a view room ffs. Thank you!
Edited by EvgenS, 09 February 2014 - 08:20 AM.
#797
Posted 09 February 2014 - 08:15 AM
#798
Posted 09 February 2014 - 08:26 AM
Edited by Mighty Spike, 09 February 2014 - 08:27 AM.
#799
Posted 09 February 2014 - 10:51 AM
It starts from the moment you double click the MWO icon, up to the moment you get the MechLab.
With the help of a few cells in my brain, I think I've found a better startup sequence or a better alternative to what is currently proposed.
I modified my signature accordingly, but for all the people not logged in and not seeing signatures, you may click here to read my suggestion.
You all have to vote on http://mwomercs.com/...k-the-mwo-icon/
#800
Posted 09 February 2014 - 11:33 AM
NewNemesis, on 09 February 2014 - 06:09 AM, said:
That is my ULTIMATE pet peeve! When a user interface completes a function you asked it to do, it then displays a message confirming it was done. But the message will NOT go AWAY until you click OKAY!!!!!!!!!!! Arrghhhhhhhh!
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