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Player Features and Ideas Discussion

 
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Improving the Fitting Experience

First post First post
Author
Decaneos
Casalt Corp
CAStabouts
#241 - 2015-01-08 14:41:54 UTC
For the love of god, allow us to fit mods from out cans when using saved fits!
Zen BraZen
Atlantia Corp
#242 - 2015-01-08 14:55:41 UTC
To release the full potential of this feature, a fitting simulator is needed. Something that sits outside of the fitting tool but integrates with it.

Function
1) Allow ships, modules and ammo to be used that are not currently trained for
2) Allow skill levels to be adjusted so that effects on stats can be seen
3) Allow alteration of target resists, in coming damage spread, range and speed of a target

Benefits:
1) Allows user to develop a training queue for a specific ship fit or role

Fitting tools like Pyfa and EFT will always have a role, as they can be used outside the client. Allowing the user to create aspirational fits will greatly help new plays plan for their own development.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#243 - 2015-01-08 16:14:59 UTC
Decaneos wrote:
For the love of god, allow us to fit mods from out cans when using saved fits!

Like taking materials from cans in the Industry UI?
Paynus Maiassus
Imperial Academy
Amarr Empire
#244 - 2015-01-08 17:10:56 UTC
Basically, look at EFT and make the fitting window do everything EFT does.

After that, look at DOTLAN and make the new star map do everything it does.

After that, look at Eve Central and make the market and industry windows do everything it does.

Basically, a Mac using player should not have to learn Python to fit ships.

An industrialist should not have to learn how to write JSONs. (XML imports from Eve Central suck and I have to fidget with my spreadsheets for 10 minutes to get them to pull every time I want to do indy.)

Returning to fitting, let the player create a fit for no skills, his skills, or max skills. Be sure to let players fit ships they don't have as well as modules and rigs they don't have.
M1k3y Koontz
House of Musashi
Stay Feral
#245 - 2015-01-08 17:18:35 UTC
Toggle active/inactive so we can see true capacitor time remaining numbers.

Offlining the MWD doesn't help, since we lose the max cap penalty.

How much herp could a herp derp derp if a herp derp could herp derp.

Alexis Nightwish
#246 - 2015-01-08 20:01:23 UTC  |  Edited by: Alexis Nightwish
Like others have stated, I want an option to access the fitting of a ship that I don't even have in order to do theory crafting and/or determine what I want to train into.

Right clicking a ship object or fitting object should have a new option: "Simulate Fitting" which would allow us to do the above. Doing this on a ship object would spawn a blank fitting window, while doing it on a fitting object would give us one populated with the fit in question. "Simulate Fitting" would also be a button at the bottom of the Show Info for a ship, and at the bottom of a saved fit window (right next to Copy to Clipboard).

To differentiate between fitting a real ship and fitting for theory crafting, please make the theory ship be displayed as a wireframe.


Please add a function that would let us do an advanced search for modules that would fit. What I mean is, if I have a fit up (real or wireframe) that has an empty low slot, I want to be able to right click that slot, select "What will fit?" and get a list of all modules that I could put there given my skills, and remaining PG and CPU. From there I could:
  • Right click a module in the list and add it to the ship (if theory crafting it'll just go, if fitting a real ship it would attempt to fit from cargo and hangar just like when using saved fits)
  • Right click a module and choose Add to Compare
  • Click a button at the bottom that would add all the listed modules to compare
  • Right click a module and see all the other options you normally see when doing so (View Market Details, Show Info, etc.)


When viewing a wireframe fit, the name should be in green if you can fly it and operate all modules/drones/etc., yellow if you can sit in it but not operate everything, and red if you cannot even undock in it.

