Ui Feedback
#841
Posted 10 February 2014 - 12:10 PM
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.
#842
Posted 10 February 2014 - 12:46 PM
Way to go guys. Whoever designed this UI is going right to the top!!!
#843
Posted 10 February 2014 - 12:55 PM
Jon 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
Posted 10 February 2014 - 01:24 PM
Valcrow, on 10 February 2014 - 10:14 AM, said:
_________________
Original 2.0 layout:
Important stuff is all to the sides & small.
Could we please have something like this:
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.
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.
Can we have something like this?
The most important pieces of info in the middle. Tonnage, layout, slots open. all WITHOUT requiring ANY clicks.
I removed the armor to fit everything. Put it in a new screen.
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
Posted 10 February 2014 - 01:34 PM
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
Posted 10 February 2014 - 03:41 PM
MWO is a social game. I like this author's post:
Quote
#847
#848
Posted 10 February 2014 - 03:52 PM
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
Posted 10 February 2014 - 04:45 PM
Jman5, on 10 February 2014 - 03:52 PM, said:
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.
#851
Posted 10 February 2014 - 06:31 PM
#852
Posted 10 February 2014 - 07:35 PM
Valcrow, on 10 February 2014 - 10:14 AM, said:
_________________
Original 2.0 layout:
Important stuff is all to the sides & small.
Could we please have something like this:
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.
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.
Can we have something like this?
The most important pieces of info in the middle. Tonnage, layout, slots open. all WITHOUT requiring ANY clicks.
I removed the armor to fit everything. Put it in a new screen.
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.
Leftwardjetlag, on 10 February 2014 - 06:21 AM, said:
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
Posted 10 February 2014 - 10:01 PM
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
Posted 10 February 2014 - 10:37 PM
Alik Kerensky, on 10 February 2014 - 07:35 PM, said:
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
Posted 10 February 2014 - 10:53 PM
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
#856
Posted 10 February 2014 - 11:35 PM
Much Work Online...
#857
Posted 10 February 2014 - 11:58 PM
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
Posted 11 February 2014 - 01:05 AM
Primetimex, on 10 February 2014 - 11:58 PM, said:
On the flipside, it was easier to navigate a 90s Geocities page littered with animated gifs than it is UI 2.0.
#859
Posted 11 February 2014 - 01:15 AM
Valcrow, on 10 February 2014 - 10:14 AM, said:
_________________
Original 2.0 layout:
.........
.........
PGI please listen to him! Is also canadian!
#860
Posted 11 February 2014 - 06:39 AM
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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