Cascal, on 14 May 2014 - 10:37 PM, said:
Rarely has a thread on the MWO forums made me more mad than this one. The amount of condescending bullshit in this thread is incredible and has convinced me that the people "whining" about MWO is far from alone in contributing to the "toxic" atmosphere everyone is bitching about. All of you talking down on OP like he is some kind of ****** are the ones being toxic here. SOME people in this thread seem incapable of admitting that UI 2.0 has problematic aspects, and resort to being little ******* instead.
Toxin can come from both sides. However, most of us aren't disagreeing that UI2.0 could use work, we are disagreeing with the improper use of the term "unusable/broken/game breaking", as that is clearly not the case.
I can say for myself, I am not intending to talk down to the OP. He has valid points. But I do feel he has grossly blown the issue out of proportion to what the size of the problem really is. Making a mountain out of an ant hill.
GalaxyBluestar, on 14 May 2014 - 11:33 PM, said:
how is a mech lab with unselectable collum and box view but owned and purchasable filter telling you what mechs have... whilst the store mechs made to appeal to buyers DOESN'T offer the info you need to make an informed purchase like UI 1.5?
how do people understand the save configeration when there's no button for it but if you guess hard enough the checkout button {known for making money transtactions} is used for changing stuff around even when you're not spending anything, turns out to be the Save config button. is that apart of any sane good UX interface???
I actually had a hard time on some mechs to select different sections of them with the older interface. Some mechs, once I selected a section, I could not select the next section I wanted without either selecting another section, or I had to try and click a tiny mech layout icon in a far off corner. (Ex: If I was selecting my Dragon's arm on one side, (the AC arm) and I wanted to then select the laser side torso (other side of the mech), I could not do it without either cycling through to the CT to get there, or click the little diagram. Other mechs, if I was selected on the head (which could accidentally be done), I could not select anything else as it zoomed in really far into the head.)
Also, the old interface has some back coding issues, that was forcing PGI to have to code everything twice, which made updates more difficult and was leading to even more bugs and harder fixes. The new UI had a lot of developer functionality added into it which we don't see.
I agree with the "checkout" button. However, when I realized that it had a C-bill total and there was no "save custom" button, I clicked on it. I figured I could always back out if I had to... (But I agree. It should say "save mech" or something instead of "checkout". But, seen as you also have MC items you can buy, Checkout isn't that far off... Don't know on this one.)
ZenTeapot, on 15 May 2014 - 12:04 AM, said:
I've never seen UI this bad.
Homeworlds (awesome game) had a very hard UI to work with. It was simple, but just moving your ships could be challenging sometimes...
I had some PS1 game (Saga-something-or-other, I can't recall the game but I still own it) had a poor UI and overall game design.
Apparently EVE looks like it's complicated...
This is not the worst UI I have had to use. If you think this is bad, try NWN (Neverwinter Nights) where you have to sift through a ton of menus sometimes... while things are happening in the game still... and seconds can count... Oops. Too late. You took too long finding the right menu button. (Though they did have quick slots thankfully.) NWN was still very playable, and still a lot of fun to play.
ZenTeapot, on 15 May 2014 - 12:45 AM, said:
For me, the wrist strain using is it too bad, and the amount of information I have to keep in my head to get anything done too much.
Wrist strain? If the UI is giving your wrist strain... how do you manage to play the game where you have to move your mouse and click a lot more often? This new reason seriously has be baffled at the moment... can you please explain more so maybe I could understand how this is a reason that just the UI is unplayable, but doesn't effect the actual matches? Also, how often are you visiting the mechlab to change things?
Rogue Jedi, on 15 May 2014 - 03:00 AM, said:
UI 2.0 has the Windows 8 factor, when MS released Windows 8 I downloaded tthe trial and tried it on a virtural machine.
After the install I managed to log-in no problem then after messing arround with it for a few minutes I decided to turn it off, it took me about 15 minutes to find shutdown using the Graphical User Interface, yes I could have used shortcut keys but the fact that an IT professional needed 15 minutes to work out how to shut it down convinced me that 8 has major problems (especialy after giving the same test to some collegues with simular results). then I joined it to the domain at the school where I work. the start screen had 11 pages of icons, ues I know you can find what ever you want by searching using the keyboard but there was no way to arrange them in a hyrachical fashon, this is impractical for a school.
Despite these problems and many others I forced my self to spend the next few weeks learning to use it. I can now use Windows 8 compatantly and fix proelems people have using it but I much prefer XP or 7.
8 is designed for a touchscreen, but does not seem to be intended for use with a keypord and mouse. this is a simular situation to the MWOs UI 2.x, the UI seems designed for gamepad or touchscreen rather than keyboard and mouse
I can now use UI2.0 no problem but the layout is not logical or intuitave and it still takes twice as long to do most things as 1.5 did.
the thing I miss the most is the ready list, where you could place 4 mechs, I used to use that for the mechs I was currently working on, so when I die within the first few minutes of a match (yes it still happens) I could DC and instantly select another mech that needed XP and just launch, within a few seconds of returning to the mechlab.
but despite all I have said, I do not think UI enhancements should be the top priority for PGI, I would prefer to see community warfare, VOIP, destructable terain (at the very least trees which fall over when you shoot or walk through them) and of course since IGP gave PGI the clan deadline that also needs doing, when all this is in place then PGI should concentrate on fixing improving the GUI assuming IGP gives them the time rather than declairing another cash grab preorder sale.
I think this post hit the nail on the head. I agree with this. (We also don't know how much is PGI and how much is IGP when it comes to decisions and what gets done when.)
Alex Warden, on 15 May 2014 - 08:43 AM, said:
for that price you could at least add some torches...
Are you sure you would want torches with gold pitchforks? It might melt your Pitchfork...
ZenTeapot, on 15 May 2014 - 05:33 PM, said:
the UI made me give up playing this game = unworkable/unplayable for me. It's thing only thing that's stopping me. I've said this multiple times. Cannot fathom how you could not get it. You are extra tolerant? you do not mind the repeated wrist strain, fine, but I do.
I still am not grasping your problems. (To use your own words) Are you extra intolerant?
I still have to ask the same thing I asked in a post above... wrist strain? From the UI? Really? But not from the game... am I understanding this correctly? Please enlighten me on this. I'm not getting how the UI is causing extra wrist strain than the game itself. Not to mention, how often are you using the Mechlab? I barely touch the mechlab unless I have a new mech to try, or a new idea to play out on a mech, or the occasional adjustment to a current mech. I'm probably inside mechlab once every 20-50+ game matches, depending upon if it's a new mech or not. (I'm normally working on something new to gain XP in and level up. Lately I've been playing my older mechs again to get the dust off them.)