

#1
Posted 15 January 2016 - 11:43 PM
So that you can select currently equipped weapons, thus not having to remember it is a ER L Laser not a Pulse L Laser, and buy the wrong one.
Just my thoughts...
#2
Posted 16 January 2016 - 04:44 PM
#3
Posted 17 January 2016 - 12:50 AM
Ember Stormfield, on 15 January 2016 - 11:43 PM, said:
So that you can select currently equipped weapons, thus not having to remember it is a ER L Laser not a Pulse L Laser, and buy the wrong one.
Just my thoughts...
You know, if there's anything that highlights the atrocious organization skills inside PGI, the Skills tab is the place.
The skills tab is a mind numbing place as you're overwhelmed with poor layout design choices and poor organization, which often has resulted in numerous unintended purchases of a module because of obscure labeling and the lack of complete organization as modules are piled into an indecipherable bunch.
So here's my suggestion. (this is the WEAPONS category only)
(Cooldown and Range upgrades are both seen when looking at any weapon. Joined under one Weapon title, Cooldown and Range modules for that weapon are visually separated, with their own box, icon art, button, and rank. SHOWN BELOW)
When you click on Pilot Skills > Weapons, you get these nice little categories that you get to click on.
Hallelujah.
INNER SPHERE (parent category, collapse/expand, default: expanded)
- BALLISTIC (child category, collapse/expand, default: collapsed)
- ENERGY (child category, collapse/expand, default: collapsed)
- MISSILE (child category, collapse/expand, default: collapsed)
CLAN (parent category, collapse/expand, default: expanded)
- BALLISTIC (child category, collapse/expand, default: collapsed)
- ENERGY (child category, collapse/expand, default: collapsed)
- MISSILE (child category, collapse/expand, default: collapsed)
MISCELLANEOUS (parent category, collapse/expand, default: collapsed)
I've included a somewhat partially functional version below. A <BREAK> indicates that regardless if there is space on the same row for the next item to be listed, the next item will be placed on a new row, with a small separation between where it broke from for easy readability. This is meant to serve as way to easily identify when a new weapon type starts within the same category (such as [LRM] and [SRM] under "Missiles")
INNER SPHERE (parent category, collapse/expand, default: expanded)
- BALLISTIC (child category, collapse/expand, default: collapsed)
CLAN (parent category, collapse/expand, default: expanded)
- BALLISTIC (child category, collapse/expand, default: collapsed)
MISCELLANEOUS (parent category, collapse/expand, default: collapsed)
Make it happen PGI. You have an awesome UI designer, and if he graces the skill's tab with what he's shown us already, he could very well do a much better job than suggested above.
Edited by MoonUnitBeta, 17 January 2016 - 02:48 AM.
#4
Posted 17 January 2016 - 02:12 AM
#5
Posted 17 January 2016 - 02:42 AM
Ember Stormfield, on 17 January 2016 - 02:12 AM, said:
Thanks!
Yeah some times you can use what you didn't intend to unlock, which is a relief, but it's a very real issue that goes against the current design of the skills tab. The weapons area is the biggest culprit because it's so easy to get lost, nothing is remotely organized in any kind of sensible way.
It's a chaotic mess, and I hope PGI deals with it quickly with this feedback.
#6
Posted 17 January 2016 - 03:42 AM
MoonUnitBeta, on 17 January 2016 - 02:42 AM, said:
Yeah some times you can use what you didn't intend to unlock, which is a relief, but it's a very real issue that goes against the current design of the skills tab. The weapons area is the biggest culprit because it's so easy to get lost, nothing is remotely organized in any kind of sensible way.
It's a chaotic mess, and I hope PGI deals with it quickly with this feedback.
Fortunately for me I've unlocked basically everything except the most useless stuff ( flamer modules and wave 1 modules other than radar derp and narc assist ) , but yeah it is easy to accidentally unlock the wrong module and finding the right module can take quite some time, even now that the list is properly sorted.
#7
Posted 17 January 2016 - 04:30 AM
MoonUnitBeta, on 17 January 2016 - 12:50 AM, said:
No, no they don't. The UI is so bad that I've left the game twice before because of it. They need a competent UI designer who is at least as good as you are. You've made some great suggestions, but most are really obvious and the fact that PGI hasn't done any of them shows just how bad there UI guy is (if they have one) and just how little they prioritise and respect good UI design.
#8
Posted 17 January 2016 - 05:32 AM

#9
Posted 17 January 2016 - 10:46 AM
#10
Posted 17 January 2016 - 10:04 PM
Troutmonkey, on 17 January 2016 - 04:30 AM, said:
No, no they don't. The UI is so bad that I've left the game twice before because of it. They need a competent UI designer who is at least as good as you are. You've made some great suggestions, but most are really obvious and the fact that PGI hasn't done any of them shows just how bad there UI guy is (if they have one) and just how little they prioritise and respect good UI design.
Their new one is better. He's the one that's making the nice polished UI bits in the mechlab, the news window, and the home screen PSR/rank stuff.
I'm saying "the new one is better" because I'm certain they finally got someone who knows what they're doing based on the better stuff that's coming out lately.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users