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Russ Says The Font In Ui2.0 Is ''very Readable''


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#61 Molossian Dog

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Posted 23 February 2014 - 11:07 AM

Posted Image

#62 Dymlos2003

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Posted 23 February 2014 - 11:27 AM

The whine in here is hilarious.

Yes the font is hard to read for some users and yes they are working on it to make it better. End of thread.

#63 Modo44

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Posted 23 February 2014 - 11:29 AM

View PostDymlos2003, on 23 February 2014 - 11:27 AM, said:

Yes the font is hard to read for some users and yes they are working on it to make it better.

Planning on maybe looking into fixing it in the undefined feature != working on it.

#64 Dymlos2003

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Posted 23 February 2014 - 11:35 AM

View PostModo44, on 23 February 2014 - 11:29 AM, said:

Planning on maybe looking into fixing it in the undefined feature != working on it.


Actually saying that it's on the list for ui2.0 pretty much means they are gonna work on it.

#65 Modo44

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Posted 23 February 2014 - 11:37 AM

View PostDymlos2003, on 23 February 2014 - 11:35 AM, said:

Actually saying that it's on the list for ui2.0 pretty much means they are gonna work on it.

Soon™.

#66 Dymlos2003

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Posted 23 February 2014 - 11:40 AM

View PostModo44, on 23 February 2014 - 11:37 AM, said:

Soon™.


With that response you just contradicted yourself, gj!

#67 Monky

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Posted 23 February 2014 - 12:18 PM

What is this, a UI for ants?!

#68 Vanguard319

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Posted 23 February 2014 - 12:26 PM

I think it's the white text on a pale background that's making it hard to see, that's a graphic design no-no right there. Either darken the text, or the background. they rest on.

#69 carl kerensky

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Posted 23 February 2014 - 01:42 PM

View PostPineappleKush, on 21 February 2014 - 03:04 AM, said:

Well said. Here's to hoping that certain other "mech" related, robot, sci-fi FPS games are successful and can add competition in this genre. In the meantime, my signature shows that I've already opted-out of PGI's marketing strategy until they earn it back through delivery. I suggest anyone that wants this game to be better to do the same.

PGI spends time adding more things to sell us, rather than delivering the functionality we were promised, simply because enough people continue to buy those things. Kill the money stream and give them a financial incentive to stop doing what they're doing; it's the only thing business entities can understand, as it will show up on a generated report, which seems to be the only metric being used to judge performance of this game (you can't just rely on SAP/BusinessObjects/Crystal Reports to tell you the whole story Russ).

A few, good, college programmers and an art designer are capable of producing far greater works in less time, with little to no funding. This has been shown countless times in the past 15 years of gaming and community modding. The standards we set on PGI should be higher and the resulting output quality should be as well. If they can't do that based on the income/funding they've already received, then it's simply grossly poor management of resources.

Thankfully, the intelluctual property (IP) behind this game was licensed and not sold outright. This gives me some hope for the future of BattleTech, knowing that the IP does not rest solely in Russ', PGI, or IGP's hands. A failure of this particular title won't be a nail-in-the-coffin for the BattleTech franchise as a whole or kill the possibility of a future game by another developer that hopefully has its ear to the ground rather than its head in the clouds.


Well said. Whatever happened to having pride and passion for this franchise and wanting to put out the very best work they can. Listening to the Mechwarrior fan base to help shape this game into an amazing experience. There is no doubt in my mind this game is in the wrong hands because its being run by people that cant put there egos away for one minute to see the glaring obvious problems. On an artistic conceptual level MWO is stellar. Its the implementation that goes to hell in a hand basket. That my fellow Mechwarriors starts at the top. Proof is in the pudding and Russ's tweets confirms that he has no interest in making a Mechwarrior game for the fans. So much fantastic feedback has been presented by this community only to ignored in a very condescending manner. I hope that mechwarrior eventually gets the right developers someday. If I had the cash I would create one myself with some of these brilliant fans that post here. There passion and pride for battletech shows through and they need to be at the creative end of this franchise.

