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Author |
Thread Statistics | Show CCP posts - 7 post(s) |
Decaneos
Center for Advanced Studies Gallente Federation
123
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Posted - 2015.01.08 14:41:54 -
[241] - Quote
For the love of god, allow us to fit mods from out cans when using saved fits! |
Zen BraZen
Repercussus Goonswarm Federation
12
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Posted - 2015.01.08 14:55:41 -
[242] - Quote
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.
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Hakan MacTrew
MUTED VOID Takahashi Alliance
879
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Posted - 2015.01.08 16:14:59 -
[243] - Quote
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?
Friends
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Paynus Maiassus
Capital Munitions
214
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Posted - 2015.01.08 17:10:56 -
[244] - Quote
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
Thorn Project Surely You're Joking
630
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Posted - 2015.01.08 17:18:35 -
[245] - Quote
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.
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Alexis Nightwish
73
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Posted - 2015.01.08 20:01:23 -
[246] - Quote
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.
CCP only approaches a problem in one of two ways: nudge or cludge
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CCP karkur
C C P C C P Alliance
3850
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Posted - 2015.01.08 20:35:50 -
[247] - Quote
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 Pirate Unicorns |-á@CCP_karkur
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Aurora Fatalis
Stillwater Corporation That Escalated Quickly.
99
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Posted - 2015.01.08 20:54:40 -
[248] - Quote
[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?
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Shivanthar
165
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Posted - 2015.01.08 21:09:07 -
[249] - Quote
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.
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Lienzo
Amanuensis
9
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Posted - 2015.01.08 23:27:58 -
[250] - Quote
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. |
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Zappity
Stay Frosty. A Band Apart.
1713
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Posted - 2015.01.08 23:28:51 -
[251] - Quote
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.
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Sabriz Adoudel
Glorious Revolutionary Armed Forces of Highsec CODE.
4332
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Posted - 2015.01.09 02:04:09 -
[252] - Quote
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.
Chaos. Opportunity. Destruction. Excitement... Vote #1 Sabriz Adoudel for CSM 10
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PIRJANIN
Brutor Tribe Minmatar Republic
24
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Posted - 2015.01.09 04:40:13 -
[253] - Quote
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
3089
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Posted - 2015.01.09 04:50:56 -
[254] - Quote
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
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
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Fenirine
Steel Fleet Gentlemen's.Club
0
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Posted - 2015.01.09 04:54:55 -
[255] - Quote
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.
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Artassaut
Red Federation RvB - RED Federation
13
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Posted - 2015.01.09 07:28:28 -
[256] - Quote
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
3.14Rates The Bastard Cartel
0
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Posted - 2015.01.09 11:33:13 -
[257] - Quote
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.
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FistyMcBumBardier
TURN LEFT The Camel Empire
98
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Posted - 2015.01.09 12:11:08 -
[258] - Quote
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 Scope Gallente Federation
38
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Posted - 2015.01.09 16:34:42 -
[259] - Quote
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!
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Pheynix Enoch
Brave Newbies Inc. Brave Collective
0
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Posted - 2015.01.09 17:47:40 -
[260] - Quote
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...) |
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scorchlikeshiswhiskey
Cirrius Technologies O X I D E
353
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Posted - 2015.01.09 17:58:40 -
[261] - Quote
Not sure if this has been mentioned, I'm on my phone between classes, but I would like to see the drone damage part of the stats be a little more intuitive. As far as I know, it only gives you the highest possible damage out of the drones in your bay, so if I deploy drones I lose their damage from the fitting screen because they're not in my bay. I don't use a lot of drone boats, but I have heard plenty of times on TS from corpies that do, having to guess their damage output when they have multiple types/classes of drones in their bay. Maybe a separate window or popup or check box that lets you select the drones or drone groups you want to factor into your damage? |
Paynus Maiassus
Capital Munitions
216
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Posted - 2015.01.09 20:57:33 -
[262] - Quote
CCP karkur wrote: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 :)
I have read through the whole thread and for once I am totally impressed by the quality of the feedback here. There are tons of good ideas. I also realize that implementing them would be a herculean task.
I hope this thread becomes an official list at CCP though and that the fitting window becomes something like the new star map or the module program, where improvements are added once every release or two.
You can tell by the feedback here that the players really know what they want and know what they are talking about. This convinces me that some long term effort into the fitting window to achieve eventually a massive increase in functionality should be a fairly high priority, probably above working on the market window, contracts, even the indy interface. Those areas are all useful to certain elements of the player base, but EVERYBODY could benefit from a better fitting window and a VERY LARGE element of the player base could benefit very much from a good amount of improvement. And from the comments here it seems the players know exactly what they need. Tons of good ideas.
Something like:
1 - fit modules you don't have on the release after Proteus.
2 - select active, inactive status for modules after that.
3 - fit ships you don't have after that.
4 - add a radial button for no skills, your skills, max skills after that.
5 - toggle which ammo and drones you are using after that.
6 - customize resist profiles after that.
etc.
