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Additional classification for players


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I like the new release, its very nice.

 

One feature that I would find useful is being able to mark players as

"Dont Want to Play With"

 

I don't want to make them enemies, just not play with them. If I could easily identify them, it would allow me to sit at a table faster, instead of having to check out my profile on them.

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I like the new release, its very nice.

 

One feature that I would find useful is being able to mark players as

"Dont Want to Play With"

 

I don't want to make them enemies, just not play with them.  If I could easily identify them, it would allow me to sit at a table faster, instead of having to check out my profile on them.

I dont see your point here but the handle ought not to be so difficult. I think an easy solution for a complete costumization of the friend-list area could be a relation database working in a similar way as we know from FD.

 

Such a database would be able to solve the issue some think is important - skil level, nationality, special agreements - you name it. In fact it would be an ID looked from the opposite perspective.

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I think an easy solution for a complete costumization of the friend-list area

I agree with Claus. While the last major release was underway it did not seem to be appropriate to plug wish-lists, but we don't want Fred to get post-exam euphoria and stop working :)

 

I am not a programmer but I have worked with the bloody machines for long enough to get a feel for what is easy and what is difficult (although I am frequently surprised). Allowing a user the ability to colour code players with a wide variety of colours and then sort the lobby by colour SOUNDS to me like it isn't rocket science, and to me it feels as if the benefits to the members would be proportionately high for the effort involved, solving at a stroke quite a few issues that regularly get mentioned in the forums.

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Once, quite awhile ago, I suggested a feature, and I don't believe my suggestion was followed up upon, so I'll toss it out there again.

 

I play a lot of the ACBL tournaments, and inevitably I end up classifying a healthy amount of people as "enemies" for a variety of reasons--either because their abilities are so far beneath my estimation of my own, that I would not enjoy another session with them, because they are too critical of me, because they just leave right in the middle of the event because they're too annoyed at a perceived error of mine (or because they've made a rather silly error themselves, and would rather just leave, than take their lumps), etc.

 

I end up classifying these people as enemies, so that I'll have a quick way to avoid playing with such people a second time. As I look through the Partnership Desk, or as I receive cold invites, it becomes easy for me to accept or reject certain invites, based on my having designated someone as an "enemy".

 

The problem comes up when one of these "enemies" becomes my opponent in these tournaments--I've branded them "enemy", therefore anything they might say at the table, or in extended disclosure of systemic agreements (if the field available in the "alert" bubble is of insufficient size), is something that I cannot see--unless I re-define the player as neutral for the duration of the round; then I have to remember to "re-re-classify" the person as an "enemy" again.

 

Isn't there an easy way to temporarily suppress the "no chat visible from enemies" feature for times when one of your enemies happens to be your current opponent?

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Once, quite awhile ago, I suggested a feature, and I don't believe my suggestion was followed up upon, so I'll toss it out there again.

 

I play a lot of the ACBL tournaments, and inevitably I end up classifying a healthy amount of people as "enemies" for a variety of reasons--either because their abilities are so far beneath my estimation of my own, that I would not enjoy another session with them, because they are too critical of me, because they just leave right in the middle of the event because they're too annoyed at a perceived error of mine (or because they've made a rather silly error themselves, and would rather just leave, than take their lumps), etc.

 

I end up classifying these people as enemies, so that I'll have a quick way to avoid playing with such people a second time. As I look through the Partnership Desk, or as I receive cold invites, it becomes easy for me to accept or reject certain invites, based on my having designated someone as an "enemy".

 

The problem comes up when one of these "enemies" becomes my opponent in these tournaments--I've branded them "enemy", therefore anything they might say at the table, or in extended disclosure of systemic agreements (if the field available in the "alert" bubble is of insufficient size), is something that I cannot see--unless I re-define the player as neutral for the duration of the round; then I have to remember to "re-re-classify" the person as an "enemy" again.

 

Isn't there an easy way to temporarily suppress the "no chat visible from enemies" feature for times when one of your enemies happens to be your current opponent?

This is my motivation in asking for the "Dont Play With" feature

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