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Ui 2.0 Still Needs Work

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#1 Jabilo

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Posted 13 August 2014 - 09:25 AM

UI 2.0 still requires usability improvements.
  • It is still far to difficult to locate owned modules and engines. Adding a filters for "module equipped" would be a good start. I understand you want to encourage people to spend currency on modules and engines, but bullying them to do so with a frustrating UI is not the answer.
  • Trial mechs still appear in the "owned filter". I understand this is a marketing decision but having them in the default filter while providing a way for vets to filter them out would be a compromise.
  • Transitions between screens are still laggy - especially the first time you access a screen or mech on first boot or after a drop. May I suggest pre loading UI elements for systems with high RAM? Perhaps this could be an option in settings.
  • Start to add functionality to the "view mech screen". If you could adjust nothing but armour values then this would be a great step in the right direction.
  • Please try to get a handle on the length of time it takes to save a loadout. For those of us with many mechs it takes a long time. It is actually so bad sometimes I can not face moving a module or engine from one mech to another (requiring multiple save operations) and I give up and quit my session. No exaggeration.
  • Please allow an option in the UI to show only relevant ammo. At the moment it removes irrelevant classes of ammo (for example not showing missiles) but still leaves all missile options available when you only have streaks equipped.
  • Selecting mechs in the store still does not show a preview or allow you to view mech data. For the new Spider hero I have to find it by messing about with filters in the mech bay. Not a problem for a vet but not a good experience for a new player.
  • Please allow an option to skip the splash screens. Again I understand the marketing imperative, but perhaps a line that can be added to the config file (so only vets use it) would be a good compromise.
  • Provide an option to scale up small mechs in the "home" screen preview window. Admiring the paintwork on my Commando is very difficult ;)
  • Remove the "public / private" option from Play Now and add it to the same dialogue box where game modes are selected. Play now should be 1 click play!
  • Remove the many many redundant "are you sure?" dialogue boxes. These are insane! A good example is the "are you sure?" box on exit. I have already had to consciously click "log out" to get this option available. Then I have to click exit game and then I have to click "yes I am sure". It is maddening! :ph34r: Another culprit is unlocking pilot tree skills. Again I realise some choices involving real money (MC purchases) must remain, but others can be rationalised for the good of all.
Ok, please take these comments in the spirit in which they are meant. Empirical marketing data proves that simple to use interfaces promote customer retention and sales.


A few little tweaks would go a long way to making UI 2.0 what it should be - awesome!

Edited by Jabilo, 13 August 2014 - 09:27 AM.


#2 Felbombling

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Posted 13 August 2014 - 11:14 AM

The list of changes they could/should make to the UI is almost limitless.

#3 Cest7

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Posted 13 August 2014 - 01:05 PM

We definitely need a thread about this every month. Possibly multiple times a month, PGI needs to be reminded of how much fail they launched with UI 2.0.

http://mwomercs.com/...s-still-a-fail/

Quote

  • So, still no option to sort by anything other than weight class.
  • No option to sort store items (Firepower, weight, heat, etc.)
  • No option to filter out trial mechs.
  • No way to sell excess Ammo or Armour.
  • No way to see what engine is on your mech in the mech lab (Srsly, what R_TARD left this out?).
  • No way to see Equipped Modules in Mech Lab Screen (3 clicks to get to inventory, click through EVERY mech, remember which mech has your modules, 3 clicks back to mechlab
  • The Firepower/Speed/Armor/Heat diamond calculation is so wrong its completely useless. It takes the max value out of each category which is just some arbitrary value that PGI threw in there.
  • No editable smurfy-esque mechlab, seriously. One guy made a website that has a better mechlab that your entire team could come up with.
  • No way to turn off the annoying beep-beep without disabling ALL front end sounds (Such a lazy fix)


#4 Wesxander

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Posted 13 August 2014 - 06:38 PM

I don't like in building custom mechs your weapon range is on graph. The graph is handy but some of us old schooler's want effective max range not (somewhere between 500 and 675 on graph). This UI is still way more complicated than the old one. The old one, UI, anyone likes to game could understand it. The NEW UI is more an advanced UI for hardline gamers.

