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New Ui Terrible, Horrible, Worst Thing In Gaming. We Want The Old Ui Back.


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#61 Surn

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Posted 25 June 2015 - 05:47 PM

View PostIraqiWalker, on 25 June 2015 - 05:45 PM, said:


Except the UI isn't unusable right now. Just a bit annoying.


It literally makes the game significantly less fun. The point to a game is fun.

#62 Baltazar

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Posted 25 June 2015 - 07:27 PM

Good Ui. Thanks PGI.

#63 AC

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Posted 25 June 2015 - 09:27 PM

View PostIraqiWalker, on 25 June 2015 - 05:45 PM, said:



Except the UI isn't unusable right now. Just a bit annoying.


Its more than annoying. Imagine laying out loads of cash for a new sports car. You are promised a Porsche, You are shown pics of a Porsche, but when the day comes they give you a ford Focus. BUT DONT WORRY.... your Porsche is on the way. A year later you get a Ford Focus ST, still not the Porsche you were promised.... BUT DON"T WORRY your Porsche is on the way.


Guys.... the Porsche is never coming. We might eventually get a Mustang, but we will never get the Porsche we were originally promised.

In the mean time, new players are turned away by a super confusing layout, and secret hidden rules (like ghost heat) and a UI that confuses even the long time Pros among us. WHEN YOUR DEVOTED PLAYER BASE IS CONFUSED BY YOUR NEW UI AND HATES IT....YOU HAVE A PROBLEM.

Edited by AC, 25 June 2015 - 09:28 PM.


#64 Void Angel

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Posted 25 June 2015 - 09:36 PM

The fracking UI is a huge improvement from before, and they're going to solve the problem of some people with older monitors not being able to use the better layout. They said that practically from day one, not that the Professionally Dissatisfied actually listened - I swear those people just skim the posts to find keywords to use in their rants.

Talking about "buying a Porsche, and getting a Focus," presumably because you dislike the current UI, is a tenuous argument. Identifying your personal subjective opinion as representing "(PGI'S) DEVOTED PLAYER BASE" while claiming magical knowledge about new players you've never met is asinine - and claiming that PGI is engaging in some sort of metagame mind-control experiements to "force" you to buy Premium Time is flat-out insane.

#65 Lunatic_Asylum

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Posted 25 June 2015 - 11:10 PM

It would be logical to use the right-mouse button in many instances, but it never works. :-(

#66 Sevronis

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Posted 26 June 2015 - 10:48 AM

View PostAC, on 25 June 2015 - 09:27 PM, said:

Its more than annoying. Imagine laying out loads of cash for a new sports car. You are promised a Porsche, You are shown pics of a Porsche, but when the day comes they give you a ford Focus. BUT DONT WORRY.... your Porsche is on the way. A year later you get a Ford Focus ST, still not the Porsche you were promised.... BUT DON"T WORRY your Porsche is on the way.


Guys.... the Porsche is never coming. We might eventually get a Mustang, but we will never get the Porsche we were originally promised.

In the mean time, new players are turned away by a super confusing layout, and secret hidden rules (like ghost heat) and a UI that confuses even the long time Pros among us. WHEN YOUR DEVOTED PLAYER BASE IS CONFUSED BY YOUR NEW UI AND HATES IT....YOU HAVE A PROBLEM.



Actually, seems more like you are just confused, not every devoted player. I've played since Closed Beta, as you can guess from my Founder's tag. I don't find the new UI confusing at all. In fact, I learned it in the first 5 minutes and also tried it out on the PTS. A lot of players wanted a Smurfy layout. PGI makes something akin to the Smurfy layout. This new one FAR exceeds the previous two UIs we had. UI 2.0 was better than 1.0 but still had to click back and forth to a different 'page' of the lab to view the full loadout. Quirks weren't even displayed anywhere when you went to edit a mech. I had to keep clicking back to the mech list or look elsewhere online (which I just did anyway for convenience). Now with this new UI, I don't have to click to view different pages. Each weapon when you hover or click over will display the quirks that effect it in a tooltip AND the full quirk list of that mech can be found by expanding the info window at the bottom. Everything else in the new mechlab feels just like using Smurfy, so there's no contest.

Sure I miss the old mech list from 2.0 but the current one isn't a game breaker for me. Sometimes I wonder if all these "New UI sucks" posts are just to gripe about the mech list rather than the actual mechlab.

