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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
thr44w3y Shimaya
Viziam Amarr Empire
1
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Posted - 2015.01.07 10:56:23 -
[211] - Quote
Dunno if others have said it if they have this is a +1 to theirs.
I would like the ability to rearrange my hud, group my guns, and move my modules to certain shortcut slots before undocking (would be very useful if being camped in a war). |
Castelo Selva
Forcas armadas Anti-Social Club
63
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Posted - 2015.01.07 12:04:15 -
[212] - Quote
Rixx Javix wrote: Even better.
Then I will make the following suggestion. Before implementing any "tweaks" to the current fitting window, perhaps a better next step would be to step back and take a fresh look at the entire concept of a "fitting window".
As others have noted, the current window design is essentially a revised and revised version of the original pop-up window that has been made to look better and better over the last decade. Perhaps we should be asking, do we even need a pop-up window anymore? Do we need a window whose largest section is a 3d version of the ship most likely already behind it? Perhaps the same functionality (and more) could be obtained by UI elements that hover over the ship already in our hangar? Instead of a pop-up window, perhaps we can design something more elegant and incorporated into the design of the hangar, around the ship already floating there.
I for one would much rather see a more integrated solution, more tastefully designed, than just more features loaded into another revision of the fitting window.
Just a thought since it seems we have the time.
I think this is the right way thing should be done. A new fitting service should be designed instead of an upgrade of the current one. The suggestion of Rixx is very well posted. I know that CCP karkur already stated that a new revised code is not in the scope of that work, but I think that the current one are very outdate, and should be replaced by a news one, with the news functionality we want. Thank you
Castelo |
Malou Hashur
Ministry of War Amarr Empire
59
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Posted - 2015.01.07 12:30:58 -
[213] - Quote
If recent history is anything to go by, I really would not bother.
It will no doubt end up bugged and half-finished at which point you will move on to the next GÇ£releaseGÇ¥, leaving all the remaining issues unaddressed and never to be looked at again. At which point everyone will go back to using EFT.
It happened in Pheobe. It happened in Rhea. It will happen every time until the pressure of a 6-week release cycle is taken away.
Either increase the time between releases to allow all the bugs to be worked out, or spend one release every few months fixing them all.
If this continues, EVE will become more and more bugged, with a list of defects getting longer and longer. Of course, this assumes that you actually have a defect list and donGÇÖt just throw it in the bin at the end of a release (which looks more and more likely, to be honest).
CCP Philosophy -->> If it works, break it. If itGÇÖs broken, leave it and break something else.
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Slapu Jelgeir
The World Is Yours Northern Associates.
0
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Posted - 2015.01.07 14:56:57 -
[214] - Quote
Yes i want it now !! in Proteus pls |
Dersen Lowery
Drinking in Station
1415
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Posted - 2015.01.07 15:19:20 -
[215] - Quote
Rixx Javix wrote:As usual I can't leave well enough alone and decided to quickly mock-up what I was talking about in the previous post. Again, this was done quickly and essentially used what is already available with some improvements taken from suggestions in this thread. Fitting Window UI ConceptUPDATED to make the image larger and clean up a few things.
The biggest win of this design is that it reinforces the HUD layout. It's also clean and pretty, but the reference back to the UI that you use to fly the ship is pure win.
However, I'm not sure if it would be as intuitive for people like me who put all frequently activated mods on the top row, because modifier keys are annoying and/or bound to voice activation.
Proud founder and member of the Belligerent Desirables.
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Lady Rift
What Shall We Call It
156
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Posted - 2015.01.07 15:25:19 -
[216] - Quote
Is this going to be easy for you to support? As in will be bug fixed and updated regularly or is it going to be like the jukebox or the web browser or more like teams that last only a release or 2 before it is removed/reverted back to the basic fitting. |
Ekaterina 'Ghetto' Thurn
Department 10
212
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Posted - 2015.01.07 15:26:23 -
[217] - Quote
Excellent news!
