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#841 El Moosechacho

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Posted 10 February 2014 - 12:10 PM

More clicking please.

I want to have to click at least 10 sub-menus before finding my modules and customizing my mech. The current setup isn't enough for my standards.

Also, you're on the right track with hiding general crit space information. Please make the mechbay more of a guessing game in this fashion.

Thank you.

Posted Image

#842 Stuka42

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Posted 10 February 2014 - 12:46 PM

My favorite part of the new UI is guessing the stats of the weapons that I am attempting to put onto a mech. Or having to look on an external site to refresh my memory from tabletop.

Way to go guys. Whoever designed this UI is going right to the top!!!

#843 Harmatia

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Posted 10 February 2014 - 12:55 PM

View PostJon Phoenix, on 06 February 2014 - 11:48 AM, said:


I agree. I'm also using a 24" monitor.



I hate to say it, but the old UI was better overall. I'd much rather use it than 2.0. I can't believe how many unintuitive things I've found in 2.0 and I won't repeat all of the complaints that so many of us have posted. Suffice it to say that I'm stunned that PGI spent so much time on a UI overhaul and then released one that's worse than what we were using. The learning curve exists but let's be real here. That's not the problem. Even knowing how to use the UI results in frustration and wonder about why PGI did certain things the way they did them.

This new UI has really turned me off to playing the game until it's significantly changed for the better.

-Jon (will probably play a bit but not nearly as much as he was)


I completely understand what PGI said about a new user interface needed for planned features, whenever those might come. However I just find it laughable that someone could do such a bad job with this one. Who designed the original user interface? Clearly it cannot be the same person.

#844 Daekar

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Posted 10 February 2014 - 01:24 PM

View PostValcrow, on 10 February 2014 - 10:14 AM, said:

Someone Suggested I put this here... Here's the full thread, but here's the important part in a nutshell.

_________________

Original 2.0 layout:
Important stuff is all to the sides & small.

Posted Image

Could we please have something like this:

Posted Image

Because then all the important stuff is laid out as follows:

In addition, we're missing awesome stuff like, ammo count, heat sinks, slots, etc.
we also need a fast way to add artillery strikes and change modules.
Lastly, that can all be glanced in the CENTER of the screen easily and completely. All we loose is 16 mech portraits.

Posted Image


This is the current Loadout layout. Which requires both your eyes, clicks and mouse to keep going across the prime realestate (the center) without actually interacting with it at all.
Posted Image


Can we have something like this?

The most important pieces of info in the middle. Tonnage, layout, slots open. all WITHOUT requiring ANY clicks.

Posted Image

I removed the armor to fit everything. Put it in a new screen.

Posted Image

Shows you where your guns are, so you can make sure those spots have more armor than your disposable arms.
Internal point value showing.
And armor tonnage totals, for getting those .5t and 1.0 values.

Thanks for looking.


THIS, PLEASE! I really like what you've done so far, but this is the direction I would like to see. Relevant information available, fewer clicks, and elements that I don't need a magnifying glass to see.

#845 bloody59

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Posted 10 February 2014 - 01:34 PM

New UI is pretty and sounds good but has no practical purpose at all, PGI you are doing it wrong

Step 1: make it functional and easy to use

Step 2: make it look nice

All PGI has to do is take the old UI and make it look nice

I've seen bad UI's from other games but this is a new level of bad

If the game was in beta it is ok-ish, but its not...

Oh and one last thing, HAVING TO SELECT GAME MODE EVERY TIME I CLICK ''PLAY NOW'' IS GETTING ON MY NERVES!

That is all

#846 MavRCK

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Posted 10 February 2014 - 03:41 PM

http://www.reddit.co..._it_would_look/

MWO is a social game. I like this author's post:

Quote

The best feature of MWO is it's community and the game needs to take advantage of that. It really should have an awesome chat system and easy to use grouping system. That is VITAL for a team based game like this. Obviously this will only get more important once features like community warfare and custom units are introduced in the game.


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#847 Corvus Antaka

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Posted 10 February 2014 - 03:47 PM

View PostMavRCK, on 10 February 2014 - 03:41 PM, said:

http://www.reddit.co..._it_would_look/

MWO is a social game. I like this author's post:



Posted Image


absolutely. we've been asking for this since closed beta. since the msn gaming zone the community has always been a huge part of what makes mech so great. hopefully we will see more features like this soon.

