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Player Features and Ideas Discussion

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Improving the Fitting Experience

First post First post
Edward Olmops
Gunboat Commando
#41 - 2015-01-05 13:00:30 UTC
Phoenix Jones wrote:
Do you want my first born, because this is how you get my first born.

Learn to take responsibility. You cannot just give away your kid, because you now prefer to play with a fitting window! Roll
That's the meaning of "commitment"!
Edward Olmops
Gunboat Commando
#42 - 2015-01-05 13:14:46 UTC
Fitting window:

Presumably easy to fix and very annoying at the moment: whenever I try to move a limited item around (turret weapon, Damage Control etc.) I get an error message stating that I cannot fit more than X of that module - despite I was just dragging it to another slot (optimizing for overheat spread). I have to unfit it and refit.

When I browse Fittings... why do I have to search through the whole tree all the time? I will usually want a fitting for the hull I am sitting in order to (guess what!) fit that ship.
Only in rare cases I might just want to look at (other) fittings.
Ok, this might change a bit when the Fitting Window becomes more EFT-like, but there should be a quick way to find only the Fittings for the hull on which the fitting window was invoked.
Exotic Dancers Union
#43 - 2015-01-05 13:20:53 UTC
happy new year!

most of things that come to mind have already been posted.

Please make sure to allow us to "over-fit" in respect to CPU/PG with a 1%, 3%, ..., indication to what implant we would need to make this fit possible (like it's done in EFT).

A "nice to have" would be the ability to test our cap against enemy neuts/nos and so on (to not make things too complicated, maybe just assume "meta 4" and "skill level IV" on a unbonused hull for them). This would also be nice for TP, web, TD and so on... with selectable scripts.
Again, this is not important, but would be a "nice to have" especially for new players who lack experience/"gut feeling".
Yugo Reventlov
Keeping Up Appearances
Happy Cartel
#44 - 2015-01-05 13:25:23 UTC
"Preview future lossmail"
Beyond Divinity Inc
Shadow Cartel
#45 - 2015-01-05 13:31:30 UTC
how about fix the 'effective hitpoints' thing so it uses omni damage rather than lowest resist, since that's what everyone in the game uses.

whenever someone asks why the fitting window has different ehp to what eft or pyfa tells them, the answer is always 'because the fitting window does it wrong'.
The Scope
Gallente Federation
#46 - 2015-01-05 13:33:26 UTC
a buy hull and fitting button would be awesome

we already have multisell, time to give us multibuy
Catherine Laartii
#47 - 2015-01-05 13:42:18 UTC
CCP Sharq wrote:
Happy new year pilots!

CCP karkur and I, under adult supervision from CCP Tuxford have been experimenting with improving the EVE fitting experience.

The fitting window hasn't gotten much love since Apocrypha and we really want to address that and make it a powerful and fun tool, move it a bit closer to 3rd party programs like EFT and Pyfa.

We have been looking into features like:

  • Allowing pilots to try in the fitting window modules and rigs they own or don't, to see what effect they have before committing. Try before you buy
  • Simulating active and overload states of modules, docked or in space. No need to leave the station to see what your hardeners can do.
  • More accurate and rich information on attributes in the fitting window.

There are a ton of ideas floating around that could be added to the list, but what would you be interested in seeing that would improve your fitting experience?

Fly safe!

Would it be possible to have an in-game fitting tool? I spend a lot of time on browser-based fitting tools like and o.smium, and having one directly integrated into the game, or at the very least having the decrepit eve browser updated to run flash and whatever else it needs to come into the new decade.
Bam Stroker
#48 - 2015-01-05 13:42:59 UTC
Let us open ship fittings in a market window similar to the multi-sell so we can buy hulls and fittings in batches at market hubs with the requisite warnings about "Module X is 25% above market average" warnings in some prominent colour.

Is that a fitting experience related thing?

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CCP Sharq
C C P Alliance
#49 - 2015-01-05 13:46:51 UTC
Thanks for the replies.

Loads of interesting ideas. Taking notes as fast as I can!

Keep 'em coming!

EVE UI Designer | Team Psycho Sisters | @CCP_Sharq

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#50 - 2015-01-05 13:58:20 UTC
Awesome idea!! I've always thought the ingame fitting window should provide an experience closer to that of 3rd party fitting tools. This is great! =D
Beyond Divinity Inc
Shadow Cartel
#51 - 2015-01-05 14:01:09 UTC
I'm pretty sure using the 'fit to ship' thing doesn't clear out bays beforehand.

so what I'm getting at is if I hand out 20 ships, then take them on a roam, during which a bunch of them get loot in the cargo and lose a bunch of ammo, it would be great if I could press a button to remove things that aren't part of the fit (loot) and add things that are missing (the ammo that got used).

ideally I'd be able to do this to lots of ships at once, and without having to get inside each one and then kill myself because it takes so long. I've got something like 200 fitted ships in my hangar, and it takes forever to do anything with them. it'd probably make the server happy if I didn't have to get in and out of them all the time just to do menial stuff I don't even want to be doing.

here are a couple of tangent things that are huge and related to fitting ships and stuff: being able to assemble and fit lots of ships at once, some sort of automatic module repairer/repackager/stacker (yes, make it do stuff in cans and cargo bays as well), and the ability to tag or label particular modules, as a replacement for silly can systems - cans are the worst.

