Some of the alerts - especially the logistic related ones - can be quite persistent and annoying, but I don't want to disable the alert sound because I want to keep an ear out for aliens attacking.
Would it be possible to,say, right click a notification to dismiss it?
Dismissing alerts
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Re: Dismissing alerts
Added to viewtopic.php?f=80&t=16566 Alerts, Alert-Info (Map), visible/audible Indication, Handling Notifications/Alarms
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Re: Dismissing alerts
I agree with your suggestion.
However dismissing the alert should not cause it to disappear altogether. I was thinking more of something on the lines of an alert manager window, which allows you to see a list of all alerts that are currently active and allows you to turn on/off the audio alert and the blinking. But the alert itself should never disappear completely, i.e. it will always be visible in the alert manager window (unless of course the alert deactivates because it is no longer triggered).
This suggestion thread also contains some ideas about alert management:
viewtopic.php?f=6&t=46677&p=268266 Alerts display
However dismissing the alert should not cause it to disappear altogether. I was thinking more of something on the lines of an alert manager window, which allows you to see a list of all alerts that are currently active and allows you to turn on/off the audio alert and the blinking. But the alert itself should never disappear completely, i.e. it will always be visible in the alert manager window (unless of course the alert deactivates because it is no longer triggered).
This suggestion thread also contains some ideas about alert management:
viewtopic.php?f=6&t=46677&p=268266 Alerts display
Last edited by Tekky on Thu Apr 05, 2018 2:53 am, edited 3 times in total.
Re: Dismissing alerts
For some of the situations it is a bit tricky to come up with logic for how they should be dismissed.
When a player is dismissing an alert, they are effectively saying 'Yeah I know about that'.
Let's say there's an attack where, say, 8 turrets are activated, and the player looks at the attack, decides it's not serious, and dismisses the alert. How does the game distinguish between three more turrets in the fight engaging enemy stragglers and a totally different attack that occurs elsewhere concurrently? In the former case, you don't want to know, in the latter case, you do.
However, enemy attacks aren't really the sort of alert I had in mind. They're the most useful ones. It's the persistent logistic "120 structures do not have prod 3 modules" "Now 119 structures do not have prod 3 modules" type alerts that annoy me. 'Yes, i'm aware of it, now leave me alone!'
I'm fine with the flashing alert symbol, but infrequent yet insistent noises really annoy me.
When a player is dismissing an alert, they are effectively saying 'Yeah I know about that'.
Let's say there's an attack where, say, 8 turrets are activated, and the player looks at the attack, decides it's not serious, and dismisses the alert. How does the game distinguish between three more turrets in the fight engaging enemy stragglers and a totally different attack that occurs elsewhere concurrently? In the former case, you don't want to know, in the latter case, you do.
However, enemy attacks aren't really the sort of alert I had in mind. They're the most useful ones. It's the persistent logistic "120 structures do not have prod 3 modules" "Now 119 structures do not have prod 3 modules" type alerts that annoy me. 'Yes, i'm aware of it, now leave me alone!'
I'm fine with the flashing alert symbol, but infrequent yet insistent noises really annoy me.
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Re: Dismissing alerts
I hit the forums just now to request that each alert be given its own icon. It doesn't seem like the alerts from the speaker were really meant to be potentially long-term. From a game design perspective, I think this is pretty clear given the single alert icon (regardless of how many alerts are active) and the persistent audio alarm. I think it needs to be, however, given the use-case that some may want to use the alerts as a status indicator. For example, I'll always want to know if my science pack stockpile gets too low, or if backup steam power is currently activated. These were the two first alerts I made, and I was disappointing that it wasn't easy to see if either was active from a glance. In any event, these are two alerts that for me, I'd like to be persistent until the situation is addressed.Ingolifs wrote:Some of the alerts - especially the logistic related ones - can be quite persistent and annoying, but I don't want to disable the alert sound because I want to keep an ear out for aliens attacking.
Would it be possible to,say, right click a notification to dismiss it?
I've avoided using sound alerts for this very reason. My potentially longer-term alert examples from above would drive me crazy. I think a separate window could work for the alert management, but I still like the idea of the alert icons lining up at the bottom of the page. What's the point in giving each an icon if you only see one at a time? Specific to sounds, what about a snooze ability? It could be configured to snooze for a certain passage of time, or only sound again if the alert stopped and then started again.Tekky wrote:I agree with your suggestion.
However dismissing the alert should not cause it to disappear altogether. I was thinking more of something on the lines of an alert manager window, which allows you to see a list of all alerts that are currently active and allows you to turn on/off the audio alert and the blinking. But the alert itself should never disappear, i.e. it will always be visibile in the alert manager window (unless of course the alert deactivates because it is no longer triggered).
This suggestion thread also contains some ideads about alert management:
viewtopic.php?f=6&t=46677&p=268266 Alerts display
let's keep in mind that options for all of this would make everyone happy. Each speaker could have controls, so the alerts could truly be usable to a multitude of play styles.
Re: Dismissing alerts
Valid arguments.
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