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Ui Feedback


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#801 DAEDALOS513

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Posted 09 February 2014 - 11:36 AM

View PostSeelenlos, on 09 February 2014 - 06:13 AM, said:

People,

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


Buddy it's all about results now.. wait and see is all we've been doing.

Edited by DAEDALOS513, 09 February 2014 - 11:42 AM.


#802 The Black Crusade

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Posted 09 February 2014 - 11:54 AM

So They decided complex / irritating menu's with slower loading was the better direction compared to practical. IS THERE ANY WAY I CAN REVERT THE CHANGES?

#803 Antagonist

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Posted 09 February 2014 - 11:55 AM

View PostSeelenlos, on 09 February 2014 - 06:13 AM, said:

People,

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


If they really are unable to notice the glaring deficiencies of their new UI without our help, I have just this to say:

Whiskey Tango Foxtrot, over?

It's not that they weren't told repeatedly about huge areas of space being taken up by the same picture over and over again, the fact it's hard to take stock of your mech build with just one glance at it etc, etc, etc...

Edited by Antagonist, 09 February 2014 - 11:55 AM.


#804 DAEDALOS513

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Posted 09 February 2014 - 12:16 PM

The box of 'owned' mechs in the Battlemechs list should be filled in with a different color than those of un-owned mechs, perhaps yellow. This at least gives the player a clue of where to find a certain mech when looking to purchase all the variants. It also gives the player a sense of purpose or accomplishment to try and get all those boxes of glorious mechs filled in! I can hear the cha-ching's on your end already...

If you really want to go wild, you can fill the mech box in with red when 2 or more of the same mech variant are owned by the player. But I know.. baby steps..

Edited by DAEDALOS513, 09 February 2014 - 02:33 PM.


#805 Bartholomew bartholomew

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Posted 09 February 2014 - 12:16 PM

The suggestion I would give is to have the home page which you return to after a match give the info on the mech you are currently running including the modules you have on it. So that way you know instantly out of a match how your mech stands for launch.

#806 Dragorath

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Posted 09 February 2014 - 12:19 PM

Normally I like nearly everything you did,

but the new MechLab ist the worst crap I have ever seen my entire life. I want to play the game and not click to death while deciding which Mech to take. The MechLab before was so much better.
To be honest the complete User Interface is crap.

Please set it back to the old one, because just now I don't want to play anymore.

This list where you see all Mechs at once is totally overfilled, please make on the start screen icons from left to right to check your Mechs directly, like in the old Mechlab, if you click 'em you can see all weapons modules etc. And like it is now directly the configure button on the lower end.

Same for the module page, etc. they are all to full from the start.
The group window: If you are within you can't do anything else anymore, not even honing your skill trees.

Edited by Dragorath, 09 February 2014 - 12:37 PM.


#807 Steel Mayhem

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Posted 09 February 2014 - 12:39 PM

Lots n lots of posts. Soooo many.
From what I have used so far ui 2.0 is a great start. I'm going to use positive feedback since there does not seem to be many doing that.

What I like / would like to see
Inventory - its nice to see what I don't have equipped / can we have an in use list, maybe showing where its equipped even possibly grabbing it w/o having to swap to a different mechs load out

Mech details show how much movement a mech has / can we have details for # of heatsinks, engine installed, remaining slots, and modules

The released interface works well enough / can a breadcrumb or master menu be implimented
Listed components looks pretty / can there be an option for list mode instead of all the large icons

I think that should be good for my 1st actual feedback. Hopefully it is found to be constructive.

SteelScrunchie

Edited by SteelScrunchie, 09 February 2014 - 12:40 PM.


#808 Socram666

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Posted 09 February 2014 - 12:57 PM

Aehm, what is this??!??! A "USER INTERFACE". Hahaha. No stop, really. What ist this?

