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Ui Feedback
#1041
Posted 23 February 2014 - 08:05 AM
There is nothing new about me dislike this UI 2.0 for many reasons.
But your UI 2.0 managed to piss off my wife too!!!
How?
Easy! You implemented so many useless, annoying sounds in the new UI that I get the impression you hired a fired Nokia guy for the development.
When you are really thinking a sound for every action field is necessary - maybe you like to give blind people the possibility to play the game too - than PLEASE integrate the option to switch off UI sounds.
Best regards NewNemesis
#1042
Posted 23 February 2014 - 08:17 AM
#1043
Posted 23 February 2014 - 08:43 AM
#1044
Posted 23 February 2014 - 08:50 AM
Cletus Davion, on 23 February 2014 - 08:43 AM, said:
You probably hit the nail on the head there..
#1045
Posted 23 February 2014 - 09:42 AM
#1046
Posted 23 February 2014 - 10:11 AM
#1047
Posted 23 February 2014 - 11:23 AM
Huge icons, I mean come on: Use a smaller icon and provide direct info, no more mouse over needed only for expanded info (which is what it should have been).
Statistic info is nice, but very incomplete. Furthermore the partial info is spread across the screen and lacking in font size, no I do not have a 30 inch screen 26 inches is ample... apparently not? Come on!
Lastly PGI you said hotpatching for the UI? How about putting out some changes?
#1048
Posted 23 February 2014 - 11:36 AM
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Edited by WintermuteOmega, 23 February 2014 - 11:38 AM.
#1050
Posted 23 February 2014 - 12:11 PM
BUG: Messages dissapear after a game has been done.
The window of a user goes away, with the text.
sometime a message blinks, but you can't go and read it you have to press send a message.
But tere is no message inside the window then.
#1051
Posted 23 February 2014 - 02:02 PM
im not buying anymore mechs until i can see wtf they can/can not do.
wtf
#1052
Posted 23 February 2014 - 02:34 PM
NewNemesis, on 23 February 2014 - 08:05 AM, said:
There is nothing new about me dislike this UI 2.0 for many reasons.
But your UI 2.0 managed to piss off my wife too!!!
How?
Easy! You implemented so many useless, annoying sounds in the new UI that I get the impression you hired a fired Nokia guy for the development.
When you are really thinking a sound for every action field is necessary - maybe you like to give blind people the possibility to play the game too - than PLEASE integrate the option to switch off UI sounds.
Best regards NewNemesis
Ditto!
#1053
Posted 23 February 2014 - 05:20 PM
#1054
Posted 23 February 2014 - 08:55 PM
#1055
Posted 23 February 2014 - 08:56 PM
in every way imaginable. My main beef is how clunky and blind you've made the mech lab. It used to take 1 or 2 minutes to find a engine from another mech. Now I'm averaging around 10 to 15 minutes to go through the 52 mechs I own. The tinkering phase of the game is the best part game in my opinion. Trying to make builds that others aren't running on the new fotm mech was much a past time of mine. Pen and paper building mechs, or using the Smurf, to figure load out and critical slot allocation is bull$hit. Welp almost 11k drops and I finally see what I thought were forum trolls were talking about back in the day, PGI, IGP you be very ashamed for rushing to release this. This UI killed my friends list population.
#1056
Posted 23 February 2014 - 08:59 PM
LittleJonnyHardcore, on 23 February 2014 - 02:02 PM, said:
im not buying anymore mechs until i can see wtf they can/can not do.
wtf
wtf doesn't begin to describe this illogical UI that they bragged about.
#1057
Posted 24 February 2014 - 04:11 AM
What would be nice, is that I could level up the dam thing. That specific mech doesn't show on the "SKILLS" list,.,. There's all the rest that I own, and also that wang that I don't own, but not CN9-A(C). What's up with that?
Don't know if this is UI-problem, but then ..
#1058
Posted 24 February 2014 - 04:23 AM
Having now played with the new UI, I have to say that it is a mix of some steps ahead and several more backwards.
A key gripe for me is the complete lack of information on what a mech bought from the mechstore comes with. If the intention is to open the game up for new players and improve overall usability, the lack of immediate point of transaction information on what a purchased mech might bring me is a startling oversight. I know that the mechlab offers this information, but I would really like a similar pop up summary in the store section. I actually think it is a better place for this information to be located! I can only assume this major oversight will be fixed in the very near future.
Beyond that, I have to agree with earlier comments re: the complexity of building new mech configurations. I agree that the old UI was at times a bit clunky, but I have to suggest it is far more intuitive and simpler than the new UI, which seems to be overly complex and dam difficult to navigate at times. Please see the many numerous earlier postings re: finding a suitable mix between simplicity and accessibility.
I have also started contemplating purchasing my first module. However, for the life of me I cant really work out where to do this. Surely a module tab in the main store area would be a good start? Not hiding it away somewhere in the mech config area. And if I am having troubles, how is a new player supposed to even realise they exist and apply them to their mech? I may have missed something here, but shouldnt the design make it very obvious where I go for all of these things?
The filters are also not much help at all. Please remove the trial mechs from the "Owned" filter. These temporary loaned mechs are most certainly not owned and clutter up my well used and loved mechs. It would also be useful to have the purchasable filter actually show me what I can afford to purchase. No point showing me that awesome fully specced Battlemaster if i only have 1.6 million credits to spend...
I won't rant and rave too much more. I just think the UI designers might benefit from taking a step back and objectively assessing what would make an intuitive, easy to use interface, that doesnt bury things several levels down in menus and allows you to quickly and easily access information and make modifications to your mech. If the game is struggling with the basic UI at this stage, i can only imagine some of the issues that might arrive when the new community and clans additions go live.
Still, having thrown those stones, just wanted to say thank you for a fun game that makes suitable homage to a game I have played on the tabletop since my early teen days.
#1059
Posted 24 February 2014 - 07:51 AM
On topic though - the new UI is horrible. Maybe it's the "getting used to" thing. The home screen is nice, and I dig the new "select 'mech" option, but the actual mechlab is harder than chineese algebra. As far as I can tell, there is no way to see how many damned heat sinks a mech has, unless you manually count them.
Scribbling down a 2e mage on a b5 piece of paper was fun (at least for the dinosaurs that understand what the hell i'm talking about), but trying to cram all the info on a single page is madness (and watch out for the big hole).
#1060
Posted 24 February 2014 - 12:30 PM
Things we didn't expect from UI 2.0 but got anyhow:
Takes too many clicks to get to things to change them.
Counter intuitive layers upon layers to get to things.
The mechbay is a complete mess. You want a good looking mechbay, look at this site: http://mwo.smurfy-net.de/mechlab
Check boxes to select which game mode you want, but you can't select more than 1? Then WTF is the point of check boxes?
Things we expected from UI 2.0 but didn't get:
Equal tonnage when matchmaking in PUGS.
12 man teams able to select to play against each other.
The ability to make private servers, or private password locked games that never end for practice purposes.
An OPTION to allow independent leg movement from the torso, not just the torso from the legs.
An OPTION to allow only independent vertical movement of arms and not horizontal, or visa versa. Maybe even a key bind to toggle it?
I've seen LOTS of great ideas on the suggested forums, and we got NONE of them, all we got was a shiny mess.
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