#70 DodgerH2O

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Posted 23 February 2014 - 01:49 PM

The strange thing to me is that with the prior non-fullscreen UI I had zero issues reading the text. Now that I can use my full screen it requires squinting and moving my face about 6 inches closer to the screen than is comfortable.

#71 Time Line

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Posted 23 February 2014 - 02:44 PM

the text is microscopic and the font is compressed and unreadable. oh but those repetitive giant white chimpanzee friendly icons sure are visible ... i mean really ? huge portions of the screen devoted to meaningless pictograms while all useable data is in text you just can not read . too small .
this entire UI is infuriating. every task is a nightmare of sifting thru menus and submenus . what took seconds in the old menus now takes frustated minutes IF you can do it at all.

#72 stjobe

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Posted 23 February 2014 - 03:09 PM

View PostAppogee, on 21 February 2014 - 12:34 AM, said:

Yesterday I and several other people raised our concerns about the size and readability of the font used in UI2.0 with PGI President, Russ Bullock, via Twitter. We find that on high res monitors, the font is so small (and hard to read) that it makes it difficult for us to use UI 2.0.

Russ tweeted to say he'd spoken with lead designer Paul, and they'd look into it. Then today, Russ tweeted the following finding...

Posted Image

Then this...

Posted Image

Net: in Russ's view, there is no problem, and we are imagining our challenges in reading it.

FYI, here is what the UI looks like to me in Full Screen on my monitor's native resolution of 2560x1440.

Posted Image

You're on an island, bro.

#73 Domoneky

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Posted 23 February 2014 - 03:18 PM

Maybe its the fact I have a 35 inch TV as my monitor but I don't really have a problem reading it.

#74 nightsniper

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Posted 23 February 2014 - 04:04 PM

I have a JVC 32 inch HD 1080P monitor running at 1360x768 (well with in what Russ said they tested it on) now granted I do where glasses in my older age but the text Pixelates and the characters bleed into each other because the are so compressed. Yes some I can read and then others it is a guess especially the page for purchases which is like trying to tell ants apart from 20 stories up. The old UI was a snap.

I do have to ask why would you want to put info about your game that so many have a hard time reading? Then who the heck wants to play your game when they have trouble reading the text you put up to promote your best creation your mechs? I mean really how stupid can you be when you can not even showcase in a clear manner the product your hoping to make big bucks with.

It would be like GM telling you ​buy a Cadillac and we will throw in the good looking Blonde Why did anyone in the organization think that was a good idea and what idiot said to go with it?

#75 Willard Phule

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Posted 24 February 2014 - 08:49 AM

What I find the most amusing with regard to all the issues involving UI2.0 is that we provide them with the feedback they say they want from us....only to turn around and tell us there's nothing wrong.

Ok, got it. You don't care about the opinions of the community, so why do you even bother having a "Patch Feedback" forum? You should just open it after each patch, put in a comment that basically says "screw you all, we're gonna do whatever we want," then just lock it. Save a lot of time and heartache.

#76 Ximius

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Posted 24 February 2014 - 09:57 AM

View PostWillard Phule, on 24 February 2014 - 08:49 AM, said:

What I find the most amusing with regard to all the issues involving UI2.0 is that we provide them with the feedback they say they want from us....only to turn around and tell us there's nothing wrong.

Ok, got it. You don't care about the opinions of the community, so why do you even bother having a "Patch Feedback" forum? You should just open it after each patch, put in a comment that basically says "screw you all, we're gonna do whatever we want," then just lock it. Save a lot of time and heartache.


Its really more of a sad reality I think. It would be one thing if the threads like this one were just people mouthing off random opinions. But a lot of these are very fundamental design flaws in the layout and operation of the UI. I am talking like first-semester-human-interaction level course stuff. The things like
1. White text on light green background
2. Action to be taken by buttons/menu unclear
3. Visual tracking crosses the screen dozens of times
4. Repeated verification for actions
5. Different wording in dialogs - sometimes it says "you will lose your changes - ok?" and sometimes "save changes - ok?"

