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Skill Tree Ui - The Laziest, Most Awful Thing Since Ui 2.0's Debut


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#1 xWiredx

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Posted 16 May 2017 - 06:03 PM

I have been gone several months. I knew to expect the skill tree change, but I did not PTS due to life things and now that I actually have to interact with it... WHAT IS THIS?

It is an obviously lazy and poor design. It's bad enough that we don't have UI resolution-based scaling in 2017, but now this? Honestly, with all of that time it took to build this, surely somebody stopped to say "this is clunky garbage and we should make it better" - right? RIGHT?

Are there plans in place already to make it way better? I haven't really seen anything, but I have just been able to read release notes and the like, no deep-diving.

I get it. MWO is a minimally-viable product. PGI doesn't care. They must want a continued revenue stream, though. Are we still throwing dollars at them after this? Or are we holding them until the fix this like we used to do most of the time when they screw something obvious up?

C'mon, guys. Seriously. It isn't 1996 anymore. I thought we were past this.

#2 Deathlike

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Posted 16 May 2017 - 06:05 PM

View PostxWiredx, on 16 May 2017 - 06:03 PM, said:

C'mon, guys. Seriously. It isn't 1996 anymore. I thought we were past this.


The problem here is that past history is predicting future performance.

#3 Novakaine

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Posted 16 May 2017 - 06:22 PM

Posted Image

#4 Mechwarrior1441491

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Posted 16 May 2017 - 06:30 PM

UI and tree itself. It's a sad fate for MWO. Who designed this crap and did the testers actually support it? Were there testers?

They will NOT get people returning to spend cash with this abomination.

Mag capacity is the only grace I can see in all this mess. Something people wanted a long time ago. The whole system is still something out of a diabetic nightmare.

Edited by Mechwarrior1441491, 16 May 2017 - 06:30 PM.


#5 Khobai

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Posted 16 May 2017 - 06:32 PM

there were testers and they did not support the skill tree train from pulling out of the station

no one could stop this train wreck

#6 Mechwarrior1441491

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Posted 16 May 2017 - 06:36 PM

Let me train up what I plan to use and simply assign them in some sort of drop down menu. This weird hexamap makes me think of terrible games I want nothing to do with.

#7 Khobai

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Posted 16 May 2017 - 07:02 PM

the hexmap would be okay if it had less nodes. like 90-100 total instead of 250 or whatever

the problem is theres way too many nodes and half of them are useless things that no one wants to spend skill points on

if they condensed the whole thing down into something that was reasonable it would be a lot better.

and getting rid of having 6 different types of xp would help too, why is that a thing? you only need 1-2 types of xp at most.

Edited by Khobai, 16 May 2017 - 07:03 PM.


#8 mogs01gt

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Posted 16 May 2017 - 07:03 PM

I wouldnt call it lazy. I would prefer flat amounts instead of increments in each category. I feel like Im forced to Min/Max.

#9 TKSax

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Posted 16 May 2017 - 07:05 PM

Using the UI for the Skill tree Literally makes my head hurt, the more I use it the more my head hurts.

#10 Mystere

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Posted 16 May 2017 - 07:08 PM

View PostNovakaine, on 16 May 2017 - 06:22 PM, said:

Posted Image


Correct!

Instead, do this:

Posted Image

Posted Image

<go check my sig>

#11 Coolant

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Posted 16 May 2017 - 07:52 PM

sorry OP, but that is your opinion only and some of us are loving the entire thing from the UI to the in-game play, to the customization.

#12 SFC174

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Posted 16 May 2017 - 07:55 PM

View PostCoolant, on 16 May 2017 - 07:52 PM, said:

sorry OP, but that is your opinion only and some of us are loving the entire thing from the UI to the in-game play, to the customization.


Time will tell. I know a few of us have already gotten pre-order refunds based upon this release. Will other people spend more to offset our cash withdrawal? Tick-tock....

#13 MechaBattler

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Posted 16 May 2017 - 08:21 PM

I think if they didn't care, they wouldn't have bothered. I wouldn't call it lazy either. Just not very optimized design. I'm enjoying it despite it's flaws.

#14 xWiredx

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Posted 17 May 2017 - 07:41 AM

Honestly, you would think they would have learned from the massive outrage directed at the lack of forethought on usability and overall inefficiency when UI 2.0 first came out. They very clearly didn't.

Many people have many mechs. I am over 200 myself, and I previously had mastered at least half. I cannot begin to imagine how much time it would take to actually go through just the mechs I used to use a lot, let alone ALL of my mechs.

I am just in disbelief as to how poor the design is. I do kind of like the ability to choose how much cooldown or velocity I invest in, but it could indeed contain less nodes and an easier-to-use interface.

A few quick ideas before lunch:
  • A drop-down or checkbox system to select which tree you are currently viewing instead of a free-for-all click-and-drag affair
  • Don't show the jumpjet tree for mechs that can't equip them (KDK-3 cannot, so why do I even have to see it?)
  • Allow keyboard input (arrow keys to move between nodes, space/enter to select/deselect)


#15 Bud Crue

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Posted 17 May 2017 - 08:06 AM

View PostDeathlike, on 16 May 2017 - 06:05 PM, said:


The problem here is that past history is predicting future performance.


Yes. I for one am giddy with excitement and anticipation for PGI's big balance effort that they promised after new tech. I am sure if their past efforts are any indicator...



...oh dear god.






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