mrvn wrote: Thu Feb 06, 2020 10:21 am
Why should it not be popular?
From my POV I could expect a lot of things that could factor in for every individual player:
- general
interaction cost problem, as I've mentioned a lot already
- accessibility of physical volume controls. Most laptops and home sound systems usually have them and so they are generally even more favorable (moreso for lazier ppl of course) than just navigating to sound settings, especially in dire situations that, thank gods, do not occur in Factorio
- industry-standard accessibility and variety of existing in-game sound controls and player expectations upon those. In most games audio controls are roughly the same and at the same place navigation-wise from game to game, I reckon if noticing a per-entity control tab there for the first time will be met with due warmth
- a general interface design problem of the
overchoice
- lifetime usability. Based on my and some of my friends' personal experience and UX behaviour of some twitchers I've used to watch some years ago, most players go to sounds menu tab once or twice in the entire career in the game: usually it happens in the first minutes to kill off the most creeping sounds (and music) or after the first playtest to address annoyances of lesser margins, then maybe somewhere midgame to adjust a slider or two
- finally, from how I perceive the latest forum activity, most people are just tolerant with the game sounds
mrvn wrote: Thu Feb 06, 2020 10:21 am
Since it's not that popular hardly anyone would be inconvenienced. So what do you care?
I care about good, consistent design, implementation costs and the fact that your initial idea does not address the root of the problem – the design of some few of ingame sounds.
Impatient wrote: Fri Feb 07, 2020 5:26 pm
Your riddle-lingo really does not help your point, if there is any point at all, I start to suspect.
Having a submenu with volume sliders for the whole variety of ingame sounds is not ok because:
- it really benefits a small group of players (based on my subjective perception on how people have responded here and in previous FFF topic)
- it is already achievable in some indirect ways as of now — that is, at least via the existing sliders in the sound tab (and I also suppose one can resort to use any audio editing soft on the market to make this semi-permanent for them)
- every player that is supposed to benefit from this feature probably has his own set of slider-worthy sounds
- in one perspective on the last point, it just can't really be done partially (for example, on entity basis: if you have an option to dim belts sounds, someone else will then demand a similar functionality for machine sounds – and I fear this won't stop until all the sounds are represented)
- in other perspective, I can not expect any such set to be longer then 2-4 entries, which means that other controls have a possibility to never be used at all
- it takes some time to refactor the existing code and even more time to develop an interface, which can be spent otherwise
- that interface is going to grow huge (and then have a vertical slider) due to the abovementioned fact that there will be some minor demand for the sliders for most sounds
- that interface is going be disused by the majority of players due to the nature of features is contains and the fact that navigating too much and having a lot of choice is a strain in general
Having all these summed up I've come to thinking that mrvn's proposal you agreed with is probably not worth it, which is why I'm disagreeing with it. I admit I might have gotten wrong on some parts but to me this doesn't change the whole picture.
Let me then also recap my counterproposals. I've came up with:
- a single slider for all the naturally looping sounds in the sound tab of game settings. It is better because it doesn't take much time to develop and already has an options tab it will fit in, which is nice. At least you don't have to click a button and slide down through the another pop-up menu. On the downs side, this does not allow for granular control and the list of sounds affected by this slider should be carefully picked or someone will get disappointed.
- a parameterized console command for sound volumes. We all can imagine that it's considerably harder to type something in then to do a couple of clicks so it is not that good. On the good hand it should still allow for granular control for some and does not require any additional work on the settings menu.
mrvn had also proposed for a sound slider within each entity's UI which overall was more interesting. Alas it concludes naturally to having a handy place to control all the sounds at once, and that is just back where I had started. In fact all 4 of these proposals ain't really needed because they fix the fix and do not fix the problem. IMO the problem is, again, minor issues with design of certain sounds. The fix that is really required is a slightly better sound design, which I hope is on its way to delivery, not granular sound control. And that's what I was about.
The reason for "lingo" is that I'm usually too lazy to deliver a UN general assembly speech on every occasion and thus tend to presuppose there is some common sense and I'm going to say less and still be well read and well understood. I pretty much hope I've cleared the things up for now, sorry for any unintended toxicity from me any of you might've perceived.