I'm going to rant about the inventory instead, because it's more important than the fitting window. here's a thing I have to do all the time:

1. clear out my main hangar so I can put stuff in it without it getting mixed up
2. select all from inside a particular can that has gotten too messy
3. drag it into the main hangar
4. select the cans and invert select to get the stuff I just dragged
5. repackage the stuff I selected
6. select it all again
7. stack it
8. select it again
9. put it back in the can

and everyone else seems to think this is fine, for some reason. just kill me, I hate everything.
Makari Aeron
Imperial Shipment
Amarr Empire
#52 - 2015-01-05 14:10:11 UTC
1. Be able to toggle individual active modules pseudo-on and pseudo-off for resistance, tracking, and power consumption. I'm not going to have my smartbomb on 23/7 when ratting or in PvP. I don't care how much power it drains. Same with MWDs, etc on big ships
2. The ability to see the price of the module in the region I'm in OR by region (ie: Jita or Amarr prices) since it's all a CREST dump now
3. The ability to adjust what type of damage I will be facing to adequately judge tank in PvE (specfic) or PvP/Sleepers/Incursions (omni)
4. The ability to see how much you will mine and your cycle time
5. the ability to choose which drones count towards your DPS.

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you.

Goonswarm Federation
#53 - 2015-01-05 14:10:33 UTC
Scrap the idea and give us multifit & ability to include an arbitrary set of modules in cargo instead. Blink

(I'm actually serious here despite the winking...)

Member of the Goonswarm Economic Warfare Cabal

Benny Ohu
Chaotic Tranquility
#54 - 2015-01-05 14:10:39 UTC
fitting window is big and can't be resized which can make life difficult on smaller screens (laptop)

for example trying to mouse over an item in the inventory window to preview fitting cost on the fitting window requires both inventory and fitting windows to be open and uncovered at the same time

effective hit points estimate is currently based on the lowest single damage type. i'd like to be able to estimate ehp based on selectable damage type, by ammunition type or by all damage types at once

when a module is moused over, icons appear. they're small buggers and they're hard to click on. two 'show info' and two 'unfit' buttons appear. one of each for loaded ammo, one of each for the module. it's not clear which is which until the tooltips appear
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#55 - 2015-01-05 14:16:29 UTC
A popup window next to the modules, allowing for:

changing the meta type of a module:
So if you have a T1 200mm AC, you can adjust to any of the meta levels, the T2, and so on. (with a 'replace all' option)

Chage the module: so you can shift to another module in the same market group, at the same meta level (with a replace all option.) For going from a 200mm AC, to a 180mm AC.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

The Scope
Gallente Federation
#56 - 2015-01-05 14:17:08 UTC
A button/option to strip all guns/ammo/high/medium or low slots!
Altirius Saldiaro
#57 - 2015-01-05 14:21:59 UTC
I want an average ship cost + fitting cost shown on the fitting window, like on Pyfa
Exotic Dancers Union
#58 - 2015-01-05 14:27:59 UTC
not sure if this is the correct thread... but "while you're at it", could we have a "open in fitting widow" option on contracts? ..if possible for every assembled ship in the contract? that would help a lot.
Beyond Divinity Inc
Shadow Cartel
#59 - 2015-01-05 14:28:20 UTC
they could have it 'suggest' possible modules, tie into the ship traits somehow - there's stuff you're inevitably going to always want unless you're flying a shitfit. so if I'm fitting a cruiser, something easy happens that lets me pick a 10mn propulsion mod in my first midslot, instead of me having to click around in a bunch of cans and type in search windows. or if I'm fitting a rifter, it's 'small', it's 'armor', and it's 'projectile turrets'. it's going to want some 3 of some kind of small projectile turret, a frigate propulsion mod, two tackle/ewar mods and probably some kind of armour tank stuff and/or turret upgrades that work on projectiles. these are sets of modules it could automatically figure out and bring up, either limited by what's in my hangar, what's on the market or not limited at all.

not so it fits things for me, I just mean so I can get to stuff easier instead of getting hand cancer.
Redemption Road
#60 - 2015-01-05 14:28:39 UTC
1A. Auto-rename ships the name of the saved fitting you are fitting from.

1B. Or select numerous ships and rename all selected.

2. Fit X number of ships.

3. Tangentially related to fitting ships, the ability to right-click a stack of ships and assemble the entire stack. For example, right click, "Assemble Ship" assembles one, right click, "Assemble stack" assembles the entire stack.

4. Most everything already said in this thread :)

5. Alliance saved fittings.

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