#67 IraqiWalker

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Posted 26 June 2015 - 08:24 PM

View PostSevronis, on 26 June 2015 - 10:48 AM, said:



Actually, seems more like you are just confused, not every devoted player. I've played since Closed Beta, as you can guess from my Founder's tag. I don't find the new UI confusing at all. In fact, I learned it in the first 5 minutes and also tried it out on the PTS. A lot of players wanted a Smurfy layout. PGI makes something akin to the Smurfy layout. This new one FAR exceeds the previous two UIs we had. UI 2.0 was better than 1.0 but still had to click back and forth to a different 'page' of the lab to view the full loadout. Quirks weren't even displayed anywhere when you went to edit a mech. I had to keep clicking back to the mech list or look elsewhere online (which I just did anyway for convenience). Now with this new UI, I don't have to click to view different pages. Each weapon when you hover or click over will display the quirks that effect it in a tooltip AND the full quirk list of that mech can be found by expanding the info window at the bottom. Everything else in the new mechlab feels just like using Smurfy, so there's no contest.

Sure I miss the old mech list from 2.0 but the current one isn't a game breaker for me. Sometimes I wonder if all these "New UI sucks" posts are just to gripe about the mech list rather than the actual mechlab.



These are literally the only complaints about the UI that are not about the mech select list:

1- Where are my mech quirks?

2- Where did the rename mech button go?

3- How many mechbays do I have?

Each one of those has been brought up about 3-8 times in total, across the forums, since the new UI implementation. While literally every single thread posted about the new UI has been about the mech select screen, in one way or another.

#68 Bloody

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Posted 26 June 2015 - 11:40 PM

The UI is rubbish

It is unfriendly, unintuitive and intimidating. It should be welcoming, friendly to use and intuitive. Like i posted before, it should like WoW interface, a newbie logging into WoW gets all the helps and hints, he logs in, he sees his currently selected toon, it is being animated, it can be rotated. You can tell at a glance what you are playing, what the stats are, which server you are on, what your toon looks like and most importantly, you get a big HUGE button in the front say " Play"

you also get a selection of all your toons on the left and the settings etc are located in a familiar location.

What do you get in MWO? You get a big stationary mech, but no button to press play. It is located at the top right, an unfamiliar place to most UI. You do not get to see the rest of your inventory, it takes multiple clicks just to see what you have. There is no quick glance on what the mech is, is it a heavy / assault etc,. what weapons, what modules etc

NOTHING. It would not get a pass mark if this was graded . It would be D- at best.

this is **** and there are too many fanbois desperate to justify their time and money spent here by not applying criticism to something which is so very important to the game.

#69 IraqiWalker

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Posted 27 June 2015 - 12:20 AM

View PostBloody, on 26 June 2015 - 11:40 PM, said:

The UI is rubbish

It is unfriendly, unintuitive and intimidating. It should be welcoming, friendly to use and intuitive. Like i posted before, it should like WoW interface, a newbie logging into WoW gets all the helps and hints, he logs in, he sees his currently selected toon, it is being animated, it can be rotated. You can tell at a glance what you are playing, what the stats are, which server you are on, what your toon looks like and most importantly, you get a big HUGE button in the front say " Play"

you also get a selection of all your toons on the left and the settings etc are located in a familiar location.

What do you get in MWO? You get a big stationary mech, but no button to press play. It is located at the top right, an unfamiliar place to most UI. You do not get to see the rest of your inventory, it takes multiple clicks just to see what you have. There is no quick glance on what the mech is, is it a heavy / assault etc,. what weapons, what modules etc

NOTHING. It would not get a pass mark if this was graded . It would be D- at best.

this is **** and there are too many fanbois desperate to justify their time and money spent here by not applying criticism to something which is so very important to the game.


I'm not justifying anything, but I will say that you picked literally the worst examples possible.

1- Can't tell if it's a heavy or assault? If you have 2 brain cells active, you'd know what the mech is. No two mechs look the same, and you have your mech's name, and designation on the left, right next to all your resources. My Gauss crab is named Clampy, my AC 20 crab is named Crabulator. All I need is one glance at the name, to know which one I'm piloting. Aside from looking at the paint scheme.

2- Play now button location is top right. This isn't even an example of a bad UI. This is not an example. This is a silly complaint, pure and simple. You have a big "Play Now" button, that's shiny, and visible. In WT it's in the top center, in this one it's in the top right. In Star Conflict it's in the bottom. TL;DR: This is not a complaint.

3- You can tell at a glance what you are playing, because back to point 1, you have the name on the left, and no two mech chassis look the same. Using WoW, literally half the classes look the same. Especially if you slapped on some early game armor.

Why did you pick those? They're not even legitimate complaints against the UI. Especially when you have good ones like:

1- The Mech Select screen is a hassle

2- The rename mech function is an easter egg hunt

3- The smurfy layout doesn't work on anything less than 1600p ?

4- We can't choose which hardpoint the weapon we are installing should take.

5- Why doesn't the inventory page list all our items, including the ones we can't sell? We can have a grayed out "sell" button for those.

6- Module finder 2015 is not fun.

7- Click depth can be annoying sometimes.

