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Mechlab Ui Improvements (Source: Weekend Update) Work In Progress


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#21 Eboli

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Posted 25 April 2015 - 03:26 PM

So, can we now see where all our modules are?

If so I am glad that PGI have solved this issue.

Cheers and thanks for the images!
Eboli

#22 Mordynak

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Posted 25 April 2015 - 03:37 PM

Indeed. It is a nightmare trying to figure out where modules are.

A strip all mechs of all modules button would be a godsend!

#23 Koniks

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Posted 25 April 2015 - 03:49 PM

One thing that would be nice to see is if you own a piece of equipment but it's in use, which mech(s) it's in. The current inventory isn't as useful as it should be.

#24 XX Sulla XX

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Posted 25 April 2015 - 04:03 PM

Looks good so far. :)

#25 Mawai

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Posted 25 April 2015 - 04:26 PM

All I can say is ...

"Yay! No more page after page of identical icons that add nothing of value to the interface except take up space."

All that was important were the engine rating in small text under the huge engine icons ... really poor design and I will be happy if it is made more functional ... the list in some of the screen shots looks much more reasonable.

#26 MechaBattler

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Posted 25 April 2015 - 04:30 PM

Good enough for me. Could use some refining. But I'm glad to see it. Can't wait for it to be put in.

#27 Mcgral18

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Posted 25 April 2015 - 04:53 PM

Ammo filter available?

#28 Impyrium

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Posted 25 April 2015 - 04:53 PM

It's a WIP people! It says it right there! If the placeholder string values don't give it away that nothing visual on the UI is final than I'm not sure what will.

#29 Lily from animove

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Posted 25 April 2015 - 04:54 PM

looks a lot better.

but I hope we also get a quick link to the laodout and the skills via the big mechlab overview where we see all our mechs.
And I need to agree the white on the gray is a not so suited colo combination.

#30 Mordynak

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Posted 25 April 2015 - 04:56 PM

No one is really complaining much AUSwarrior24.

Still doesn't change how long its taken...

#31 LordKnightFandragon

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Posted 25 April 2015 - 04:56 PM

OMG that looks so much better. Needs cleaning up and stuff, but it looks like its 10000000000 less clicks.

#32 Cabusha

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Posted 25 April 2015 - 05:10 PM

One feature - check box for mounted weapons only. No need to see all the other ammo types.

#33 Darth Hotz

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Posted 25 April 2015 - 05:11 PM

One thing i would like to have installed:

Please make modules to see without using a button! I`m sick of of playing the "Search the Module" game.

#34 Deathlike

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Posted 25 April 2015 - 05:13 PM

Why can't the ammo+module screens prefilter to weapons you have on your mechs?

I mean, why should simple concepts like this be Lostech?

I still think this update will be overcomplicating things, but I guess that's better than what was promised in Feb 2014... the debut of UI 2.0.

Edited by Deathlike, 25 April 2015 - 05:14 PM.


#35 Navid A1

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Posted 25 April 2015 - 05:17 PM

Really appreciate the total elimination of identical wall of engines and weapon pictures...

But two other BIG issues are still at hand...
For the love of god PGI...

Implement this:
Posted Image

Then this:
Posted Image

#36 Eboli

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Posted 25 April 2015 - 05:18 PM

Also a list of quirks against each variant in the build screen would be good. Let us think about what advantages we could use.

Cheers!

#37 Burktross

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Posted 25 April 2015 - 05:24 PM

View PostNavid A1, on 25 April 2015 - 05:17 PM, said:

Really appreciate the total elimination of identical wall of engines and weapon pictures...

But two other BIG issues are still at hand...
For the love of god PGI...

Implement this:
Posted Image

Then this:
Posted Image



#38 Xetelian

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Posted 25 April 2015 - 05:35 PM

Looks terrible. A little like smurfy but also a list and menu bonaza!

Edited by Xetelian, 25 April 2015 - 05:54 PM.


#39 MrMadguy

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Posted 25 April 2015 - 06:14 PM

The only concern about current mechlab from function POV - is being unable to experiment with builds, cuz I must have enough CB in order to install equipment. This is the only reason, why I'm using Smorfy. Concerns about visual style are more complex. And simply copy-pasting Smorfy - isn't great solution, cuz Smorfy isn't ideal from visual design point of view too. It's popular due to it's functionality - not due to great visual style, which is minimalistic. PGI, have you ever heard about ergonomics? Players should not read tons of text/numbers/other info in order to identify items, cuz it overloads their brain due to reading requiring higher level of cogitative activity. On the other hand, images are recognized almost instantly due to brain having built-in "hardware image processor". So, PGI, use intuitive visual design! Stop using this obsolete ugly flat icons! Take Starsiege design as an example of intuitive-friendly design. This game is MW3's peer, but has superior visual design.
Posted Image

#40 Mordynak

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Posted 25 April 2015 - 06:23 PM

What the **** is smorfy?





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