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(Ghost) Fitting Window; More relevant stats, less gumpf

First post First post
Author
Daemun Khanid
Corbeau de sang
#81 - 2015-03-30 20:47:36 UTC
The ability to right click ehp and access a rollout for incoming ammo type and recalculate ehp accordingly.

Daemun of Khanid

Sabriz Adoudel
Move along there is nothing here
#82 - 2015-03-30 23:53:35 UTC  |  Edited by: Sabriz Adoudel
I'm not sure how this information should be presented, but I think it should be listed somewhere.


Range based accuracy profile (per gun type if you fit mixed guns; this applies to turrets, launchers use different formulae):

- 100% accurate range (Optimal)
- 84% accurate range (Optimal + 0.5 falloff)
- 50% accurate range (Optimal + 1 falloff)
- 21% accurate range (Opt + 1.5 F)
- 6% accurate range (Opt + 2F)

Tracking based profile

- This information is a lot harder to present as it is impacted by the sigrad of the target ship. You might track an Archon with angular of 0.04 rad/sec extremely well, and be unable to hit an Ares with the same angular. Some form of 'accuracy rating' that is computed by a formula like

c1* log(Tracking/signature resolution) + c2

for some constants c1 and c2 that make capital ships have an accuracy around 1, and lowskilled frigates not fit for accuracy around 1000, would help clarify the complexity of tracking.

You could then add an 'Elusiveness at 5km, Elusiveness at 20km, Elusiveness at 100km' set of derived statistics, which is a measure of about what accuracy score someone needs to hit you at each of those distances (derived from MaxSpeed/distance to work out the angular, and then the same formula as above but with sigrad replacing signature resolution).

Edit for clarity: You would not have access to other ships' Elusiveness statistic in combat, only your own.

This would help clarify at a glance whether an MWD makes you easier or harder to hit, for instance, or on ships with antisigbloom bonuses, whether an MWD or AB is better for your elusiveness.

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Cannonfodder Ellecon
Tactically Insignificant
#83 - 2015-03-31 00:59:15 UTC
I'll just post my idea thread here so in not in multiple locations

https://forums.eveonline.com/default.aspx?g=posts&t=414907&find=unread

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Ekaterina 'Ghetto' Thurn
Department 10
#84 - 2015-03-31 12:05:13 UTC
The most relevant statistics needed would be:

CPU

Powergrid

Armour/Shield/Structure resistances

EHP

Weapon DPS

Probably the number one function is will all the fittings online given the pilots skillbase and implant/hardwiring fitted. That's what most people want to know - I know I do. Oops

" They're gonna feel pretty stupid when they find out. " Rick. " Find out what ? " Abraham. " They're screwing with the wrong people. " Rick. Season four.   ' The Walking Dead. ' .

Daimus Daranius
Warcrows
THE OLD SCHOOL
#85 - 2015-03-31 12:06:23 UTC
One of the things that annoys me the most with the current fitting window is that it I might have a dual prop fit (or some other case where I can't have all modules running simultaneously) and it's gonna assume I'll have both mwd and ab running at the same time when determining how long my cap will last. It also seems to ignore MJD reactivation time, again resulting in much shorter capacitor duration than it really is.

Amarr Victor!

Insurance Agent
Hull Zero Two
#86 - 2015-04-01 04:41:04 UTC
In the spirit of constructive ideas:

A way to display scan probe statistics, total time reduction, deviation, range finding etc. Maybe a more user friendly (read mathematically challenged) display of numbers.
Fourteen Maken
Karma and Causality
#87 - 2015-04-01 18:47:54 UTC
Nice Feature! It would be good if it automatically purchased or set up buy orders for the modules you don't already own and then fit the ship. maybe even make it possible to buy, rename, and fit more than one ship at a time so you could quickly make a bunch of your favorite fits and have them ready to go.
Sean Crees
Sean's Safe Haven
#88 - 2015-04-01 22:06:28 UTC  |  Edited by: Sean Crees
I really wish i could see how much cap life i would have with my MWD OFF but still equipped on the ship. Since it has a passive cap penalty (unless its an x type) i can never get an accurate amount of cap life when the MWD is not turned on (am i stable, if not how long will cap last with the MWD off?). Currently the only way to see this information is to put the fit into an out of game fitting program.