I want to quote Wikipedia about this term:

Generally, the goal of human-machine interaction engineering is to produce a user interface which makes it easy (self exploratory), efficient, and enjoyable (user friendly) to operate a machine in the way which produces the desired result. This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the human.

I guess this UI 2.0 is more kinda piece of art: Beatiful but without function
Or like a super model: Nice to look at, but (often) useless in real life.
  • So dear MWO Team, I dont want to waste my time clicking though submenu's.
  • I want to see ALL relevant information about my selected MEC in the moment i click on it.
  • Additional I want to change the loadout FAST to drop into a match, i won't waste my time in the menu.
Can't be sooo diffcoult ( I thought till now....)


After 2 hours "playing" - ok lets say 1 hour playing, 1 hour in the menus - I lost interest. There ist no place for both of us: Either the "UI 2.0" or I have to leave. So im out until there's a REAL UI (look at wikipedia) or the possiblity to use the old one.

Would be a pitty for those (guess more than) 100 buck's I invested ....

Edited by Socram666, 09 February 2014 - 01:01 PM.


#809 DAEDALOS513

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Posted 09 February 2014 - 02:35 PM

View PostSteelScrunchie, on 09 February 2014 - 12:39 PM, said:

Lots n lots of posts. Soooo many.
From what I have used so far ui 2.0 is a great start. I'm going to use positive feedback since there does not seem to be many doing that.

What I like / would like to see
Inventory - its nice to see what I don't have equipped / can we have an in use list, maybe showing where its equipped even possibly grabbing it w/o having to swap to a different mechs load out

Mech details show how much movement a mech has / can we have details for # of heatsinks, engine installed, remaining slots, and modules

The released interface works well enough / can a breadcrumb or master menu be implimented
Listed components looks pretty / can there be an option for list mode instead of all the large icons

I think that should be good for my 1st actual feedback. Hopefully it is found to be constructive.

SteelScrunchie

Your 'positive feedback' sounds just like everyone else's feedback. Full of idea's that should have been originally implemented but weren't..

Edited by DAEDALOS513, 09 February 2014 - 02:37 PM.


#810 B4D Jonny

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Posted 09 February 2014 - 02:37 PM

Horrific. The mechlab takes too long!
Looks pretty tho...

Edited by B4D Jonny, 09 February 2014 - 02:38 PM.


#811 ThePhil

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Posted 09 February 2014 - 03:05 PM

It's difficult for me to describe what is so disappointing for me with the new UI. The list is long, and much of it is interconnected. This UI2.0 has thrown out the baby with the bathwater. I wouldn't be as disappointed with it if it had the same level of functionality but just looked different. But that is not the case. With this new UI the user has actually LOST functionality. I dislike it so much that I haven't logged a single drop, as I can't stand using the front end.

By section:

Home:
1) Ok I see a mech. I'm assuming it's the one I had most recently selected. This screen is utterly useless! If it has to be there make it useful. Display full stats for the mech; tonnage, armor, engine rating, speed, hardpoints, loadout, modules, UNUSED MODULE SLOTS, available slots, twist speed, ECM capable yes/no with an indicator for it being equipped, tons of ammo and total shots per each equipped weapon. Allow the user to click on the mech model as before to select that part, and transition directly to editing within the mechlab. There is no reason to have the mechlab be a seperate entity. THE MECHLAB IS MECHWARRIOR!!!!
2) Upper left menu.
...A)[Select Mech] Jumbled and confusing. Eliminate drop-downs entirely from the entire UI. Check-boxes and delineation points are what is needed to clean this up. Check-boxes to display all or just specific weight classes. List the Lights in order by weight as the default option then have a horizontal line below them with the medium mechs in a section below that, etc. Have the option to sort by speed/firepower/cooling factor/alphabetically/whatever. In it's current state this mess is unusable. I like how the mech's info pops up, but it takes too long for it to happen, and the info by itself is again, useless unless I'm comparing it to something. Implement a compare mechs feature for side by side analysis. There's too much info there to be toggling back and forth between mechs when making a choice.
...B ) [Inventory] Close, needs more functionality. Check-boxes for inventory type. It makes sense to show mechs separate from equipment, and weapons as it is currently, but within each section add checkmarks to display only the desired information. Eg...Light/medium/heavy assault. Energy/Ballistics/Missile/Utility. Sinks/ StdEngine/XL engine/Available/Currently Equipped. If an item is currently equipped, show where it is so we can go rob an engine from a mech without digging through our entire stable to find what we are looking for.Modules should have sorting and display options just like they are labeled in the category as you purchase them.
...C)[Statistics] Include them in the client or get rid of this.
...D)[Redeem Code] Put this down by the MC in the bottom bar, as well as C-Bills, along with the total number of each currency we have. This info should not be spread out across the UI.
...E)[Testing Grounds] Put this in the mech configuration screen so we can launch straight into a testing scenario without having to purchase items first. Remove it from this list.
...F)[Tutorials] Don't ask me if I want to launch, ask me which one I want to launch. I can press cancel from there if I need to.