#5 ego1607

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Posted 14 August 2014 - 12:12 AM

I wouldn't say it's advanced. It's just bad, I'd say.

#6 Maggiman

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Posted 14 August 2014 - 01:22 AM

I find the UI is still incredibly cumbersome but some work might get it to an agreeable state.
Sadly though, the *plan* states, that the UI is finished. So much for that....

#7 Grendel408

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Posted 14 August 2014 - 03:08 PM

Overall PGI states the UI is complete with exception to new features being added to the UI as needed... can you trust them to re-code the UI entirely, modify the artwork files to work fluidly with the coding revisions? I mean... they want CW to be out as much as we do... but I'm afraid that should they begin revising the UI.2x some new round of bugs will pop up and we'll be back here holding torches and pitchforks :D If PGI could limit the amount of hoops we jump through to configure this or that, buy this or sell that, it would give some relief to players... minor adjustments are needed I think... some want a complete overhaul.

#8 Thorqemada

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Posted 14 August 2014 - 07:11 PM

Many thx to PGI for helpful and convenient improvements of the new UI2.0 - i hope it encourages PGI to walk further down this road and deliver more well wanted and received progress in the crusade for a most useful and convenient UI that makes Players love to use it.

Thx PGuys :(

#9 Desintegrator

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Posted 15 August 2014 - 07:54 AM

There wont be any changes to the UI.

Too many others things to work on. So just leave it as it is...

#10 xeromynd

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Posted 15 August 2014 - 08:09 AM

-Re-add how components would be "zoomed in" on when I selected them, like in the old UI.

-Replace stock pictures of mechs with renders (not live) of my mechs under "owned" mechs would be great. Could even be captures taken at the time of the last save.

-Being able to see items equipped on mechs in the inventory would be fantastic It's cumbersome when i want to find a module i 'think' I own, but dont know if it's slapped on a mech or not. This could simply be a greyed out number next to the white 'number owned' count.

#11 Tesunie

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Posted 15 August 2014 - 08:19 AM

To OP:
Very nicely placed list of suggestions. I like most of them. Please continue to make such great posts as this when you place your suggestions. The tone of your post is a very nice breath of fresh air compared to most of the other "demands" posts out there.

Only comment I have to leave about your list is that I don't seem to be experiencing the lag when changing screens or saving my mechs as you seem to. Don't know why you experience that, but if you do it is worth being on your list.


View PostDesintegrator, on 15 August 2014 - 07:54 AM, said:

There wont be any changes to the UI.

Too many others things to work on. So just leave it as it is...


You say that, but they have already made a couple changes about some of the common complaints about UI2.0. One such example is reducing the number of clicks needed to enter into a match (common request/complaint), moved the cancel search button up more into the center of the screen (reducing mousing distance, another common request/complaint)...

So sure. They won't continue to work on and improve the UI2.0 system... wait...
They are working on the UI, it's just taking them time to get it the improvements it needs. They say is it finished in "The Plan" because, now that it is done (the back end of the UI, not the end we see), they are not as blocked when creating updates as they once were. So in the sense of pushing out the new content that people wish to have, it is finished. However, PGI realizes it could use more front end adjustments and are still working on the front end as they get the chance to or find a concept they wish to implement. It will take time.

#12 Khujjo

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Posted 15 August 2014 - 08:25 AM

I wish I didn't have to see 75 pics of engines that fill the screen.

#13 Reefwalker

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Posted 16 August 2014 - 01:23 PM

UI2.0 broke the Flight-stick. all the stuff you bring up is stuff that needs fixing , but it can be played around. the flight-stick cant be played around, its broken and cant be played. This must be made a priority so the game can be played.I understand there a lot of tweeks that need to be made, but this is not a tweek! This is nessary to play the game. WASD sux the big one. I do not play WASD, I have tryed but after one drop I'm done! Its no fun,to play WASD.

I am not a Free player, I have spent a LOT OF MONEY on this game, and now it cant be played the way I spent money to play!