Not a fitting window thing per se, but I would love to see an option, when right clicking a fit object, to get a list of all the uninjected skills needed to fly it in a new window. Additionally, if the pilot already has all the necessary skills to fly it, but not at the required level, there would be an option "Add minimum skills to skill queue" which would do just that: add all the needed skills to their minimum level to the end of the pilot's skill queue. Lastly, should the pilot have all the skills injected, he/she would also have the option "Train all applicable skills to V" which would add all skills which affect the fit in question (even ones that are not specifically required to fly it) to the skill queue to be trained to level V.

EDIT: Something I forgot to add: please make it so when searching your fitting management it searches against ship types and names. For example, if I type 'assault' into the search I want to find all my assault frigate fits, and also that BS ship fit I named "Assault and Battery". If I type 'enyo' I want to get all my Enyo fits as well as my Catalyst fit labeled 'Enyoface'.

EDIT 2: Make it so the fitting management and fitting window are aware of the order of modules, including empty slots. There's very real overheat-related reasons for this.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

CCP karkur
C C P
C C P Alliance
#247 - 2015-01-08 20:35:50 UTC
Hey all,

Thanks for all the replies! To be perfectly honest, I have not read carefully through them, but glancing over them I see some very good suggestions!
(I'm working on getting simulation working on items you don't have, and don't want to lose focus on that so I'm saving reading all those posts in detail, but looking forward to it :)).

So keep posting, CCP Sharq and I are and will be keeping an eye on this thread.

And just so you know, while we fully realize that multi fitting and multi buying would be totally awesome and something we'd like to do, those things are totally different problems to solve, and not really what we are focusing on here... but we hear you loud and clear and know you really want those thing :)

CCP karkur | Programmer | Team Five 0 | @CCP_karkur

Aurora Fatalis
The Scope
Gallente Federation
#248 - 2015-01-08 20:54:40 UTC
[Repost of Little Thing]

Please add subdivision capability for the personal ship hangar.

Like Station Containers, but for assembled ships, so I can sort a too-large fleet hangar.

If Chribba told you not to trust him, would you?

Shivanthar
#249 - 2015-01-08 21:09:07 UTC
Leave main fitting window design as is.

- Put an apply button somewhere suitable.
- Use eft logic where possible:
- Like right clicking overheat simulation,
- Fitting hardeners increases resistance values (with shadowy extension over main values),
- Fitting prop mod causes fitting window to show propped speed etc..

_Half _the lies they tell about me **aren't **true.

Lienzo
Amanuensis
#250 - 2015-01-08 23:27:58 UTC
This might have been mentioned, but I would love to see a "strip fitting" option for individual rows.

This would simplify exploiting using depots and the like along with my saved fits quick-select option.
Zappity
New Eden Tank Testing Services
#251 - 2015-01-08 23:28:51 UTC
Aurora Fatalis wrote:
[Repost of Little Thing]

Please add subdivision capability for the personal ship hangar.

Like Station Containers, but for assembled ships, so I can sort a too-large fleet hangar.

Oh yes please. This would be great. Even standard division into frigate hangar, cruiser hangar etc would be great.

Zappity's Adventures for a taste of lowsec and nullsec.

Sabriz Adoudel
Move along there is nothing here
#252 - 2015-01-09 02:04:09 UTC
Lienzo wrote:
This might have been mentioned, but I would love to see a "strip fitting" option for individual rows.

This would simplify exploiting using depots and the like along with my saved fits quick-select option.


I hadn't thought of a 'Strip All Midslots' button, but yes, this idea would be very useful.

I support the New Order and CODE. alliance. www.minerbumping.com

PIRJANIN
Space Knights Templar
Jita Holding Inc.
#253 - 2015-01-09 04:40:13 UTC
Got a request for CCP KARKUR,would like to know if you can add "fit to active ship" (on right click on module, http://imgur.com/ZVHREtY) for fitting in open space, for cases of fitting your ship of the carrier, mobile depot or nestor. Coz for now, refitting in space is literally pain in the ass.
Bienator II
madmen of the skies
#254 - 2015-01-09 04:50:56 UTC
feature request:
- toggle button to switch between fitting your ship and fitting your pod
- pod fitting would be your implants and also show active boosters in their slots
- remove the implant page from char sheet

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Fenirine
Center for Advanced Studies
Gallente Federation
#255 - 2015-01-09 04:54:55 UTC
I would really like to see the ability to get items into the cargo hold of the ship from the fittings manager. Currently this only work one charges although that is probably intended.