Side note: How do I purchase premium time? I don't see anything on the Home Screen that allows me to make this fundamental purchase. This is one of your prime money makers! Don't make it difficult for me to spend money on your stuff.

Also, the numbers and info can be very small and difficult to read. Where is the UI Scale slider or font size selection?

MechLab:
1) Eliminate the drop-down menus, add check-boxes, and detailed/specific info with comparability features as described above. Allow sorting by different values. This is the most disappointing element of the new UI. It could be so much better than it is that I am lead to believe that PGI does not use their own software prior to it going live.

2) Inventory should be a part of the mechlab not the Home screen. All of the parts that I own are in the garage. That's where I should find them in the UI.

Skills:
1) I don't like calling them skills. They are not skills, they are mech enhancements. Skills implies that as I pilot each mech it somehow dissipates heat faster (or whatever each unlock does) due to the pilot's acclimation to the chassis. That doesn't make any sense. Call them Enhancements or Chassis/Variant Upgrades.
2) As I click individual mechs I am forced to click another box to bring up the screen with the skills info. This is unnecessary. Meanwhile the right half of the screen has a static picture of the mech I had selected from the mech selector on the home screen. Why is this there? Use this space to bring up the skills info for the mech I just clicked on without having to open a new window.
3) Again, eliminate the drop-downs, add check-boxes for consistency across the UI.

Overall thoughts and Other comments:

The UI as a whole seems utilitarian but feels like it is trying to be fancy to the detriment of functionality. Even still it has no flash. I'm not saying add sparkly bits, but some animations to the UI as I go from screen to screen would go a long way...In theory the entire UI experience takes place from within the player's garage. Build the garage environment and have the camera pan around as I move through the menu system to a suitable environment. Just as an example for weapons load-outs show a forklift carrying a crate from a weapons manufacturer and a workbench with some spare parts and tools. For Chassis selection make roll-up doors that open when I have selected a mech that brings it out into the mechlab workspace. Allow me to pan around the mech and click on the individual sections to make the adjustments that I need to. Keep mech stats on a small overlay window that I have the option to slide off to the side of the screen and reopen as needed with a single click. The clickable mech paper doll was also very useful in the old UI. Bring it back too.

Edited by ThePhil, 09 February 2014 - 03:12 PM.


#812 FactorlanP

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Posted 09 February 2014 - 03:18 PM

View PostDymlos2003, on 08 February 2014 - 09:07 PM, said:


You missed it, it's there.


Yup, found it.

That doesn't change my opinion of UI2.0 though. Even ignoring the MechLab problems, which I hope to God will be fixed with the "smurfy style" version that is in the pipeline, other parts of UI2.0 are overly cumbersome and extraordinarily click heavy and mouse movement heavy.

Edited by FactorlanP, 09 February 2014 - 03:22 PM.