These are all legitimate complaints about the UI, many of which are about the mechlab, and other problems with the interface. Almost everyone can relate to them, so why did you choose to use the crappy ones instead?

Edited by IraqiWalker, 27 June 2015 - 12:24 AM.


#70 Bloody

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Posted 27 June 2015 - 01:19 AM

Congratulations, you are one of those middle management who instead of trying to present all the issue pick the issues you think is worst and then pass the others as "manageable". And then when the devs get your report, they go well the stuff they choose is too hard to fix and the rest are manageable so we can just carry on.

/golfclap

#71 Heuvadoches

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Posted 27 June 2015 - 07:59 AM

View PostTroutmonkey, on 24 June 2015 - 10:55 PM, said:

Quote

August 4th

New Mech Select Screen - we are targeting this patch for a new Mech Select screen that incorporates all player feedback and we feel will be another big upgrade to the front end experience in MWO.

Guess I won't be playing until the 4th August then. Gives me time to play my Steam sale purchases


Same. Kerbal Space Program and Cities:Skylines are awesome!

#72 Telmasa

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Posted 27 June 2015 - 12:45 PM

Russ did say a few things about the UI in the townhall; it sounds like we'll be able to see all our 'Mechs in icon form again, and this time, it'll include all the custom configurations and paint, too.

Just gotta wait another month or two...anybody got time travel tickets?

Edited by Telmasa, 27 June 2015 - 12:45 PM.


#73 IraqiWalker

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Posted 27 June 2015 - 02:01 PM

View PostBloody, on 27 June 2015 - 01:19 AM, said:

Congratulations, you are one of those middle management who instead of trying to present all the issue pick the issues you think is worst and then pass the others as "manageable". And then when the devs get your report, they go well the stuff they choose is too hard to fix and the rest are manageable so we can just carry on.

/golfclap


I'm sorry, but if a problem you have with the UI can be fixed by having decent eye-sight, and remembering what your mechs are (or clicking the Mechlab button. Seriously, if you can't tell the difference between a Highlander, and a thunderbolt, that's not the UI's fault), then that's not really a problem with the UI. Not to mention that implementing a fix for it (i.e. show the stats on the home page, right beside the mech), will make the UI cluttered. Which is not a good thing.

Especially since cosmetic problems are usually not the major ones when dealing with UI design. It's the mechanical ones, like the ones highlighted in my above post (many of which are not my own complaints) that are a serious problem.

Also, to be clear: I am not dismissing your issues, I'm just saying that it was stunning that you chose to overlook all the critical ones, and went for the weakest ones. Of all the complaints you could have levied, you chose the weakest ones, the easiest to dismiss, and be overlooked for a while.

You complaints are valid, it's just that when I have a patient with impact trauma injuries on the table, because he thought skateboard beats car, I'm gonna be concerned about internal injuries, and broken bones. Not the scrape on his knee.


View PostTelmasa, on 27 June 2015 - 12:45 PM, said:

Just gotta wait another month or two...anybody got time travel tickets?


No, but Kerbal Space Program is close enough to that. ESPECIALLY if you get mods (I'm putting up space stations with tons of weaponry, including missiles capable of navigating in space) around Kerbin. Someone looks at me funny, and I end them)

Edited by IraqiWalker, 27 June 2015 - 02:02 PM.


#74 no one

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Posted 27 June 2015 - 10:57 PM

My first impressions of this interface are fairly positive. One thing that jumps out at me is that it really needs to give you the ability to shuttle between interface items with arrow keys or wsad / enter. Buttons are placed so that you're moving your cursor across the full length of the screen for each action in many cases.

Is there a way to see what's equipped to 'Mech pre purchase without digging through the 'Mech lab right now? The dialogue that tells you you can't save changes seems wholly unnecessary at that point. You could stick that in the little warnings triangle bubble instead of making it an extra click.

/first impressions

#75 IraqiWalker

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Posted 28 June 2015 - 03:15 AM

View Postno one, on 27 June 2015 - 10:57 PM, said:

My first impressions of this interface are fairly positive. One thing that jumps out at me is that it really needs to give you the ability to shuttle between interface items with arrow keys or wsad / enter. Buttons are placed so that you're moving your cursor across the full length of the screen for each action in many cases.

Is there a way to see what's equipped to 'Mech pre purchase without digging through the 'Mech lab right now? The dialogue that tells you you can't save changes seems wholly unnecessary at that point. You could stick that in the little warnings triangle bubble instead of making it an extra click.

/first impressions


If you just select the mech you'll see what weapons are on it. What upgrades are installed, and that's about it. If you go into the fake mechlab view, you get to see everything in better detail. Including where things actually are. Not to mention how the hardpoints are laid out.

