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Ui Feedback


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#1041 NewNemesis

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Posted 23 February 2014 - 08:05 AM

Hi Devs,

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 Delas Ting Usee

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Posted 23 February 2014 - 08:17 AM

Wow...just tried configuring a mech for the first time with the new UI 2.0 - What a mess!!! For all the reasons stated above

#1043 Cletus Davion

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Posted 23 February 2014 - 08:43 AM

I love the new UI. Very slick, even with some of the gripes people have had about it. But come on guys, how in the name of Bob Ross did you forget to give us ANY way to get info on hardpoints and whatnot when I want to purchase a mech? Am I supposed to buy a mech, realize it doesn't have what I hoped it would, shrug and sell it and grind again? Am I missing something?

#1044 Bartholomew bartholomew

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Posted 23 February 2014 - 08:50 AM

View PostCletus Davion, on 23 February 2014 - 08:43 AM, said:

I love the new UI. Very slick, even with some of the gripes people have had about it. But come on guys, how in the name of Bob Ross did you forget to give us ANY way to get info on hardpoints and whatnot when I want to purchase a mech? Am I supposed to buy a mech, realize it doesn't have what I hoped it would, shrug and sell it and grind again? Am I missing something?

You probably hit the nail on the head there..

#1045 Czerno Alpha

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Posted 23 February 2014 - 09:42 AM

Anyone else hate that it takes 4 button presses to exit the game? Log out, Are you sure?, exit, are you sure? Give me one button to get me out of the game.

#1046 joker1974

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Posted 23 February 2014 - 10:11 AM

All of the above, pointing out the negative points. UI2 stinks. And in the first place, it is not user friendly whatsoever. Isn't that the number 1 point of a USER INTERFACE?!?! In the old one I could do most things with 1 or 2 clicks, a scroll here and there, and done. Now I have tonnes of crap icons on my screen which makes me wanna quite instantly.

#1047 HoppinRaven

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Posted 23 February 2014 - 11:23 AM

The complete UI2.0 has a great lack of direct information. Having to wait for a couple of seconds while using mouse over is not good, especially since it does not work with everything.
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 WintermuteOmega

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Posted 23 February 2014 - 11:36 AM

My bad Mockup of how easily fix most issues with UI2.0 (at least for 1080p). Never thought, i would take time do do such things, but i needed an outlet for my frustration due to UI's lack of usability.
Posted Image

Edited by WintermuteOmega, 23 February 2014 - 11:38 AM.


#1049 WintermuteOmega

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Posted 23 February 2014 - 11:40 AM

View PostNazgulgnome, on 23 February 2014 - 09:42 AM, said:

Anyone else hate that it takes 4 button presses to exit the game? Log out, Are you sure?, exit, are you sure? Give me one button to get me out of the game.


I Alt-F4 after finding out, how bad it is, to close MwO

#1050 Rebel Ace Fryslan

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Posted 23 February 2014 - 12:11 PM

UI2 has a bad structure in general., bla bla oke, that's out of the way.


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 LittleJonnyHardcore

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Posted 23 February 2014 - 02:02 PM

ok...so why cant i see hardpoints and capabilities in the store, i have to buy blind to what i can do with it?

im not buying anymore mechs until i can see wtf they can/can not do.

wtf

#1052 DAEDALOS513

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Posted 23 February 2014 - 02:34 PM

View PostNewNemesis, on 23 February 2014 - 08:05 AM, said:

Hi Devs,

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 markomaniac

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Posted 23 February 2014 - 05:20 PM

I didn't think the new UI was that bad at first, the more I use the more I realize just how terrible it is. Please fix it or put the old UI back in place until you can find the time to fix this godawful mess. Borderline unusable!

#1054 Helsbane

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Posted 23 February 2014 - 08:55 PM

I want whoever implemented the beeping noise on mouse-over to get a paper cut every day for the rest of their life. Does that make me a bad person? If so, I can live with that....

#1055 DrunkandDisorderly

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Posted 23 February 2014 - 08:56 PM

My main issues with this incomplete pile of crap called UI 2.0 is that its totally worse, than its prior form
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 DAEDALOS513

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Posted 23 February 2014 - 08:59 PM

View PostLittleJonnyHardcore, on 23 February 2014 - 02:02 PM, said:

ok...so why cant i see hardpoints and capabilities in the store, i have to buy blind to what i can do with it?

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 Ssamout

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Posted 24 February 2014 - 04:11 AM

Thanks for the Centurion and mechbay. Would have been nice to see the HARDPOINT DISTRIBUTION or what ENGINE it's packing before dropping with it, but hey, that's probably irrelevant info.

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 Hammerhall73

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Posted 24 February 2014 - 04:23 AM

Just wanted to add my two cents.

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 qki

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Posted 24 February 2014 - 07:51 AM

Nils, the champion falls under generic CN9-A mech tree.

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 Sean Crees

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Posted 24 February 2014 - 12:30 PM

It's prettier, that's it. Everything else is worse. I'd actually rather have the old UI personally.

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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