Not Planned [CS TTT] Reduce length of game notifications

Bet

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Can we shorten the game notifications in TTT they are way too long and sometimes unnecessary.

Example :
Detective [INSERT NAME] scanned a body, killer is [INSERT NAME] with weapon DEAGLE

The weapon part is ambiguous cause you can't kil off weapon or weapon sound;
It's just creates more 2 lines from 1 notifcations and these can easily stack up, see added pic.

It can make you lose track of KOS's or the chat in general.
 

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Removing it sounds like a good idea (the with weapon part)

My only issue is while we can't KOS for weapon, we can at least isolate what they were using and go towards those sounds to track them. I think it should stay for that reason, maybe instead the format would look like this.

Det. Scanned body, Killer is:<killer> w/<weaponhere>
Who scanned it is pretty irrelevant, as you can see it is a gamemode message and not a user. Users mimicing the system could be made subject to server dis and have the RDM tacked on to them if it results.
So long as the user has a short enough name, say like 10 chars, it probably won't toggle a linebreak.
 
Removing it sounds like a good idea (the with weapon part)

My only issue is while we can't KOS for weapon, we can at least isolate what they were using and go towards those sounds to track them. I think it should stay for that reason, maybe instead the format would look like this.

Det. Scanned body, Killer is:<killer> w/<weaponhere>
Who scanned it is pretty irrelevant, as you can see it is a gamemode message and not a user. Users mimicing the system could be made subject to server dis and have the RDM tacked on to them if it results.
So long as the user has a short enough name, say like 10 chars, it probably won't toggle a linebreak.
I'd argue that it is important who scans the body in situations where a detective KOS's their next scan
 
I'd argue that it is important who scans the body in situations where a detective KOS's their next scan
Could you elaborate?

To me, if a detective scans the body, they either say nothing, in which case T's can't do anything, They prove the player because they killed a T, or they KOS.
Either way, the detective either types or says whichever. In that case it's stated in what to do with the KOS.

The ONLY time I can see it being prroblematic, where two different detectives ID a body in quick succession, in which it might get confused which one is actually KOSed; saying that the opposite is proven or not KOSed, which would result in a confusion where an acting player would've RDMed, but they couldn't have known better. Now that I type this, this is probably what you are referring to.

So, what about
Markdown (GitHub flavored):
<Detective> scanned. Killer is: <killer> w/ <weapon>
This would cut down extra words and convey the same thing, so so long as people have short names(10>chars), it should achieve both goals

Fact is there is no perfect solution unless you do like

<Detective> | <Killer> w/ <Weapon>

Which might be confusing to novice players
 
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Yea I think that would work, keeps the important parts but shortens it.
 
Tbh i dont feel like this changes gameplay that much by cutting 3-4 words, it can be a good change but i dont think its gonna matter in a real calling kos scenario
 
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