When fitting out your favorite ship it would be nice to get all the refit options into the cargo hold with the click of a button.
Artassaut
Native Freshfood
Minmatar Republic
#256 - 2015-01-09 07:28:28 UTC
Not sure if this has been mentioned before, but I would enjoy a Repair All button somewhere on the fitting window.

I've had to repair modules a lot lately, and having to right click on my ship, hit repair, hit repair all instead of accidentally hitting the new item button, accepting the repair prompt, then closing the repair window a lot of clicks to deal with. Pressing a single button, then getting a prompt for how much it will cost and a Yes/No would cut down the amount of actions needed drastically.
Maurice Erquilenne
The Scope
Gallente Federation
#257 - 2015-01-09 11:33:13 UTC
CCP karkur wrote:
So keep posting, CCP Sharq and I are and will be keeping an eye on this thread.

And just so you know, while we fully realize that multi fitting and multi buying would be totally awesome and something we'd like to do, those things are totally different problems to solve, and not really what we are focusing on here... but we hear you loud and clear and know you really want those thing :)


With all due respect to all those who want fancy simulations - these are things that are already available as 3rd party tools and they can also be easily developed and maintained as such.

However, there are several other things which only you guys can do and having them in-game would make the game so much more enjoyable. You also don't have to go all too crazy at once about multi-fitting or multi-buying as these would probably cause a ton of issues that would need to be carefully evaluated first. But there are plenty of simple things which could be implemented step-by-step.

I think these issues can also be broken down in three categories: the fitting window itself, saved fittings and putting these on actual ships / the hangar.

Fitting window


  • Drone control range - both in the fitting window and in space.
  • Group drones and select which drones should be used for DPS calculations.
  • Easily check the effect of CPU / PG implants - would this fit work with a +3 CPU, could I use these bigger guns with a +4 PG, etc.?


Organizing saved fittings


  • Alliance fittings
  • Multiple sub-folders in personal fittings. For instance, I would like to separate fittings that I use on a daily basis from those that a friend sent me, those that I'd give a newbro and those that some random dude linked in local.
  • Tags for saved fittings
  • Update saved fittings: when I click "Save" a 2nd time with the same name, it should update that fitting instead of creating a duplicate one.
  • Display last changed date / last used date ("is this an old fit that I used a year ago or something that I fly every day?")
  • Notes
  • On/offline states
  • Group drones and which drones are in drone may, which in cargo?
  • Easy syncing of all your personal fits with another character / 3rd party tool.
  • When you "Save fitting" from a loss mail, do not remove ammo, drones, etc. when updating an existing saved fitting.
  • Fix the green check mark logic to include the skills for the hull (don't give me that green check if I can use all the modules, but not sit in the actual hull) and don't give the red cross for missing rigging skills (as those are not needed anymore).
  • Version history on saved fittings.


Modifying saved fittings


  • Add an option to easily add enough ammo to your cargo, select which type should be loaded into the weapon.
  • Drag an item from market / "show info" into a saved fitting to add it to that fitting's cargo bay. When people link fittings, they tend to forget things like drones, ammo, Mobile Depots, extra EWAR modules, etc.
  • For items in cargo: add option to remove them / change their number.
  • Right-click a module and swap it for another one of the same type - for instance long / short point or different racial ECM.