The 'try before you buy' fitting option would be my number one choice to have in the in-game client. I don't generally use third party programs at all so it would be very good to have that provided by CCP.
" They're gonna feel pretty stupid when they find out. "-áRick.
" Find out what ? "-áAbraham.
" They're screwing with the wrong people. "-áRick.
Season four.-á-á ' The Walking Dead. ' .
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Maurice Erquilenne
3.14Rates The Bastard Cartel
0
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Posted - 2015.01.07 16:31:09 -
[218] - Quote
In addition to what people already mentioned multiple times, there are two things that I'd really like to see:
- Allow the "Fit to active Ship" pick modules from Station Containers. At the moment, all modules need to be in your main hangar which quickly gets cluttered with tons of modules. Ideally, I'd like to have several containers in my hangar, each containing the fittings for one particular ship.
- An option to downgrade / change meta if the module from a saved fitting is neither available in the hangar nor at the current station's market, but you have a different meta version of it. This is very important for lo-sec residents, where you can't always get the meta versions that you want. To make it really perfect, allow saving multiple alternate versions as a single saved fitting and let the fitting tool choose by the modules that you currently have available.
Some other, more cosmetic things:
- Assemble, Board, Fit, Insure, Load & Group Guns - as a single command.
- Right-click a stack of ships - for instance 20 Tristans - and "Fit all".
- When you click on a fit that's been linked somewhere, you'll see these red crosses when you don't have the skills for some module - but there's no red cross if you don't have the skills for the hull itself, you need to click "info" for that.
- Total training time for all the missing skills - ideally with an "add these to my skill queue" option. This will be mostly useful for newer players.
- How long can I overheat this module before it burns out?
- Better capacity calculations: how long will my capacitor last without this module?
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GeeBee
Paragon Fury Tactical Narcotics Team
70
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Posted - 2015.01.07 17:01:22 -
[219] - Quote
Build EFT into the game that allows players to theory craft without using external tools. |
Joe Risalo
State War Academy Caldari State
753
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Posted - 2015.01.07 17:03:39 -
[220] - Quote
Ok,
Since you're wanting to have the option to build a fit without actually buying the modules, I have a few things to add to that.
- Show the total fitting costs based on nearest market values
Perhaps individual modules prices based on nearest market values
- An option to buy and fit load out from the fitting panel, without having to go through and individually purchase each item separately
- When buying a bulk fit, and some items are not available in your current station, a window comes up saying "these items are not available in your current station (show a list of items with locations which are highlighted red if they're not in high sec)." At the bottom it will say "Would like like to purchase these items anyway? (You will be required to pick them up.)"
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Ghaustyl Kathix
Rising Thunder
46
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Posted - 2015.01.07 17:25:17 -
[221] - Quote
Allow us to link guns in the fitting window, and hopefully link guns in saved fits. |
MukkBarovian
Blackwater USA Inc. Pandemic Legion
32
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Posted - 2015.01.07 17:32:35 -
[222] - Quote
Could you change the way EHP is calculated? Currently the in game stats give the lowest possible amount. Lowballing is all well and good, but it does some weird things when changing from armor to shield. It seems to select the lowest resist for each type of tank. That doesn't make any sense. Someone firing em at your shields is unlikely to perfectly switch to explosive when you go into armor.
