Trial Mechs In Mech Bays
#1
Posted 03 June 2014 - 11:49 PM
NOTE: If this should be posted elsewhere like a bug report or user request please feel free to move it. I couldn't find such a location.
#2
Posted 04 June 2014 - 12:02 AM
As for them being hidden from Owned, That would be a problem. As it stands right now, those are the 2 designations that we have. New players will start by accessing their new mechlab, and the first thing they will see, is the owned tab, since the U.I. is programmed to always show that one first.
If we added a third tab for trial mechs, that would have to be the tab that open up first, and I can guarantee more people would complain about that, than they would about trial mechs.
#3
Posted 04 June 2014 - 01:49 AM
Job done.
Shouldn't exactly be hard.
Edited by Ovion, 04 June 2014 - 01:49 AM.
#4
Posted 04 June 2014 - 01:51 AM
#6
Posted 04 June 2014 - 02:08 PM
Ovion, on 04 June 2014 - 01:49 AM, said:
Job done.
Shouldn't exactly be hard.
Yeah, real simple.
Just re-write some of the code for UI so it adds a drop-down menu option for non-trials, then re-write the whole code for trial mech display so they have their own category instead of being considered "owned" then adjust every page of the mechlab, and then the store to reflect that.
Yeah, won't take more than 40-80 man hours, what with double checking code integrity, making sure it doesn't crash some unforeseen thing, like never showing up for new players, or the obvious problem of the fact that the default menu on the mechlab will always be "trial", which will get another wave of complaints about making it not the default page.
Or, they could just not do it, and leave the mechlab as is, since it's easier this way, and the fix isn't really needed. If you have few mechs in your mechlab, the trial mechs stand out easily. If you have a lot, it doesn't really matter by that point.
#7
Posted 04 June 2014 - 11:16 PM
IraqiWalker, on 04 June 2014 - 02:08 PM, said:
Just re-write some of the code for UI so it adds a drop-down menu option for non-trials, then re-write the whole code for trial mech display so they have their own category instead of being considered "owned" then adjust every page of the mechlab, and then the store to reflect that.
Yeah, won't take more than 40-80 man hours, what with double checking code integrity, making sure it doesn't crash some unforeseen thing, like never showing up for new players, or the obvious problem of the fact that the default menu on the mechlab will always be "trial", which will get another wave of complaints about making it not the default page.
Sorry, but that's absurd, unless it was programmed by 3rd graders. It is obvious, with the trial/weight class selections, that they are displayed based on which flags are set. You do a logical AND and mask for the assault flags and only assault class mechs are displayed. If you mask out the trial mech flag then they should not display.
10 minutes to locate it, maybe 20 minutes to look it over real good to make sure you understand it (unless you're the person who wrote it), 10-15 minutes to change it, and 5 minutes to test each tab in the UI. Less than an hour.
Sorry, but I was a SW Eng. for 35 years and worked on code much more complicated than the MWO client... code that could determine life and death. This change is simplicity at its best.
#8
Posted 04 June 2014 - 11:39 PM
Chaosity, on 04 June 2014 - 11:16 PM, said:
10 minutes to locate it, maybe 20 minutes to look it over real good to make sure you understand it (unless you're the person who wrote it), 10-15 minutes to change it, and 5 minutes to test each tab in the UI. Less than an hour.
Sorry, but I was a SW Eng. for 35 years and worked on code much more complicated than the MWO client... code that could determine life and death. This change is simplicity at its best.
Sounds simple enough. Except again, you're fogetting the problem that trial mechs are actually shown as "owned" mechs. The way they are rotated into the game is by removing them from your account, and then adding the new batch in, with their own mechbays. That's why it would be complicated, you're asking to create a 2nd tier of ownership, and then having that one be the default set up (this part is easy)
Not to mention that people will still complain about the trial mechs being the first page they see on their mechlab. Since if we follow your designation they will have their own page. Which PGI will be forced to put as default, to stop new players from thinking their mechlab is empty.
I will admit, my programming experience is far less than yours. However, from what I do know. It's not worth the effort right now. Maybe next year. If they can put a check box that hides them, that would be excellent. However, for the time being, fiddling with the UI code to do this, will cause problems. You should also know for a fact, that changing code will always cause unexpected problems that seem unrelated to what you changed.
#9
Posted 05 June 2014 - 04:32 PM
#10
Posted 05 June 2014 - 05:30 PM
IraqiWalker, on 04 June 2014 - 11:39 PM, said:
Sounds simple enough. Except again, you're fogetting the problem that trial mechs are actually shown as "owned" mechs. The way they are rotated into the game is by removing them from your account, and then adding the new batch in, with their own mechbays. That's why it would be complicated, you're asking to create a 2nd tier of ownership, and then having that one be the default set up (this part is easy)
While your initial statement about trial being "owned" may be true, but because you have a TRIAL MECH only tab available in the UI, they may only be checking the owned flag. Like I said, mask against the trial flag to remove them.
However, arguing the software specifics does nothing to eradicate the perceived problem, so let's let that discussion die and get back to the original issue.
PGI, PLEASE GIVE US THE OPTION TO NOT SHOW TRIAL MECHS IN THE "OWNED MECHS" DISPLAY.
Edited by Chaosity, 06 June 2014 - 12:49 AM.
#11
Posted 05 June 2014 - 05:51 PM
#12
Posted 05 June 2014 - 11:34 PM
Add a line in the filter 'Don't show Trials outside of Trial tab'.
This should take what... 4 minutes?
Maybe an hour tops if it's really convoluted code.
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