Weekend Update - 05.31.2015
#1
Posted 31 May 2015 - 04:44 PM
#2
Posted 31 May 2015 - 04:53 PM
#3
Posted 31 May 2015 - 04:59 PM
Edited by Soulstrom, 31 May 2015 - 04:59 PM.
#4
Posted 31 May 2015 - 05:23 PM
So good! Thanks for the consideration!
#5
Posted 31 May 2015 - 05:43 PM
Regard, I am really looking forward to getting this new setup on Tuesday. I think I might just spend my first few hours tinkering around in the mechlab.
#6
Posted 31 May 2015 - 05:52 PM
#7
Posted 31 May 2015 - 06:01 PM
#8
Posted 31 May 2015 - 06:49 PM
Hawk819, on 31 May 2015 - 06:01 PM, said:
Yeah the PTR mech selection lost the functionality of actually being able to see you rmech, to see mech details, and be able to get to the mech you want in 1 click instead of numerous clicking and scrolling
#9
Posted 31 May 2015 - 09:04 PM
#10
Posted 31 May 2015 - 10:10 PM
Tennex, on 31 May 2015 - 06:49 PM, said:
Yeah the PTR mech selection lost the functionality of actually being able to see you rmech, to see mech details, and be able to get to the mech you want in 1 click instead of numerous clicking and scrolling
The new grid window is borderline useless small. We are talking about 6x6 mechs visible vs. 4x3, that is 36 mechs vs 12. Having several mech variants open, means massive amount of scrolling or closing windows to find one at the bottom, same problem as with skill menu, but 10 times worse, because list is 1/3 of size of skill menu. So, it requires multiple clicks to find mechs you want, that is extremely aggravating and bad ui design.
It removes the important thing when choosing&building mechs, ability to see quirks and hardpoints by mouse hover.
It removes pokemon effect, of looking at your whole mech collection, spinning the ones you like on screen, looking their detail and fit in person on a large model. Enjoying them while waiting.
I think this is case of PGI putting out feature "half assed" and calling it "good enough".
Edited by coe7, 31 May 2015 - 10:11 PM.
#11
Posted 01 June 2015 - 01:28 AM
From the video, I don't see much difference from the PTS version except some minor polishing (fonts, colors, boxing).
#12
Posted 01 June 2015 - 02:22 AM
I hope when PGI eventually finish with visual modding, they go and find the people who originally wrote the MWO code so that we can have more features than visual retrofits and new mechs or cockpit items.
#13
Posted 01 June 2015 - 02:43 AM
Edit: When searching for modules, you get a similar hassle when searching for cockpit items. Solving both in some sort of general overview would be nice.
Edited by Túatha Dé Danann, 01 June 2015 - 02:44 AM.
#14
Posted 01 June 2015 - 03:03 AM
#15
Posted 01 June 2015 - 03:03 AM
But I hope they're not finished making improvements, I feel like they have some important improvements to make for the Smurfy layout.
- Where can I see the quirks? After the quirkening, quirks are a fundamental part of mech building for most people. They should be really visible.
- We should be able to see the mech's total internal structure and armour values for each component, quirks included. The differences between mech variants are huge!
- Jump jet height is a lot more useful than jump jet distance. Distance depends on speed.
- Heat management on a scale from 0 - 2 is still pretty vague and hard to understand.
- I don't like the use of red on unavailable upgrades, and I dno't like the green colour for AMS, as it's too close to the yellow. Frankly, I'm not sure we need a separate colour for AMS or ECM. Maybe just use grey / black / white. They still need to reduce the number of colours to make the whole UI more visually coherent.
#16
Posted 01 June 2015 - 03:32 AM
#17
Posted 01 June 2015 - 05:55 AM
Alistair Winter, on 01 June 2015 - 03:03 AM, said:
- Where can I see the quirks? After the quirkening, quirks are a fundamental part of mech building for most people. They should be really visible
Maybe, the good idea will be to display quirked stats on weapons (virtually different manufacturers produce specialy fitted for exact mech variant design weapons etc., if in-game explanations should be provided) and other stuff rather than default values. More coding and keeping more tables, but may be more convinient way to manage things for newcomers.
#18
Posted 01 June 2015 - 06:07 AM
a lot better than the first mockup.
still missing some things tho.
better view of quirks
smurfy weapon lab window. (with adjustable weapon usage and smurfy heat%)
But hey, you know the community, we always got something to comment on
Edited by mark v92, 01 June 2015 - 06:10 AM.
#19
Posted 01 June 2015 - 07:37 AM
Maybe we can get it with the next patch !
Edited by Desintegrator, 01 June 2015 - 07:38 AM.
#20
Posted 01 June 2015 - 07:43 AM
1) you have not changed it from the current system and are still reworking it
2) you decided to go with the awful (seriously, AWFUL) one you had in public test and didn't want to deal with all of the negative feedback until after people patch
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