The image in the original post here pretty much sums up my issues with the new UI. Look at all that grossly wasted screen estate showing the same icon for the 70 different engines (visible, there are more).
The lead UI designer should look at this picture and ask him or herself, "Is this a good way to display this? Is this design wasting tons of screen estate with superfluous information and images? Is this design an encumberance or is it well organized and intuitive to new or veteran players?"
I would hope the designer would say, "No, this is an over-cluttered design, introduces too much information overload, and makes the general process of building up a mech and the associated decision making process significantly over-encumbered with superfluous images, clicking, and other design inconsiderations and we are taking pride in acknowledging and addressing those issues quickly."
Some of the best designs I've seen so far have come from people in the MWO community that are unpaid and mocking up more, apparently, well thought-out designs than the professionals being paid to do the same. I hope PGI is better than this; I want to believe that, prove me right.
Also, Russ, the issue of readability is subjective. You might be able to stand in front of a demo that was setup to show you how this is a non-issue, but your customers are telling you that they have a very difficult time reading it. Instead of "proving" them wrong with another subjective, in-house test among cognitively baised individuals, perhaps address the customer concerns instead of marginalizing their validity. How is your ability to read the text without issues benefiting the customers that are unable to?
In the interest of full disclosure, I run the game in 1920x1080 on a 21 inch LCD monitor and have no problems reading the text. I just don't like seeing valid, (and possibly) minority, opinions being marginalized, systematically like this.
Edited by PineappleKush, 21 February 2014 - 02:01 AM.