Dealing with actual ships


  • Add a "fitting name" that's not displayed to other pilots in space. Change the default name in space to something like the ship type.
  • When fitting a ship from a saved fittings, make the ship "remember" this fitting and when you save again, update that fitting.
  • Easy maintenance: repair everything that needs repair (and remove that annoying popup about price), restock ammo, drones and charges, remove everything from cargo that's not in the fitting (loot).
  • In your ship hangar: display some kind of symbol next to ships which need maintenance (damaged and/or missing modules / ammo / drones / changes)
  • Add some way of dividing the personal ship hangar into smaller sections or at least provide some filters based on fitting and state of the ship (needs maintenance / ready to go / belongs to a friend)
  • When browsing saved fittings, add some filter to only show those from the current ship type, with the rigs that are already fitted to it.
  • Easy way of switching to alternate fits, for instance to allow a Blackbird to quickly swap out racial jammers.
  • Right-click an unassembled ship, pop up a context menu with saved fittings for that ship type, assembly, activate and fit that.
  • Allow fitting ships even if you don't have the skills to sit in the hull.
  • When you click on an item in the market window, it already shows you whether your current ship has the CPU / PG for it. That's really awesome, but for turrets / missile launchers it would be really cool if it would tell you the total amount that's needed to fill all your slots with it. To quickly answer the "what are the biggest guns that I can use on this?" question.
  • Allow fitting from cargo, station containers, fleet hangar, etc.
  • Auto-group drones of same type.


Logistics


  • From a saved fitting, add an option to quickly check whether I have all the items to fit it. I just don't want a dozen half-fitted ship in my hangar which each miss something, but rather buy these items first.
  • Fit ship, but put rigs into cargo. Display stats in the fitting window as if those were fitted, but don't let you undock.
  • Strip fittings, repackage everything. Make this work with containers - ie. put both the repackaged hull and all the items for the fit into the container.
  • Create some kind of link between a saved fitting and some container in your hangar, to easily separate the items for different fittings.


FistyMcBumBardier
State War Academy
Caldari State
#258 - 2015-01-09 12:11:08 UTC
Remove the 3d image of the ship in the fitting window completely. As of right now it takes up space since we always have the image of the ship right behind it. With this gone, employ the excess screen real estate to effective features.
Sam Spock
The Arnold Connection
#259 - 2015-01-09 16:34:42 UTC
Did not read the whole thread so if all of this was suggested then I apologize.

Allow for the building of a fitting from the saved fittings window including being able to edit one. Add to that a graphical indication on the ship and modules to show if they are available in your hangar (and containers) and another to show if they are available in the station market.

Once you have that put a button called Build This. The Build This window would present options to toggle use your hangar first or market first. Then a button for Buy, Assemble, Fit this with a quantity listed. If you set to use hangar first it would only buy what you don't have. If set for market first it would buy everything it could and only use your hangar for items the market lacks. It could show the itemized prices for everything you would be buying and list a total. This could get around lacking the skills to fly a ship just to build a bunch of them since you would not be making it active.

and +1 million for anyone suggesting more drone stats!



Giving you Inconsistent grammar, speilling and Punct-uation since 1974!

Pheynix Enoch
Federal Navy Academy
Gallente Federation
#260 - 2015-01-09 17:47:40 UTC
As a newer player learning to fit ships, it's sometimes hard to see how I can improve certain aspects, and what skills/modules/implants/rigs affect which stats.

For instance, fitting Tracking Disruptors, how can I know, at a glance, what affects maximum and optimal range of my TD?

I suggest having the breakdown for each value's calculation.
E.g: Range: 110,4 km (Base 80, Amarr Frigate III * Ship Bonus 5%, Long Range Jamming IV, etc...)

And allow me to click the number to see a list of modules, rigs, skills, implants and boosters that can modify this value.


Also, in the same vein as the ISIS ship viewer and the Masteries system (which are really great BTW), suggestions for empty slots, depending on ship type, available resources and current fitting.
E.g: Mouseover empty low slot: (Damage Control, Nanofiber Internal Structure, etc...)