#848 Jman5

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Posted 10 February 2014 - 03:52 PM

Suggestion About Social

Add a unique indicator noises when someone sends you a message on Social.

Add a unique indicator noise when you receive a party invite.

Allow players to deactivate the noise to prevent abusive message spam.

#849 FactorlanP

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Posted 10 February 2014 - 04:45 PM

View PostJman5, on 10 February 2014 - 03:52 PM, said:

Suggestion About Social

Add a unique indicator noises when someone sends you a message on Social.

Add a unique indicator noise when you receive a party invite.

Allow players to deactivate the noise to prevent abusive message spam.


The Social Chat windows should be accessible during a match also.

#850 Deathlike

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Posted 10 February 2014 - 05:49 PM

View PostFactorlanP, on 10 February 2014 - 04:45 PM, said:

The Social Chat windows should be accessible during a match also.


That'll make things complicated. At the least, a stored message queue is preferable.

#851 Funky Bacon

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Posted 10 February 2014 - 06:31 PM

I almost find it disturbing how many great ideas players put out here. All of them easy to navigate and understand after just glancing at them. Yet UI 2.0 is so..... well.... straight up horrible to navigate and understand. Heck, even after using it for a couple of days now and "gotten used to it", I still can't find my way around it in a timely and comfortable manner.

#852 Alik Kerensky

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Posted 10 February 2014 - 07:35 PM

Great suggestion, but I doubt PGI/IGP is listening...

View PostValcrow, on 10 February 2014 - 10:14 AM, said:

Someone Suggested I put this here... Here's the full thread, but here's the important part in a nutshell.

_________________

Original 2.0 layout:
Important stuff is all to the sides & small.

Posted Image

Could we please have something like this:

Posted Image

Because then all the important stuff is laid out as follows:

In addition, we're missing awesome stuff like, ammo count, heat sinks, slots, etc.
we also need a fast way to add artillery strikes and change modules.
Lastly, that can all be glanced in the CENTER of the screen easily and completely. All we loose is 16 mech portraits.

Posted Image


This is the current Loadout layout. Which requires both your eyes, clicks and mouse to keep going across the prime realestate (the center) without actually interacting with it at all.
Posted Image


Can we have something like this?

The most important pieces of info in the middle. Tonnage, layout, slots open. all WITHOUT requiring ANY clicks.

Posted Image

I removed the armor to fit everything. Put it in a new screen.

Posted Image

Shows you where your guns are, so you can make sure those spots have more armor than your disposable arms.
Internal point value showing.
And armor tonnage totals, for getting those .5t and 1.0 values.

Thanks for looking.


Like this one, except for lag issue kind of sums it up... though this POS was 2 years in the making so short-cuts shouldn't have been an issue for a normal company.

View PostLeftwardjetlag, on 10 February 2014 - 06:21 AM, said:

Might as well chime in : UI 2.0 is an horrible useless game-killing stunt. Well it is from my short-sightted, selfish and ignorant point of view.

Maybe I am reluctant to change. Or maybe I'm just used to like well built things.

The old, crappy, buggy, unintuitive and clunky UI was actually what drove me to MWO. Been playing for about 2 months, I understand the game goes way back than that.

What the old UI did nice ?
- it wasn't buggy, clunky or anything to me.
- It would be windowed, sharp and responsive, no-bells-no-whistles, quick to play, or quick to customise
- I could see at a glance my gxp and MC.
- I would see a quick-list of favorite mechs I did want to ... 'evolve'.

It would have a mechlab (or whatever customisation environment) wich has info and functionality at my fingertip. Hell the old paper mech sheets were faster than UI 2.0 (yep, i played paper back then, i'm that old). Paper may have bad rep now, but it had to be optimized, no one would want to browse 3 manuals and a 10 page mech sheet just to play a game would they ? That's about how efficient UI 2.0 is. Despite what I saw on another thread leading to this one, customisation (some would say 'optimisation') is probably the core underlying motive to play giant robots killing each other. "Will this mod give me an advantage on the field ?". UI 2.0 kills the fun of that. Flat. Dead. Useless sounds and pictures, unnerving loading times and missing info, no way to have a general look and feel of the mech we customise.