#813 DrSlamastika

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Posted 09 February 2014 - 03:29 PM

Is it really necessary having champions mechs between owned mechs??
It's annoying

Please give it away.

#814 AC

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Posted 09 February 2014 - 05:25 PM

BUG:

LRM launchers are not available on mechs equipped with artemis. The UI treats LRM launchers and Artemis LRM launchers as two separate weapons systems. So now you pay to upgrade your mech to artemis, but then have to go repurchase all your LRM or SRM launchers again.

#815 Win Ott

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Posted 09 February 2014 - 07:25 PM

The Good: In the Mechlab, I like being able to filter my mechs by weight class. Here are two small adjustments that would help.

1) Could the tiles sort out by chassis? That way all of my Stalkers (for example) could be together? You could still put the hero and champions at the front of the chassis que, if you like.

2) I would like to filter out the trial mechs from my owned mechs.

#816 Deathlike

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Posted 09 February 2014 - 09:10 PM

View PostAC, on 09 February 2014 - 05:25 PM, said:

BUG:

LRM launchers are not available on mechs equipped with artemis. The UI treats LRM launchers and Artemis LRM launchers as two separate weapons systems. So now you pay to upgrade your mech to artemis, but then have to go repurchase all your LRM or SRM launchers again.


Unfortunately, that was a feature that was announced months ago.

#817 KingOfBads

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Posted 09 February 2014 - 09:38 PM

The new UI looks really slick, but my biggest gripe with it is that at triple monitor res it does not look good. There is too much wasted real-estate, and there seems to be something off with the scaling.

#818 SuperFr0sty

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Posted 09 February 2014 - 09:46 PM

Too Much to See
- I really don't care much of the other things or details to see.

"Saving" Bug
- I can't change and save what I have been putting on my Mechs.


I'm trying to understand you guys because this IS still a "Work-In-Progress User Interface". Subject to Change.
We just want our lives to make it easier.

#819 Javenri

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Posted 09 February 2014 - 09:54 PM

I want to believe that as time passes, the new UI 2.0 will get improved. In a month or two it is probably going to be way more functional as it is now (hopefully...). My question is: will PGI introduce something in this period that absolutely requires UI 2.0 to be present? If yes, there might be some excuse for implementing something that is not finished yet. Otherwise, it is a very bad move to discomfort the whole community with a disfunctional interface just to meet the "announced deadline".

#820 Helsbane

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Posted 10 February 2014 - 04:39 AM

View PostJavenri, on 09 February 2014 - 09:54 PM, said:

I want to believe that as time passes, the new UI 2.0 will get improved. In a month or two it is probably going to be way more functional as it is now (hopefully...). My question is: will PGI introduce something in this period that absolutely requires UI 2.0 to be present? If yes, there might be some excuse for implementing something that is not finished yet. Otherwise, it is a very bad move to discomfort the whole community with a disfunctional interface just to meet the "announced deadline".


I'm gonna feel really strange after I say this, but I'm actually going to defend PGI on this one, but only just.

This was a damned if you do, damned if you don't scenario for them. Imagine what the community's response would have been if they HADN'T released 2.derp. Cries of "OMG you can't hold a deadline!!!" would have dominated the forum, players would have walked away, etc, etc...

Now, that being said, I return to my normal 'PGI is a group of utter failtards' ways...

If 2.derp is an example of what they've been working on for the last year, imagine how bad CW will be. If this is their shining diamond, upon which all else hinges, can you imagine the level of BS, the utter and complete incompetence with which they will attempt to implement further development?

This is already a train wreck, but they keep trying to make this a "Nuclear submarine crashes into downtown Indianapolis" event, causing all of us to stare in awe at the level of obvious present in their mistakes.

I want to love this game. I really do. It is that very desire to see a MW title thrive and be something awesome that makes me keep my forum sig. PGI has no f**king clue what they're doing, and it shows more with every patch.





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