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That New Mech Select Screen


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#1 masCh

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Posted 02 August 2015 - 01:03 PM

Dear PGI

I think these changes are brilliant.


Thank you.




Some issues still hanging before it's perfect:
1) Favourites List (4-mech Dropship like in Beta)
2) Tennex posted that the UI blocks half the 'mech in the background which looks sloppy, especially for a "Home" screen, compared this with other top games in the market : http://mwomercs.com/...he-mechs-model/
3) Navid A1 showed some missing features, the module list for each selected mech that we have now is missing from the new one : http://mwomercs.com/...ost__p__4600127

Edited by masCh, 03 August 2015 - 05:07 AM.


#2 TercieI

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Posted 02 August 2015 - 01:07 PM

(swoons)

#3 Night Thastus

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Posted 02 August 2015 - 01:07 PM

As Septimus would say, "INDEED!"



#4 Paigan

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Posted 02 August 2015 - 01:08 PM

Hear hear

#5 Andi Nagasia

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Posted 02 August 2015 - 01:10 PM

sadly, once its out on the 4th, i think though most will love it,
i still feel someone will find something they dont like,
and the First QQ topics will start, :(

#6 TercieI

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Posted 02 August 2015 - 01:13 PM

View PostAndi Nagasia, on 02 August 2015 - 01:10 PM, said:

sadly, once its out on the 4th, i think though most will love it,
i still feel someone will find something they dont like,
and the First QQ topics will start, :(


Already happening: No favorites list. He's not wrong, either, but I'm still delighted.

#7 masCh

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Posted 02 August 2015 - 01:14 PM

All I could think about if I were to complain is the missing 4-mech quickdrop Dropship slot..
Would be nice to be able to quickly select the 4 mechs without going through the list. (Just select a mech from the list and click "Replace the other mech in Dropship with this" or something)

But that's "nice-to-have", not a "need-to-have". The one coming on the 4th, is a "need-to-have".

#8 Myray

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Posted 02 August 2015 - 01:14 PM

building something like that in 2 months is nice

#9 Tennex

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Posted 02 August 2015 - 01:15 PM

View PostMyray, on 02 August 2015 - 01:14 PM, said:

building something like that in 2 months is nice


Not breaking it in the first place is even better. But we are used to getting excited about things the second time they get it right around here.

Edited by Tennex, 02 August 2015 - 01:15 PM.


#10 Hawk819

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Posted 02 August 2015 - 01:16 PM

Like Micky D 's, I'm loving it!

#11 TercieI

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Posted 02 August 2015 - 01:19 PM

View PostTennex, on 02 August 2015 - 01:15 PM, said:


Not breaking it in the first place is even better. But we are used to getting excited about things the second time they get it right around here.


It's never been right. Seriously, UI1.0 was awful. People forget just how awful because UI2.0 managed the pretty miraculous feat of being worse. UI1.0 had a single horizontal scroll list that took forever to navigate. It was so hard to navigate that I used my four favorites as bookmarks rather than favorites just to make getting around my mechbay tolerable.

This may have a few more things we'd like, but it's the first time it's ever approached "right."

#12 Tennex

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Posted 02 August 2015 - 01:20 PM

View PostTerciel1976, on 02 August 2015 - 01:19 PM, said:


It's never been right. Seriously, UI1.0 was awful. People forget just how awful because UI2.0 managed the pretty miraculous feat of being worse. UI1.0 had a single horizontal scroll list that took forever to navigate. It was so hard to navigate that I used my four favorites as bookmarks rather than favorites just to make getting around my mechbay tolerable.

This may have a few more things we'd like, but it's the first time it's ever approached "right."


I wouldn't quite say its right.

The system pans your mech all the way from the middle of the screen to the far right. Just so the grid can block half of it off. I mean leave it in the middle then, if the UI is just going to be blocking it anyway.

A lot of time when work changes hands at PGI, a lot of the original intent is lost in translation. This is probably a great example of the developers clumsily stepping on each other's foot.


Posted Image

Edited by Tennex, 02 August 2015 - 01:28 PM.