There is nothing debatable about these. Every single text on UI design will state that these are all cardinal sins. There is no question here! And even when users go to the effort to design fixes themselves, they are told "youre wrong" - really, my eyes are wrong? Please....

#77 That Dawg

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Posted 24 February 2014 - 11:00 AM

Does russ bullock think we're all c*nts?
evidently so. pity, imagine walking into......any place that wants your money and hearing that?

#78 Appogee

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Posted 24 February 2014 - 12:37 PM

View PostDymlos2003, on 23 February 2014 - 11:27 AM, said:

The whine in here is hilarious.

Yes the font is hard to read for some users and yes they are working on it to make it better. End of thread.


Not as hilarious as your lack of reading comprehension.

PGI said there is not a problem. They are not planning to fix it.

This fact has been pointed out at least three times in the thread.

And at a readable font size.

#79 9erRed

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Posted 24 February 2014 - 12:37 PM

Greetings all,

From my observations of the Fonts, UI2.0, the layout, the amount of clicking to get to various points.

- Some of the complaints about small fonts could be addressed by increasing the actual item box size, wasted space.
(and the corresponding font)
[? - Could the users pixel pitch resolutions seriously be effecting the readability? I have a .20 pitch resolution, so everythings very sharp, but some large TV's are way out there in the .46 or higher. Finer detail may indeed be harder to read as it may not be as sharp and clear.]

*** PGI stated they tested many resolutions, but they tested it on a 4K resolution monitor. Holy carp! Even the smallest font is still clear at that pitch, and most 4K monitors have excellent colour differentiation. So the light font on light backgrounds will still look ok. ***
Standard backlit LED monitors of 19 to 21 inch or better should be the default size they work on any UI with, scaling up the home players display to large HD sizes will in some cases reduce the fine detail. So complaining you can't read something on a 42 inch monitor may indeed not be there UI's fault.

- The issues with incorrect coloured font's on various backgrounds, set dark on light, light on dark.
(should only require setting the specified font colours for that area, or pop out)

- The entire UI area box's/spaces are not optimized for easy readability.
(something's are too large for the amount of info or lack of, others too small for the required info)
[just an example: selecting an engine, the entire screen is filled with Hugh images of engines, even the ones that will not fit. Overkill, reduce the size down considerably, I don't need to see all the images, just the selections.]

- It appears that during the design stage, different people each may have had specific sections to design, but didn't or may not have collaborated on the overall layout.

- As stated, having to move repeatedly back and forth across the screen for selections.
(we require intuitive selections, if I'm doing this action, these 1 or 2 options normally follow.)

- images not optimized for move that one screen, I understand that is not a priority at this time. But something should be able to optimize the images to follow the specified resolution. Majority of images are left and center, only thing on right is the "settings icon" and the pop in Friend list. (resolution 5760 x 1080) Patiently waiting for a balanced MechLab layout.

- There need's to be a post showing the current different "pages" within the Ui and explaining how to navigate for various functions. (It is not very user friendly for some first time users)
[have had to talk many players through certain actions]

- Still very difficult to "quickly" see what the load out and modules are for specific Mechs. And no where to see how much and type of ammo is "on board". (without many selections and checking each location on the Mech, frustrating!)
[thankfully there will be a non-functional smurfy style overlay soon, with the working one following soon. - Get the font correct for that please.]

Just some observations,
9erRed

Edited by 9erRed, 24 February 2014 - 12:53 PM.


#80 JimboFBX

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Posted 24 February 2014 - 12:38 PM

View PostMolossian Dog, on 23 February 2014 - 11:07 AM, said:

Posted Image


Where do these grotesque drawings come from and why do people think they are funny?





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