If you're going to calculate and display the lowest EHP value can you just pick the lowest value from among the 4 damage types? |
Jeanne-Luise Argenau
Brutor Tribe Minmatar Republic
138
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Posted - 2015.01.07 18:18:35 -
[223] - Quote
Wishlist, optimizing a given fit. As example a full t2 fit given from a vet for a newer player, it calculates automatically which modules to fit with the current player level and how it would differ from the original. If he gets multiple choices maybe a matrix with cap resist dps tracking and rep per second plus buffer. |
Rain6637
GoonWaffe Goonswarm Federation
29304
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Posted - 2015.01.07 18:31:15 -
[224] - Quote
Dersen Lowery wrote:Rixx Javix wrote:As usual I can't leave well enough alone and decided to quickly mock-up what I was talking about in the previous post. Again, this was done quickly and essentially used what is already available with some improvements taken from suggestions in this thread. Fitting Window UI ConceptUPDATED to make the image larger and clean up a few things. The biggest win of this design is that it reinforces the HUD layout. It's also clean and pretty, but the reference back to the UI that you use to fly the ship is pure win. However, I'm not sure if it would be as intuitive for people like me who put all frequently activated mods on the top row, because modifier keys are annoying and/or bound to voice activation. it might look pretty but it's not intuitive and rixx should stick to making vectorized wallpapers.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Lucas Padecain
Collapsed Out Overload Everything
14
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Posted - 2015.01.07 18:35:24 -
[225] - Quote
Ghaustyl Kathix wrote:Allow us to link guns in the fitting window, and hopefully link guns in saved fits.
You can already link guns in the fitting window by holding Shift and dragging a gun on top of another. Linked guns saved in fits would be cool, though. |
Rain6637
GoonWaffe Goonswarm Federation
29304
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Posted - 2015.01.07 19:30:49 -
[226] - Quote
It's really simple. Use the ship view as a simulation, and add the rack interface under the table.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Zalmun
GoonWaffe Goonswarm Federation
15
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Posted - 2015.01.07 20:04:12 -
[227] - Quote
When creating saved fits, does it currently remember the online/offline status of fittings? If I create a fit with offline modules (i.e. offline bomb launcher on a bomber) and save it, will any subsequent ships fit with that saved fit use the same module offline settings? (I have not tested this myself, hence my question)
If saved fits currently do not do this, I would request that this be added to saved fits: remember online/offline status of the fit when applying a fitting to a ship. If it already does this, then great! |
Koebmand
Silverflames
11
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Posted - 2015.01.07 20:53:11 -
[228] - Quote
What a great idea!
Some things I would like to see are:
A new button on Neocom / next to browse in Ship Fitting similar to Bookmarks for browser. Just with fittings for your current ship only, so you don't have to open 2 different windows and then browse through 50 different ships to find it. Simply click this button, and a small menu pops out with the fits for your active ship. and you click the fitting you want to fit.
For the little fitting window you get when you click a link to a fit, add cargo size, DPS, EHP, EHP/s, optimal, fall off, target range and drone control range to be displayed somewhere in it. These are the numbers players usually give together with their fits to compare them. This will spare a lot of exporting from Eve to fitting tools just to see basic numbers. For a simple solution I would personally prefer it be listed with maximum skills, so everyone see the same numbers. An option between no, yours and max skills would of course be nice, but would require re-calculating the stats nonstop and not just store 8 numbers as part of fit.
Rework of the fit command, so it fits unpacked drones / modules first, and not unpack new ones. It is rather annoying to have 20 ungrouped drones in Drone Bay every time you undock, and eventually 500 unpacked Hobgoblins in Item Hangar.
Loaded ammo being stored as part of fit (needed for DPS math, handy for missile mission runners who have to swap every mission) - this would require the fit command to be fixed as mentioned above to not make it unusable for laser people with damaged crystals.
Include all cargo in the fit so you won't have to do all the micromanagement every time you dock, just fit your combat fit and loot is automatically unloaded (its not part of the fit), weapons reloaded, ammo and drones restocked. Lore wise would be similar to a hangar crew giving your ship a checkup.
Module on/offline status being stored as part of fitting.
Weapon groups being stored as part of fitting.
Suggest Item function (EveHQ has this fx), right click a slot and the type of modules that can fit there are listed. It can be a quite overwhelming list, but as a newbie I found this function very helpful in helping me find out what options I really had. Possible make it a completely new window that opens with sorting and filter options. Sort of similar to Compare Tool, just with filters as well, so you can fx find modules that either increase cap or reduce cap recharge time, you have CPU left for, you got the skill for etc.