#76 Troutmonkey

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Posted 28 June 2015 - 04:55 PM

View PostIraqiWalker, on 27 June 2015 - 02:01 PM, said:


I'm sorry, but if a problem you have with the UI can be fixed by having decent eye-sight, and remembering what your mechs are (or clicking the Mechlab button. Seriously, if you can't tell the difference between a Highlander, and a thunderbolt, that's not the UI's fault)

Actually, it is the UI's fault. Needing to remember information between screens should not be a requirement of a UI. The UI should also make information easily identifiable. From what I've seen no where in the MechLab does it actually state what class of mech your are editing - you have to remember whats what or calculate it's class from the maximum tonnage.

Sorry, I'm not a super BT fan and don't know all the variants by heart.

#77 Ascheriit Davion

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Posted 30 June 2015 - 11:03 PM

Not much complaint but complaint nevertheless.

Please PGI, mech select screen, change is to the old ways...until you have something better.

Well here's my analogy:
Previous mech select screen: Its like we have this BIG HANGAR with all our mech line up neatly, each mech has its own pit stop, big screen of mech stats (armor, firepower, etc) and all of diagnostic and customization equipment and ready to be boarded anytime. Heck the mech companies even put mech that we haven't purchased yet for display to make us drool and tempting us and buying a mech is just a click away (almost..there's that confirmation click....don't sweat the small detail). When I have 5 minutes, I can just stroll by admiring my mech and comparing one with another.

Current select screen: Everything the same, perhaps better pit stop and customization equipments (opinion may vary on this), but instead of a big hangar, you have a huge open space with housing for each and every single mech. To access those mech, we have to select the hangar we want, open the door to enter it, and after we're done we have to go out and lock the door again. And rinse and repeat for the next mech we want to access and choose to play with. And big screen displaying mech stats is gone, and mech companies are having budget cut, trust issues and decided to pull back their unsold mech. Well buying mech slightly more complicated (give us player more time to think before buying, well at least PGI considered our sudden urge to buy now...lol)

Minor changes.....yes I can agree. But its a bad minor changes, so why do it at all.

Oh I'm just ranting about the mech select screen. Other feature, I haven't try yet but at glance...they looks ok and improved somewhat.

#78 IraqiWalker

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Posted 01 July 2015 - 12:03 AM

View PostAscheriit Davion, on 30 June 2015 - 11:03 PM, said:

Not much complaint but complaint nevertheless.

Please PGI, mech select screen, change is to the old ways...until you have something better.

Well here's my analogy:
Previous mech select screen: Its like we have this BIG HANGAR with all our mech line up neatly, each mech has its own pit stop, big screen of mech stats (armor, firepower, etc) and all of diagnostic and customization equipment and ready to be boarded anytime. Heck the mech companies even put mech that we haven't purchased yet for display to make us drool and tempting us and buying a mech is just a click away (almost..there's that confirmation click....don't sweat the small detail). When I have 5 minutes, I can just stroll by admiring my mech and comparing one with another.

Current select screen: Everything the same, perhaps better pit stop and customization equipments (opinion may vary on this), but instead of a big hangar, you have a huge open space with housing for each and every single mech. To access those mech, we have to select the hangar we want, open the door to enter it, and after we're done we have to go out and lock the door again. And rinse and repeat for the next mech we want to access and choose to play with. And big screen displaying mech stats is gone, and mech companies are having budget cut, trust issues and decided to pull back their unsold mech. Well buying mech slightly more complicated (give us player more time to think before buying, well at least PGI considered our sudden urge to buy now...lol)

Minor changes.....yes I can agree. But its a bad minor changes, so why do it at all.

Oh I'm just ranting about the mech select screen. Other feature, I haven't try yet but at glance...they looks ok and improved somewhat.

http://mwomercs.com/...71#entry4473871

For crying out loud, people need to stop complaining about things that have already been addressed. PGI stated that they are fixing the UI. In fact, they stated that about 2 hours after releasing the new UI.

#79 Troutmonkey

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Posted 01 July 2015 - 12:57 AM

View PostIraqiWalker, on 01 July 2015 - 12:03 AM, said:

http://mwomercs.com/...71#entry4473871
stop complaining about things that have already been addressed.


But it hasn't been fixed yet.
When it comes to PGI all deadlines are tentative at best, and I reserve the right to be upset for as long as this issue remains unfixed. They should be giving it as much priority as any other game stopping bug. August 4th is far to long to wait.

#80 IraqiWalker

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Posted 01 July 2015 - 01:21 AM

View PostTroutmonkey, on 01 July 2015 - 12:57 AM, said:


But it hasn't been fixed yet.
When it comes to PGI all deadlines are tentative at best, and I reserve the right to be upset for as long as this issue remains unfixed. They should be giving it as much priority as any other game stopping bug. August 4th is far to long to wait.


Yes, the fix should be here by now. However, complaining about it more won't make it come any sooner. Why not complain about something else?





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