Locking rooms

I need to create project rooms that must be closed when the projects ends but their information must remain available.
I tried locking the room but when it's locked users cannot enter it anymore. Is there a way to prevent user to create new events in the room (like news, tasks, documents) but that enable him to enter an see the previously created data?

Hi,
you could also hide the room, but this does not prevent users changing or creating new documents/tasks/etc. in the room.
The documents aspect you could control by resetting the permissions to Read only.
But besides that there is no possibility for what you want.
Regards,
Sascha

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    Hi Deep,
    Please check the forum for such questions, before posting new one.
    There are answers available for same. I am just reproducing for your reference.
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    Delete: Before you delete a room, you can check its usage and temporarily lock or hide the room, if required.
    regards
    Kedar Kulkarni

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    [img]http://i.imgur.com/P2OpXBO.png
    [/img]
    In the above example, we see that ‘Simon Despres’ lists ‘J. Gibson’ as his Best locker room chemistry (It is possible for the ‘Best locker room chemistry’ to be on ANOTHER team).Other people that Despres has good chemistry with are ‘K. Palmieri’ and ‘S. Vatanen’ and ‘J. Silfverberg’. Despres does have low locker room chemistry with ‘Sheldon Souray’ and so if Souray is ever traded away, Depres may react positively to Souray’s departure from the team. BUT, it is entirely possible that some other player will list Souray as a high locker room chemistry, or ‘Best locker room chemistry’ and therefore, you will have to balance the moves that you choose to do. Just like ‘Real life locker room politics’, and it’s something you’ve never had to worry about before in any previous NHL title. However, it is now something you’ll have to master if you want to have your team playing to its full potential every game…
    You see that Corey Perry was negatively affected by trading away Francois Beauchemin. Every action has an associated C# tuning utility value. Each of our personality types has its own penalty/perk value. I’m only showing one personality type here for illustration purposes.
    There are four basic ‘Morale Types’ that feed into a player’s Morale, but we only surface the ‘Overall Morale’ to the user. Each Personality type takes <x> % of ‘Team Performance Morale’, and <y> % of ‘Management Morale’ etc to come up with their Overall Morale. Certain Personalities will be happier if the team is winning, and won’t put much stock in the makeup of the locker room. Other personality types will put more priority on locker room harmony morale, and care less about the decisions that a Team may make in who it signs, releases, or sends down to the AHL etc.
    Above is a C# tool example of two different player types being presented with similar scenarios, and how their 4 morale types feed into their Overall Morale. The example player on the left is ‘Happy’ with the Team’s Performance, but ‘Unhappy’ with his Individual Performance. He has ‘Neutral’ morale overall, which means he is unlikely to get any boosts to his ratings in the situation he is in. The player on the right of the picture has ‘Amazing’ Team Mate and Management Morale, overall he is ‘Happy’ and he will likely receive some boosts to his abilities as a result. Managing the various morale values of all your players will be a key to victory in NHL 16.
    NHL 16 also introduces ‘Team Meetings’ into the mode, which allows the user to interact the team based on almost 30 different key events that can happen to a team in a season, such as being on a winning streak, losing streak, facing off against a heated rival, or facing elimination in the Stanley Cup Finals. Each of the Team Meetings (and the speech you chose to give to the players based on that meeting) will impact the players on the team based on their personality type and the situation.
    As a result of each Team Meeting, every player on the team will consider the situation they were in, and how you spoke to the locker room, their ‘management morale’ will be affected appropriately. Learning what to say and when, based on the makeup of your locker room will be an important factor in maintaining high ‘Management Morale’ for your players.
    In addition to ‘Team Meetings’ we also have ‘Player Meetings’ which are specific to a particular player and their grievance (or to provide positive feedback). There are over 20 different specific conversations you can have, ranging on topics from the recent team performance, to failing to renew the contract of their friend, to being made Team Captain (or having the Captaincy removed) and a host of others that occur/trigger based on the personality type of that player.
    Each personality type will have a way of wording their concern (which may be positive feedback as well). You’ll be able to get a feeling for the type of personality you are dealing with based on how they word their concern. Josh Manson seems like a pretty easy going guy, he doesn’t like to complain, so he’s probably not the kind of guy that causes a lot of locker room friction. As well, given how he approached you, he’s probably not going to appreciate being told he’s not up to snuff in your view. So choosing your response to Player Concerns will become a valuable skill if you want to manage the locker room.
    At any point in the season, you can access your roster via the new ‘Player Morale’ screen and view current issues, or review past events that have positively (or negatively) impacted your player’s morale. To the left you can see a small sample of the 70+ different things that feed into Player Morale over the course of a season.
    I hope by now you’ve received enough information on what the dev team has been working on over the last cycle to deliver NHL 16 to you. Player Morale is a very large (and impactful across many areas) feature and I’ve only really scratched the surface of all the depth I’ve put in the feature within this blog. It is my sincere hope that you are excited by what you’ve read, and I hope you know that we on the dev team feel SO lucky to be in a position to work on a game we love, for passionate fans.
    NOTE: The players shown in the images above are from an older roster and have since been updated in the game.

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