I'd love to have the ability to dock in a major trade hub like Jita or Amarr, open the fittings window and pick a ship and have it auto buy all the pieces from the fit being sold in the current station i'm docked in, and put it all together automatically for me. Maybe list the buy list item by item with an accept at the bottom, and each line can list how much above/below current market prices things are and if things are too expensive you can delete individual items from the buy list. Most of the time i'm just buying and fitting up the same ships over and over and over.

One other thing. Preset damage profiles when calculating EHP for the different NPC factions in the game instead of the auto damage profile thats used now would be really nice. So for instance if i'm flying incursions i can check the fittings window and if i have Incursion Sansha selected it shows me my EHP against that faction, and it'll know Incursion Sansha are different than normal Sansha. Also having presets for different known player weapon systems and ammo. So i might be expecting to fight a fleet of rail eagles in PVP, i could check my EHP against that specific combination of damage types for my current fitted ship.

To tie in with the previous option, having the option to show damage (both dps and alpha) against certain types of NPC's, or custom resistance profiles instead of just listing the max damage against a completely unresisted target (never happens) would be really nice to have as well. To give a more realistic representation of how much damage you might do with the current fit against a certain type of target.
Bienator II
madmen of the skies
#89 - 2015-04-02 22:54:38 UTC
any chance to make it so that the fitting window is displaying your pod as if it would be a ship, with all the implants in their slots? (similar to killboards)

e.g the window could have a toggle button where you could swap between ship fitting and pod fitting (without ejecting from your ship).

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

Wizzard117
Wizzard117 Corporation
#90 - 2015-04-03 14:26:35 UTC
I'd like a "Ghost of Ghost" fitting
like when we could change not the fittings themselves but ship/subsystem/modules bonuses as well
So we could answer questions kinda "ok, how will my ship look like in case of replacing this ship bonus with that one"
Skye McLeod
STK Scientific
The Initiative.
#91 - 2015-04-03 15:22:40 UTC
In case it has not been mentioned yet (short of reading every post), I would like to see drop dwn menu's with all available fittings to experiment with cap boosters, rigs, etc. Without having to purchase them first.
44000
Aliastra
Gallente Federation
#92 - 2015-04-05 08:22:06 UTC
Sabriz Adoudel wrote:
I'm not sure how this information should be presented, but I think it should be listed somewhere.


Range based accuracy profile (per gun type if you fit mixed guns; this applies to turrets, launchers use different formulae):

- 100% accurate range (Optimal)
- 84% accurate range (Optimal + 0.5 falloff)
- 50% accurate range (Optimal + 1 falloff)
- 21% accurate range (Opt + 1.5 F)
- 6% accurate range (Opt + 2F)

Tracking based profile

- This information is a lot harder to present as it is impacted by the sigrad of the target ship. You might track an Archon with angular of 0.04 rad/sec extremely well, and be unable to hit an Ares with the same angular. Some form of 'accuracy rating' that is computed by a formula like

c1* log(Tracking/signature resolution) + c2

for some constants c1 and c2 that make capital ships have an accuracy around 1, and lowskilled frigates not fit for accuracy around 1000, would help clarify the complexity of tracking.

You could then add an 'Elusiveness at 5km, Elusiveness at 20km, Elusiveness at 100km' set of derived statistics, which is a measure of about what accuracy score someone needs to hit you at each of those distances (derived from MaxSpeed/distance to work out the angular, and then the same formula as above but with sigrad replacing signature resolution).

Edit for clarity: You would not have access to other ships' Elusiveness statistic in combat, only your own.

This would help clarify at a glance whether an MWD makes you easier or harder to hit, for instance, or on ships with antisigbloom bonuses, whether an MWD or AB is better for your elusiveness.