#13 masCh

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Posted 02 August 2015 - 01:21 PM

View PostTerciel1976, on 02 August 2015 - 01:19 PM, said:


It was so hard to navigate that I used my four favorites as bookmarks rather than favorites just to make getting around my mechbay tolerable.



Whao!

But that's pretty brilliant if you ask me! Setting them up as "bookmarks"! Well done!

#14 stjobe

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Posted 02 August 2015 - 01:21 PM

It's a great improvement.

But there's still room for even more improvement, like an easy way to see which engine the 'mech has (no, hovering over the CT in the Mech Stats box isn't "easy").

Oh, and that favourite list.

#15 Johnny Z

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Posted 02 August 2015 - 01:26 PM

Yep totally awsome improvement.

There should be an alternative organization going with alphabetical order. So a player could name their mech in the order they want them listed. "Alpha Whirlwind" could be one of my primary mechs for instance and "Beta Sting" could be one of my dropship mechs for instance, "Storage Catapult" etc.

To me this would be ultimate favourites list and each player could do it their own way.

Edited by Johnny Z, 02 August 2015 - 01:27 PM.


#16 stjobe

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Posted 02 August 2015 - 01:31 PM

View PostJohnny Z, on 02 August 2015 - 01:26 PM, said:

"Alpha Whirlwind"

They might have changed it, but 'mech names used to be capped at some ridiculously low number of characters, like 12.

#17 TercieI

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Posted 02 August 2015 - 01:38 PM

View PostTennex, on 02 August 2015 - 01:20 PM, said:


I wouldn't quite say its right.


Neither did I. I said it's the first time it's approached it.

Until it's got a front-page readout for modules, cockpit items and engines along with a 10-mech favorites list and sane save times, it won't be "right" AFAIC, but this is as close as it's ever been. I was arguing against the idea that UI1.0 was ever anything like "right." UI2.0 was shocking in that it was worse that UI1.0 which I literally didn't think was possible until I saw UI2.0. That's caused a lot of people to remember UI1.0 as better than it was. It was terrible. UI2.0 was just somehow, against all odds or reason, even worse. It's finally getting to be "good" but not yet "right" let alone "perfect." I'm still super pumped.

Edited by Terciel1976, 02 August 2015 - 01:38 PM.


#18 Johnny Z

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Posted 02 August 2015 - 01:45 PM

View PostTennex, on 02 August 2015 - 01:20 PM, said:



I wouldn't quite say its right.

The system pans your mech all the way from the middle of the screen to the far right. Just so the grid can block half of it off. I mean leave it in the middle then, if the UI is just going to be blocking it anyway.

A lot of time when work changes hands at PGI, a lot of the original intent is lost in translation. This is probably a great example of the developers clumsily stepping on each other's foot.


Posted Image


Your right this should be fixed and is just not pro. Its under construction as anyone can see so I bet it gets cleaned up. Its starting to look and work really well to.

Lets not forget no other game needs such a complicated and hard to build and not entirely simple to use UI, even if it was perfect. Straight up.

Edited by Johnny Z, 02 August 2015 - 01:47 PM.


#19 Tennex

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Posted 02 August 2015 - 01:51 PM

View PostJohnny Z, on 02 August 2015 - 01:45 PM, said:

Your right this should be fixed and is just not pro. Its under construction as anyone can see so I bet it gets cleaned up. Its starting to look and work really well to.

Lets not forget no other game needs such a complicated and hard to build and not entirely simple to use UI, even if it was perfect. Straight up.


On the note of things done correctly though, there is now a way to check engines. Thought it still requires a hoverover contextual popup its significantly easier than before to check engines.

Posted Image

#20 Satan n stuff

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Posted 02 August 2015 - 02:00 PM

View PostmasCh, on 02 August 2015 - 01:21 PM, said:

Whao!

But that's pretty brilliant if you ask me! Setting them up as "bookmarks"! Well done!

Wish I'd thought of that, I had about 50 mechs by the time UI 2.0 was released.

Edited by Satan n stuff, 02 August 2015 - 02:02 PM.






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