UI/UX suggestions
There are some serious UX flow issues with the current menu system, I'm suprised no playtest covered this. To name the few:
- UI is just huge (mobile like?) not showing enough information on one screen
- Clubs menu not sorted in any logical way (not by ending time, not by alphabet...)
- Clubs menu not showing vital information (Did I ran the event, or not? How much time is left? What is the stage, season, car class etc., plenty of space to include that without those huge fonts), all of this is hidden in submenus resulting in unnecessary and cumbersome menu flow
- this leads to the most glaring issue, when going back, you are always starting from P1 in any scroll menu. Imagine people with 20 clubs? Or 50 moments after season1, how will they even navigate? Do you expect them to scroll 50 times to find the one moment they didn't finish yet even if before they did the 49th moment? This is completely bad UX experience
- bindings are illogical on multiple places and triggering multiple actions
- binding for continue and wipers is the same, resulting in triggering wipers while wanting to just start the stage (wiper action shouldn't be active yet)
- many menus with Brake button bound to an action. Why, when not all base buttons are used in those menus? Like for example Y (SeriesX) for championship results and Brake for even results, doesn't make any sense. Or service area repair, doing this on loadcell brake is really illogical, what was wrong with Y from DR2?
- completely hidden vital settings (for example degradation in events is not even shown anywhere until you go into submenu again (while with smaller fonts there is ton of space for that))
Overall UI menus are too big, hiding most of the vital information in submenus resulting in unnecessary user flow.
Some UX need polish (bindings, P1 on back).
Please address that to let user spend less time in menus and more time playing the game.