Can We Go Back To The Old Mechlab Now Plz?
#1
Posted 20 March 2014 - 07:28 AM
#2
Posted 20 March 2014 - 07:36 AM
Not sure why this didn't occur to PGI in the first place though.
#3
Posted 20 March 2014 - 07:42 AM
As stated above there are some nice features to the new ML like the inventory screen. I never knew I had so many of xyz until I saw the numbers. Selling off equipment netted me a neat 5 mil C-bill bonus. =)
Just do it the way I do, have your smurphy build open on one screen and MWO on another and work from the top down. I do like the fact that you can add multiple heat sinks with the click of a button as opposed to the drag and drop from smurphy... but dont tell him I said that.
#4
Posted 20 March 2014 - 07:43 AM
NRP...I dunno...it's not like we told them that a Smurfy-like interactive mechlab would solve all their problems in every single UI test they did...we didn't tell them their first iteration was clunky and annoying...did we?
*Sarcasm Drip. Drip. Drip.*
#5
Posted 20 March 2014 - 08:05 AM
Mr Turtle: "It's never happened before. Ask Mr Owl."
#6
Posted 20 March 2014 - 08:11 AM

#7
Posted 20 March 2014 - 08:14 AM
NRP, on 20 March 2014 - 07:36 AM, said:
Not sure why this didn't occur to PGI in the first place though.
I dont see engines equipped in inventory screen... Just shows modules and the usual.

did you mean somewhere else? i would hate to be missing out on a easier way to view my engines.
Edited by Jin Ma, 20 March 2014 - 08:16 AM.
#9
Posted 20 March 2014 - 09:45 AM
Jin Ma, on 20 March 2014 - 08:14 AM, said:
I dont see engines equipped in inventory screen... Just shows modules and the usual.
did you mean somewhere else? i would hate to be missing out on a easier way to view my engines.
Try clicking on the buttons on the left. Engines are listed under the Equipment tab with the Jump Jets, Heat Sinks, CASE, etc.
#12
Posted 20 March 2014 - 01:25 PM
Anyway, all PGI really needs to do now is make the mech details screen editable, and we've got our "Smurfys-like" mechlab. Hopefully, that is next.
#13
Posted 20 March 2014 - 01:27 PM
NRP, on 20 March 2014 - 01:25 PM, said:
Anyway, all PGI really needs to do now is make the mech details screen editable, and we've got our "Smurfys-like" mechlab. Hopefully, that is next.
I don't see equpted engine in that pullout tab. It does show loadout now though(it didnt use to) It shows the max engine usable, is that what you meant?
They shoiuld put it in the inventory tab though. It would be so much easier to see. and theres plenty of room in that tab.
Edited by Jin Ma, 20 March 2014 - 01:29 PM.
#14
Posted 20 March 2014 - 01:48 PM
Now what I just can't wrap my head around is why nobody at PGI ever thought of using the currently displayed 'mech as the default for UI choices - I'm looking at my 'mech, but I can't see its pilot skills without clicking on skills, select that chassis from a huge list, and then clicking on the pilot skills tree button - that's just way, way too convoluted. It's right there on the screen, show me THAT 'mechs pilot skills! If I want to see another 'mechs pilot skills, I can select another 'mech.
Same with everything else in the UI: Use the currently displayed 'mech as baseline for every UI action; showing my CN9-A and I press the "mechlab" button? Show me the configuration for my CN9-A. I press the "pilot skills" button? Show me the pilot skills for my CN9-A.
The UI needs about six or seven passes of heavy streamlining before it is anywhere close to well-functioning, there's simply too much clicking to do anything, too little information shown spread out over too many places - and don't even get me started on the frankly hidous lists of equipment - fifty HUGE identical icons for engines taking up half the screen? What bloody IDIOT thought THAT was great UI design?
So yeah. There's lots and lots and lots to be done on this UI before it's halfway decent, but don't for a second think that we will ever go back to the old one.
Edited by stjobe, 20 March 2014 - 01:51 PM.
#15
Posted 20 March 2014 - 06:36 PM
stjobe, on 20 March 2014 - 01:48 PM, said:
Well as the old adage goes, pretty only gets people to try it. It's gameplay that makes people stay, and the gameplay for the UI 2.0 is far below par.
Unless I am messing around with painting or camo I could care less about the pretty. What I need is information about my mech that dominates the screen, Then if i want to change a engine or a part that should take up no more than 1/3rd of the screen.
Dedicating 1/3rd of the screen to just my mech sitting there, less than 1/5th of the screen to the information i need and it isn't even complete and 2/3rds of the screen to just engines / parts is pure silly.
Looks like you agree on some of those points.
#16
Posted 20 March 2014 - 08:54 PM
NRP, on 20 March 2014 - 01:25 PM, said:
Anyway, all PGI really needs to do now is make the mech details screen editable, and we've got our "Smurfys-like" mechlab. Hopefully, that is next.
Okay, I was totally high or something. I could have sworn the engine details were shown outside of the Mech Details screen. However, I got home from work and checked it out, and I see I was wrong. Sorry for the confusion.
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