Opened 7 years ago
Last modified 2 years ago
#4750 new enhancement
Local mute chat
Reported by: | fpre_O_O_O_O_O_O | Owned by: | |
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Priority: | Should Have | Milestone: | Backlog |
Component: | UI – Miscellaneous | Keywords: | |
Cc: | elexis | Patch: | Phab:D1057 |
Description (last modified by )
Local chat mute
Lobby, Ingame:
"/mute <playername>": => gives chat message "/me has <playername> muted" and save muted <playername> in user.cfg to concated string like buddies string. Maybe i would say, it dont have to give that message cause if someone want to mute and ignore someone the one dont has to be informed. The one muted will feel if no answer comes that he is ignored+muted. This can also be an option for chat options, if that message should be send or not.
It can come a reminder when a muted player enters game/lobby, that when join/leave message comes it stats (muted) behind the name.
"/unmute <playername>": => gives chat message "/me has <playername> unmuted" and remove muted <playername> from user.cfg concated string. Dont have to give that message to.
Maybe in lobby we should restrict mute to normal players and mods are always not-mutable.
(like give local message "system: moderator <name> is not mutable."
Ingame aditional:
Mute localy the spectators too, if like (so if spectators dont respect using observer team chat, or just want to talk to a player or some players and oneself feeling nerfed by it, specs can localy be muted) This can be shown as an option for multiplayer game in options page.
"/mutespecs": => No message to chat, as specs and players know they can be muted, so they can guess if no response comes that this player has them muted or just want to ignore them. Filter basicaly messages shown in chat from g_PlayerAssigments[guid].player == -1 out.
"/unmutespecs": => No message to chat (same)
If auto column hidden/visible on space available (resize) patch is ready we show a small mute column in lobby playerlist (states muted as X or something icon). Header maybe empty like buddy column with a tooltip stating "Muted". This muted icon can also be shown when a player is globaly been muted by mod (in lobby).
Ingame there may come space later for mute in some playerslist overview or we show it for players in diplomacy window as column and/or in chat window (behind names maybe as <playername> (<rate>) (muted) f.e.)
The mutes can be synchronized between ingame and lobby or as optional. If not game player mutes are temporarily.
Change History (14)
comment:1 by , 7 years ago
Description: | modified (diff) |
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comment:2 by , 7 years ago
Description: | modified (diff) |
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comment:3 by , 7 years ago
Summary: | local mute in chat → Local mute chat |
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comment:4 by , 7 years ago
Description: | modified (diff) |
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comment:5 by , 7 years ago
Description: | modified (diff) |
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comment:6 by , 7 years ago
Type: | defect → enhancement |
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comment:7 by , 6 years ago
Patch: | → D1057 |
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comment:8 by , 6 years ago
Owner: | set to |
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Status: | new → assigned |
comment:9 by , 6 years ago
comment:10 by , 6 years ago
Milestone: | Alpha 23 → Work In Progress |
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comment:12 by , 5 years ago
Component: | UI & Simulation → Misc. UI |
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Move tickets to their correct component as "UI & Simulation" got some sub components.
comment:13 by , 5 years ago
Cc: | removed |
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Patch: | D1057 → Phab:D1057 |
comment:14 by , 2 years ago
Milestone: | Work In Progress → Backlog |
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Owner: | removed |
Status: | assigned → new |
I'm still against this feature.
Either everyone or noone should receive the messages of a client.
Otherwise you will have client1 saying something offensive and client2 complaining about client1 saying something offensive but then the one who muted 1 doesn't know what client2 is talking about.
It could become possible to hide the chat, possibly depending on the client, but then it must also be possible to show it again if it's only a local decision.