A complete In game fitting tool is a nice idea, but it is also a large project. I would want it to include the ability to just add and remove skills to the pilot similar to EFT. Not prerequisites (then you got no idea what you actually add, and it is impossible to undo it without completely resetting the pilot), just the ability to set any skill at any level to see the effect on DPS, cap etc, then set it back to 0 to go explore something else or leave it at that level and see the cumulative effect with the next skill you change. If it is made then planning should be done to integrate it with a future in game skill planner, please don't make more PoS code that prevents good changes because it is impossible to work with.
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Moraguth
Ranger Corp Vae. Victis.
132
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Posted - 2015.01.07 21:15:28 -
[229] - Quote
I'd like to see a drop down menu off to the side that could show all skills affecting the current ship/fittings. Have the option to easily see how major stats (EHP, dps, range/tracking/falloff, speed, etc) are changed if you trained specific skills up just a little bit more.
For bonus points, include an option to hide the skills you already have to five. For super-bonus-happy-fun-time points, include skills you don't even have yet that could potentially affect the fit (the advanced versions of the EW skills and the advanced gunnery/missile skills are good examples)
I got a Feature Added!
Stop calling an Abaddon "abba-dawn". It is "uh-bad-in"
dictionary.com/abaddon
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Ii Kusanagi
Galaxy Eaters The Explicit Alliance
1
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Posted - 2015.01.07 21:56:22 -
[230] - Quote
A simple but stupid thing. When dragging modules to the fitting window you have to drag the module to the exact slot. Dragging the module to the fitting window should place the module in the appropriate slot. |
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Comrade Blade
SniggWaffe WAFFLES.
3
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Posted - 2015.01.07 23:12:50 -
[231] - Quote
Let us sit in and fit ships we don't have the skills to fly plz just don't allow us to undocked in them). Every Corp/alliance logistics guy will love you forever. |
Moraguth
Ranger Corp Vae. Victis.
132
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Posted - 2015.01.07 23:32:07 -
[232] - Quote
Ii Kusanagi wrote:A simple but stupid thing. When dragging modules to the fitting window you have to drag the module to the exact slot. Dragging the module to the fitting window should place the module in the appropriate slot.
you can do this right now. I drag lots of modules at the same time (ctrl + click on each stack) to the center of the ship in the fitting window, and all the modules go to their correct slots.
you can also highlight a bunch of different modules, right click on one, and click fit to ship, and they'll all go in correctly.
I got a Feature Added!
Stop calling an Abaddon "abba-dawn". It is "uh-bad-in"
dictionary.com/abaddon
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Dark Drifter
Sardaukar Merc Guild General Tso's Alliance
146
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Posted - 2015.01.07 23:57:32 -
[233] - Quote
add the following functionality to each rack in the fitting window.
1- a toggle for active state I/O (i showing stat modifications due to active modules) 2- a toggle for overheat state I/O (i showing stat modifications due to overheat status, also show time to burn out)
these 2 could be right click options on modules in the fitting window
3- a toggle buttons next each rack H/M/L for the same states as above but this applys the state to the entire rack
drones:
make the drone bay part of the fitting window where you drag and drop drones in to it and it will show thair stats (and altered stats) im going to hate myself for saying this but make it like a mini spred sheet.
as for your 'fry b4 you buy' brain hemorage. i would sugest that you make it an in station thing where you can try it out in 'vr'
make a few senarios. that the player can tackle. in what ever fit that want (must be imported from a saved fitting) -no time limit -no rewards -NO PVP!!
this will allow them to select a fit, select an enemy type, AI compitance (mission/clone/faction/sansha/sleeper/burner)
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Rain6637
GoonWaffe Goonswarm Federation
29336
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Posted - 2015.01.08 02:04:57 -
[234] - Quote
I think you can do one better than letting people sit in ships they don't have the skills to fly, by making the fitting window a simulation center.
Allow drag-and-drop of ships and items from market to populate the fitting window, and allow skill queue to function as a ghost skill planner (like EFT). Also include a training time for all hypothetical skills. So my young pilot whose skill sheet looks like this can ghost queue whatever skills she'd like to view the simulated performance of the ship in fitting window.