Just an example of a year's worth of improvements to the fitting window. I think this fitting window protect should be upped in priority and be an ongoing thing. |
Paynus Maiassus
Capital Munitions
216
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Posted - 2015.01.09 21:12:56 -
[263] - Quote
Paynus Maiassus wrote:CCP karkur wrote: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 :) I have read through the whole thread and for once I am totally impressed by the quality of the feedback here. There are tons of good ideas. I also realize that implementing them would be a herculean task. I hope this thread becomes an official list at CCP though and that the fitting window becomes something like the new star map or the module program, where improvements are added once every release or two. You can tell by the feedback here that the players really know what they want and know what they are talking about. This convinces me that some long term effort into the fitting window to achieve eventually a massive increase in functionality should be a fairly high priority, probably above working on the market window, contracts, even the indy interface. Those areas are all useful to certain elements of the player base, but EVERYBODY could benefit from a better fitting window and a VERY LARGE element of the player base could benefit very much from a good amount of improvement. And from the comments here it seems the players know exactly what they need. Tons of good ideas. Something like: 1 - fit modules you don't have on the release after Proteus. 2 - select active, inactive status for modules after that. 3 - fit ships you don't have after that. 4 - add a radial button for no skills, your skills, max skills after that. 5 - toggle which ammo and drones you are using after that. 6 - customize resist profiles after that. 7 - make it the centerpiece of the expansion adding things like multi fitting, fitting items from containers, fitting specified ammo amounts, and all that stuff that people who like to fit out hundreds of ships for their alliance all at once would love to have. etc. Just an example of a year's worth of improvements to the fitting window. I think this fitting window protect should be upped in priority and be an ongoing thing.
Oops. Meant to edit. |
Ellendras Silver
CrashCat Corporation
169
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Posted - 2015.01.10 00:04:23 -
[264] - Quote
effects of space (some WHs have penalties or bonuses) effects of drugs and leadership boosts with and without modules and ofc implants
[u]Carpe noctem[/u]
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Sean Crees
Sean's Solo Corp
5
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Posted - 2015.01.10 00:18:13 -
[265] - Quote
Go sit down and talk to the guys that make EFT, and put that in the game. Seriously, that program is amazing, make it all in game and shiny. Maybe just give them jobs at CCP to help you with integrating it? |
Areen Sassel
42
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Posted - 2015.01.10 01:06:30 -
[266] - Quote
Fitting simulation: I'd like to see a way to simulate removal of a rig the ship currently has fitted. That's the one thing where, in the existing UI, you can't just "suck it and see". |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2200
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Posted - 2015.01.10 11:52:02 -
[267] - Quote
CCP Sharq wrote: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? I'd like to be able not only to see where my capacitor will stabilize, but to actually just turn on the modules in the hangar and watch the capacitor deplete while they cycle. It would be a much more immersive way to test how my systems work.
Here's how it could function: * you can turn on your modules in the hangar * you can toggle free capacitor on or off * you would be able to cycle weapons, capacitor boosters, etc. without spending charges, only losing or gaining capacitor * you should not be able to repair your armor or hull while docked as this grants players the ability to fix ships for free in complete safety
T3 Strategic Shuttle | T3 Flexible Battleship
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StonerPhReaK
Herb Men
159
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Posted - 2015.01.10 18:19:41 -
[268] - Quote
Make the fitting window zoom down onto the already being drawn vessel in the station. Or make the ship fade up into the window, obscuring the ship making it feel as if were actually fitting our ship instead of a hologram.
Signature Removal in Progress, Estimated time of completion? Neva
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Simyaldee
The Great Harmon Institute Of Technology Spaceship Samurai
93
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Posted - 2015.01.11 02:18:10 -
[269] - Quote
These two Idea's have definitely been put in here before but they are important enough to be repeated.
Allow the fitting of multiple ships using the same saved fit, even the quick repetition of, 1. Make ship active 2.fit, 3.repeat, Can take a significant amount of time. Especially if you are fitting things for stuff like alliance contracts, and have several hundred to fit. Enable multiname for this as well would probably be a good idea.
Allow a fit to be purchased directly from the market as well as purchasing multiple copies of the same fit. This currently takes an ungodly amount of time if you are fitting a large amount ships with different doctrines.
These two issues are ridiculously infuriating for Logistics people in EVE. I have had issues where i have spent my entire day in EVE doing these two things and ONLY these two things. 10-12 Hours of 'View market details', 'buy', 'repeat' .
Generally speaking these may be only partly related to the fitting window. But dear God if those two things are implemented, the burnout for logistics workers in EVE will drop by like 90%, and you will have our undying gratitude.
Member, Fighter and FC for The Great Harmon Institute of Technology-á
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Jack Tronic
borkedLabs
236
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Posted - 2015.01.11 07:39:42 -
[270] - Quote
Alundil wrote:Jack Tronic wrote:Also fitting related.
Let us group more modules. There's zero reason why I wouldn't want to group 2x sensor boosters. There's zero reason why I wouldn't want to group 4x smartbombs. There's zero reason why I wouldn't want to group 6x energy neutralizers. There's zero reason why I wouldn't want to group 2x tracking computers. etc. etc.
While I'd strongly agree with more grouping options. I'd not go so far as to say there is NO reason to 'not' group quite a few modules of the types you've listed (and other energy warfare and ewar things). Attacking multiple targets is often a great use of split ewar modules just as a quick example. So while having the option to group them would be nice there are uses for them un-grouped. (And if I've missed your point in some manner apologies).
I wasn't arguing that the modules should always be grouped. Just that there's no balance reason why the modules can't be grouped because you just end up pressing the hotkeys at the same time to activate modules anyway in the worst case (smartbombs). |
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