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#1
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Re: Introducing Game Management System
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Personally, I'd rather stick with the loudspeaker requests - because then everyone's going to hear it instead of having to actively check the website. That definitely wouldn't have worked, though, in MARCMP's all-in-one-room venue. If there were a way to 'subscribe' to the event's notifications (think FRCMega-style) I'd be all over it, but the way it was implemented at MARCMP wasn't very helpful at all. I know we had to give up on it because logging into it from people's personal cell phones ended up locking them out of all other data traffic on their device (something with the specific wi-fi network, IIRC). Not good when kids' parents were trying to reach us. |
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#2
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Re: Introducing Game Management System
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However, GMS does have a new Team Notification function that addresses your valid concern. It will not lock out data traffic from cell phones and it does not require team members to connect to an event WiFi. It gets its data from the Internet. This feature was initially tested at your MidKnight Mayhem, though I did not publicize it. A description is at: http://gms.pejaver.com/UserGuide-TeamNotification --raj Last edited by solopilot : 16-12-2014 at 12:30. |
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#3
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(Granted, I was a little busy...)I kid - but that's a really good solution. Thanks for explaining the separation there. |
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Re: Introducing Game Management System
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#6
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Re: Introducing Game Management System
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#7
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Re: Introducing Game Management System
Having used this for queuing all last season, it's absolutely fantastic. No more scribbled notes and messy match schedules. It shows us queuers if the team is on the way to the field or not or already there, or if they've been given a warning to get their butts out there. It just makes the process a whole lot smother.
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![]() Keep up the awesome work, Raj Last edited by Brandon_L : 16-12-2014 at 15:00. |
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#8
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Re: Introducing Game Management System
Ideally they would do both. Not that it matters but it is a web app so you could use a laptop as well.
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