Implants would work the same way, with drag-and-drop functionality to ghost over whatever is plugged in.
It would also be nice to apply effects to the whole thing, such as wormholes, leadership boosts, and ewar. I think this could be handled with drop-down menus for Fleet Commander, Wing Commander, Squad Commander, according to ship with links (and assuming all skills are perfect, and mindlinked).
So each leadership spot would have identical drop-downs or right-click trees like:
Titan
-Avatar -Erebus -Ragnarok -Leviathan
Command Ship
-Armored Warfare Mindlink -Siege Warfare Mindlink -Skirmish Warfare Minlink -Information Warfare Mindlink -Republic Fleet Mindlink -Caldari Navy Mindlink -Imperial Navy Mindlink -Federation Navy Mindlink
T3 Warfare Booster
-Armored Warfare Mindlink -Siege Warfare Mindlink -Skirmish Warfare Minlink -Information Warfare Mindlink -Republic Fleet Mindlink -Caldari Navy Mindlink -Imperial Navy Mindlink -Federation Navy Mindlink
And a system effect drop-down including things like:
Wormhole
-Black Hole -Magnetar -Pulsar -Wolf Rayet -Cataclysmic Variable -Red Giant
Size
-C1 -C2 -C3 -C4 -C5 -C6
Shattered Wormholes
- - - - - -
Incursion
-nerfed stuff -blah whatever incursions do - -
Oh, and mining boosts.
Rorqual Orca -Mining Foreman Mindlink -That other mining mindlink
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Rendiff
Funk Soul Brothers
95
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Posted - 2015.01.08 04:13:27 -
[235] - Quote
Just put EFT/EVEMON into the game. |
Lyra Gerie
Garoun Investment Bank Gallente Federation
43
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Posted - 2015.01.08 04:38:52 -
[236] - Quote
I feel as though the fitting window should have two modes, one advanced and one condensed. The condensed one would look similar to todays however with updates.
Showing modules on/off or overheated along stats and accurate EHP and damage as well as dps for individual groups of drones and allowing "ghost fittings" showing you stats of fitting a ship with modules you don't have to test out before you buy would be among the improvements.
The advanced window would combine information from inventory, fitting, market, and item/ship info windows all on one screen. The screen itself would open full screen similar to ISIS or the in game map. This gives maximum fitting power for the player giving them a layout of what they have, what they need and what they can get while still adding information and ease of use for newer and old players alike.
That doesn't actually help with the design but those are all things I would love to see added to the fitting experience. |
Rain6637
GoonWaffe Goonswarm Federation
29341
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Posted - 2015.01.08 07:23:47 -
[237] - Quote
Being able to drag-and-drop linked fits would be awesome. Two players could toss a fit back and forth through chat, while changing the modules, skills, and implants involved. Being able to generate saved fits without having to possess a ship and fittings (and especially rigs) would be great, too.
Could you make it possible to down-regulate skills for pretend purposes? Having everything trained is great, but then you have no way of knowing what the minimum skills would be, in reaching a performance goal. ISK value and grid/CPU are things to theorycraft around, but minimum training time is important too.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Malou Hashur
Ministry of War Amarr Empire
60
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Posted - 2015.01.08 08:39:53 -
[238] - Quote
Ii Kusanagi wrote:A simple but stupid thing. When dragging modules to the fitting window you have to drag the module to the exact slot. Dragging the module to the fitting window should place the module in the appropriate slot.
It already does. Just drag it to the centre of the circle.
CCP Philosophy -->> If it works, break it. If itGÇÖs broken, leave it and break something else.
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Casper Khamez
Brave Newbies Inc. Brave Collective
11
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Posted - 2015.01.08 12:37:04 -
[239] - Quote
afkalt wrote:
Wishlist: "Find module to fit" option for a given slot, based on remaining fitting.
I would love this. I really want this to be on eft |
Steppa Musana
Pator Tech School Minmatar Republic
31
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Posted - 2015.01.08 12:45:58 -
[240] - Quote
custom resists profile for EHP determination, please |
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