I want to PLAY, I want to buy all the clan mechs, but I would be an idiot to spend a dime on a game I cant play because its broke, and you put a low priority on fixing it.

Fix the flight-stick and I'll spend money again.

Reefwalker

#14 Tesunie

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Posted 16 August 2014 - 01:58 PM

View PostReefwalker, on 16 August 2014 - 01:23 PM, said:

Fix the flight-stick


Do you mean joystick? Either way, have you submitted a support ticket yet about the issue? Did it recently stop working? Have you investigated if it's a problem on your end yet? Does it not work in the main menu (UI) but works in game? Or does it not work at all anymore?

UI shouldn't have messed up your joystick in the game itself, as the UI didn't change the game play within a match (as far as my understanding goes). UI (the subject of this thread) effects your mechlab and prematch abilities.

Anyway, if you haven't already, I'd suggest e-mailing support. They are normally very helpful from my experience and understanding.

#15 Reefwalker

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Posted 16 August 2014 - 02:11 PM

WHEN UI2.0 was released it has no analog support for vertical axis, or torso rotation, and it still has not been fixed. I have submitted many tickets, only recently have they admitted that the problem is real.

Also if you go in game to settings, controller, configure axis, You can see for your self that it has analog throttle and steering, but no analog control of pitch of torso twist.

A joystick is a 2D interface device with one or two buttons, a Flight-stick is a 3D interface with a throttle and many programmable buttons, confusing the two only displays your lack of knowledge. Please make your self informed, befour you commit on my post.



Reefwalker

Edited by Reefwalker, 16 August 2014 - 02:59 PM.


#16 Tesunie

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Posted 16 August 2014 - 02:50 PM

View PostReefwalker, on 16 August 2014 - 02:11 PM, said:

WHEN UI2.0 was released it has no analog support for vertical axis, or torso rotation, and it still has not been fixed. I have submitted many tickets, only recently have they admitted that the problem is real.

A joystick is a 2D interface device with one or two buttons, a Flight-stick is a 3D interface with a throttle and many programmable buttons, confusing the two only displays your lack of knowledge. Please make your self informed, befour you commit on my post.

Reefwalker


I'm sorry I was trying to be helpful. Next time, I'll take my "ignorance" elsewhere... (Seen as in my eyes, a joy stick is a joy stick, no matter how many buttons it might have. Just like a mouse is a mouse, no matter how many buttons it might have.)

Thank you for your wonderful consideration and such pleasant attitude. WIsh you the best with resolving your problems.

#17 Reefwalker

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Posted 16 August 2014 - 03:05 PM

Dude, its not the buttons one is 2D the other is 3D they are not the same thing, duaaa

also I was to polite to call your ignorance, ignorance.

And no I don't mean joystick, I mean flight-stick. and you started this so quit acting wounded, and go troll some were else.

Edited by Reefwalker, 16 August 2014 - 03:18 PM.


#18 Tesunie

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Posted 16 August 2014 - 03:39 PM

View PostReefwalker, on 16 August 2014 - 03:05 PM, said:

Dude, its not the buttons one is 2D the other is 3D they are not the same thing, duaaa

also I was to polite to call your ignorance, ignorance.

And no I don't mean joystick, I mean flight-stick. and you started this so quit acting wounded, and go troll some were else.


If I might recall what I posted...

View PostTesunie, on 16 August 2014 - 01:58 PM, said:

Do you mean joystick?


So take your own Ignorance and go else where.

PS: A flight-stick is a TYPE of joystick: https://www.google.c...inition&spell=1
Just like a gaming mouse is a type of mouse.
And you call me ignorant... ;) And a troll...

So, sorry that I even tried to help you. I'll have to remember that next time. Still do hope you get your "Joystick" working again soon.

#19 Reefwalker

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Posted 16 August 2014 - 04:26 PM

apples and oranges dude

and you missed the point, again...

and you called your self ignorant I just quoted you.

and instead of focusing on the problem, you want to argue, that's the way a troll does it.

finally you have not tried to help at all.

However thank you for your good wishes, and I return them in the spirit they were sent.

Edited by Reefwalker, 16 August 2014 - 04:44 PM.






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