This might all be a bit complicated and messy, but certainly a better way to graphically understand tracking
Arctic Estidal
Viziam
Amarr Empire
#93 - 2015-04-05 13:48:43 UTC
It would be great with all these updates to the fitting window, to allow pilot who don't have the skill to fly a specific ship be able to assemble the ship and then sit in it. You can currently assemble any ship, but you cannot sit in it in a station and play around with fittings.

With the new ghost fitting if you allow this, then players can fit ships and place them on contract fitted even when they don't have the skills.

The player cannot undock which is fine.
TheSmokingHertog
Julia's Interstellar Trade Emperium
#94 - 2015-04-06 17:30:25 UTC
CCP Sharq wrote:
Gilbaron wrote:
something i would REALLY like to see is the ability to hover over an attribute and see all skills, modules and whatnot that are currently having an impact as well as all those that COULD have an impact.


This is something we have been toying around with doing, let's hope we have bandwidth to make it so!


Talk to the Brain in the Box people ;).

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

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Brain De'Quantus
Perkone
Caldari State
#95 - 2015-04-06 23:26:24 UTC
when attempting to 'overfit' a percentage based pg/cpu meter so we can tell what imps would allow the fit to work. its always annoying when we are told "you need 400pg and only have 325" then need to do the math of what % that is, and if it is feasible with an imp or do we need to meta

also a way to tell if it is fittable if we got 1 or 2 more lvls in rigging etc to reduce drawback
HandelsPharmi
Pharmi on CharBazaar
#96 - 2015-04-07 07:23:19 UTC
Brain De'Quantus wrote:
when attempting to 'overfit' a percentage based pg/cpu meter so we can tell what imps would allow the fit to work. its always annoying when we are told "you need 400pg and only have 325" then need to do the math of what % that is, and if it is feasible with an imp or do we need to meta

also a way to tell if it is fittable if we got 1 or 2 more lvls in rigging etc to reduce drawback



  • to complex, because to many parameters are variable
  • .... +6 % CPU imp vs. level 5 Missiles Rigging or +5 % CPU imp, plus Meta Launcher, plus level 4 Missile Rigging and Shild Upgrades 4?
  • EFT is a alternative to play theory-craft
  • [*] it is EVE, I don`t want to play a "working instruction - how to fit your ship"
    Freelancer117
    So you want to be a Hero
    #97 - 2015-04-08 09:13:26 UTC
    please add a total average market price of the fit (hull+modules+rigs, etc) in the (ghost) fitting screen Cool

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    Xe'Cara'eos
    A Big Enough Lever
    #98 - 2015-04-08 13:10:08 UTC
    how will the RAH work in the ghost fitting window - will you be able to adjust it?
    and can you tell it that you won't reload your ASB after it's run out of charges?

    For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

    Noxisia Arkana
    Deadspace Knights
    #99 - 2015-04-08 22:31:33 UTC
    I love that you're going after the fitting window.

    It would be nice if you could 'see' stacking penalties, either by hovering over the module and seeing the cumulative bonus (or penalty) or just putting a symbol on it so you can see the stacking penalty effect. I think if some people saw how little the 4th BCU did, or saw a rig that was also stacking against a fitting module it might lead people to some better fittings intuitively.
    kelvin oriley
    Caldari Deep Space Ventures
    #100 - 2015-04-11 14:34:10 UTC
    Zepheros Naeonis wrote:
    Gilbaron wrote:
    if you could make a button in that window that automagically buys everything required and fits the ship, that would be so awesome :)

    Dear lord the number of complaints CCP would receive upon users getting shanked from overpaying for something on the market would be glorious.



    this wouldn't happen if they layed out a multi buy window similar to the current multi sell window showing area average also implement a jump radius setting

    So for eg you have the fitting you hit buy and select the distance your willing to travel to purchase the items and it shows the cheapest prices within the selected radius might also need a high / low / null filter in there