It is sad to say, but working late and pushing deadlines *might* make for bad decisions and shortcuts. By PGI's own salespitch, UI 2.0 was rushed to the world who couldn't wait anymore for it's glory. Well, I for one could have waited. For now I wait for the mechlab to load. I have to wait for info to show. I when I'm done, even the gameplay feels slow and chunky. Don't know if it's psychologic, but the game seems to be unplayably slow, I can't drive the thing, feels like old stop-motion godzilla or something. I had to drop graphics a little in the old UI. Now no setting would do.

Might as well write about it, I can't play anymore. I'll stick around a week or two, curious to see if this whole mess gets cleaned up and rebooted.

Edited by Alik Kerensky, 10 February 2014 - 07:49 PM.


#853 Hope R

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Posted 10 February 2014 - 10:01 PM

Was going to make a rage post at how aoiguregjawriuj the new UI is. Fortunately all of my points have already been mentioned by people with more time to spend on this game than I do. What I really don't understand is why
http://mwo.smurfy-net.de/mechlab#i=111
This guy's website/tool which everyone seems to use is better thought out than one made by an 'actual company'.

Wasted space, too many clicks required to achieve things, complicated and NOT intuitive.

#854 Dymlos2003

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Posted 10 February 2014 - 10:37 PM

View PostAlik Kerensky, on 10 February 2014 - 07:35 PM, said:

Great suggestion, but I doubt PGI/IGP is listening...



Like this one, except for lag issue kind of sums it up... though this POS was 2 years in the making so short-cuts shouldn't have been an issue for a normal company.



About 9 months actually... cool thing about this release, it will continuously get updated!

#855 Exarch Levin

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Posted 10 February 2014 - 10:53 PM

I haven't really been able to make a change to any of my mechs since this new UI came into being. I don't need to see a generic picture of every engine that my mech can carry when I'm looking at engines, a text list was fine.

This new UI is full screen, making it about 4x larger for me than was the old windowed mechlab but this new one has less than 1/4th the usefulness of the old.

With all this space in the UI, why did they have to change some of the well-labeled buttons into cryptic glyphs? The "social" button in the old UI was well placed and obvious but this new one, well, it took me a few seconds to find it :P

#856 Benden

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Posted 10 February 2014 - 11:35 PM

Just another dissatisfied user : As said hundreds times before, this UI is way too confusing and user unfriendly.
Much Work Online...

#857 Primetimex

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Posted 10 February 2014 - 11:58 PM

The new UI 2.0 reminds me of one principle that many people break when they start designing things - anything. I've studied a Diploma in Web Design and the principles in designing website applies equally to designing UIs: it has to be concise, logical, allows the user easy and immediate access to the information that they need to see and elimination of features and nice to haves which are not essential.

So, basically all design starts with a pencil and a piece of paper and there you sketch the flow of the website/UI, it's a long process but necessary in order to end up with a good finished product even before you write the first line of code.

It just seems to me that UI 2.0 is the result of wow, OK, lets just code the new UI we'll design on the fly (since we're short on time) and let's just let the users work out the bugs, layout quirks, usability issues later on - who cares about that anyway?

You've seen many websites that are poorly designed, organised, and lack functionality and purpose, UI 2.0 is pretty much the same.

#858 Victor Morson

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Posted 11 February 2014 - 01:05 AM

View PostPrimetimex, on 10 February 2014 - 11:58 PM, said:

You've seen many websites that are poorly designed, organised, and lack functionality and purpose, UI 2.0 is pretty much the same.


On the flipside, it was easier to navigate a 90s Geocities page littered with animated gifs than it is UI 2.0.

#859 Piad

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Posted 11 February 2014 - 01:15 AM

View PostValcrow, on 10 February 2014 - 10:14 AM, said:

Someone Suggested I put this here... Here's the full thread, but here's the important part in a nutshell.

_________________

Original 2.0 layout:
.........
.........


PGI please listen to him! Is also canadian! :P

#860 DTim412

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Posted 11 February 2014 - 06:39 AM

I love the new view of my mech, and it seems more responsive, but I would love a new way of managing Modules, maybe allow modules to reside in a pool, from which you equip each time you drop instead of equipping from the mechbay.

It would also be nice to have a browse option in the store so that we can examine the components and hardpoints of a mech before buying.

Thanks for all the hard work, despite any hiccups or warts it is an awesome game!





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