Does ConquerClub lack effective marketing?

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Re: Does ConquerClub lack effective marketing?

Postby zimmah on Sun Aug 21, 2011 7:39 pm

Pirlo wrote:I think because CC is not professional enough. It is a volunteers-based business. No business can prosper fast without real dedication.

like 500.000 signed up... only 20.000-25.000 active members.. this means the first impression sucks. people sign up to play. not to get stuck in 4 games with other new recruits who usually join for the same reason, then find themselves stuck and decide to abandon the site and deadbeat. so actually, one signs up and get stuck for weeks before getting an empty slot again. No welcoming info is another reason.


very valid point.
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Re: Does ConquerClub lack effective marketing?

Postby No Risk No Fun on Sun Aug 21, 2011 10:27 pm

I think part of the problem is that the community is very exclusive and not "noob" friendly.
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Re: Does ConquerClub lack effective marketing?

Postby BoganGod on Mon Aug 22, 2011 1:18 am

No_Risk_No_Fun wrote:I think part of the problem is that the community is very exclusive and not "noob" friendly.


There are members of the community that are very noob friendly, sadly they are generally know as freestyle farmers. Or farmers for short. A tighter definition of farming/and or more of a restriction on games for new players, or even the rank restriction option that has been suggested multiple times, would all go towards cutting down on farming. We are likely to see pretty pink dice with vomit yellow butterflies before we see any more action on the farming issue.
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Re: Does ConquerClub lack effective marketing?

Postby chapcrap on Mon Aug 22, 2011 9:35 pm

rdsrds2120 wrote:Actually, this is something that we should be addressing soon. It looks promising to me, but it is still in the woodwork.

-rd


I hope something good happens soon. I like the community feel here, but I would love a larger population to dominate.
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Re: Does ConquerClub lack effective marketing?

Postby Woodruff on Mon Aug 22, 2011 9:37 pm

BigBallinStalin wrote:So how many paying customers are there?

And how much has that figure grown by year?

How many "active" players are there?


It doesn't lack effective marketing, it lacks effective customer service. And the primary problem for that rests with the absolute and complete lack of lackattack activity, in my opinion.
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Re: Does ConquerClub lack effective marketing?

Postby PLAYER57832 on Mon Aug 22, 2011 9:49 pm

BigBallinStalin wrote:Either the growth of this business is very slow, or it's smoothing out, or it's on the decline.

Which is odd because this is most likely the best site on the internet for playing Risk online, so I'm surprised that so few people are signed up/paying to play here...

So, the question becomes: "Does ConquerClub lack effective marketing?"

You cannot look at a site like this the same way as other types of products or even internet sites. Sure, its a great site. But, its not for everyone. And, you can expect turnover to be high. I have been here for some time. When I stop to think that this means I have been logging on basically every day to play games and chat... its a lot.
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Re: Does ConquerClub lack effective marketing?

Postby PLAYER57832 on Mon Aug 22, 2011 9:51 pm

BoganGod wrote:
No_Risk_No_Fun wrote:I think part of the problem is that the community is very exclusive and not "noob" friendly.


There are members of the community that are very noob friendly, sadly they are generally know as freestyle farmers. Or farmers for short. A tighter definition of farming/and or more of a restriction on games for new players, or even the rank restriction option that has been suggested multiple times, would all go towards cutting down on farming. .

Restricted games for now players is NOT a good idea. However, changing the definition of farming, having better explanations, and rewarding players who take the time to help noobs would work. Per the definition. Who cares if someone plays and wins noobs.. as long as they are polite, friendly, perhaps even helpful. Its being a jerk that should be condemned.
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Re: Does ConquerClub lack effective marketing?

Postby swimmerdude99 on Mon Aug 22, 2011 10:21 pm

I think its the same as many gaming sites though in that people join and then don't stay interested, nothing new there...
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Re: Does ConquerClub lack effective marketing?

Postby BIGMEANIE on Tue Aug 23, 2011 10:44 am

BoganGod wrote:
No_Risk_No_Fun wrote:I think part of the problem is that the community is very exclusive and not "noob" friendly.


There are members of the community that are very noob friendly, sadly they are generally know as freestyle farmers.


this made me laugh
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Re: Does ConquerClub lack effective marketing?

Postby BIGMEANIE on Tue Aug 23, 2011 10:50 am

swimmerdude99 wrote:I think its the same as many gaming sites though in that people join and then don't stay interested, nothing new there...


i think it might have something to do with waiting 24 hours between turns once you start. i know in my case i never thought of using chat to coordinate freebie-RT games. maybe if new members could have a brief taste of speed games they would enjoy their first games more. that, or it could be suggested that they use live chat to coordinate rt-games with other freebies.

of course this might also make some freebies feel less inclined to buy premium, seeing as they can play fast for free.
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Re: CC stats

Postby MrBenn on Tue Aug 23, 2011 11:50 am

Fruitcake wrote:Some interesting information on here:

http://www.alexa.com/siteinfo/conquerclub.com


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Re: Does ConquerClub lack effective marketing?

Postby KernowWarrior on Tue Aug 23, 2011 12:56 pm

I agree. I think the reason so many people sign up, to never return again, is that its slow, it can take over 24hrs before you get to take you first go, if you even bother to come back and check.

Maybe to encourage new members to stay, or at least comeback the next day, for the first month after signing up, one of the 4 games could be a speed game so they actually get to play a game the same day they sign up, just to give people the taste, once their hooked they probably would be happy to pay for premium.
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Re: Does ConquerClub lack effective marketing?

Postby chapcrap on Tue Aug 23, 2011 6:05 pm

BIGMEANIE wrote:
swimmerdude99 wrote:I think its the same as many gaming sites though in that people join and then don't stay interested, nothing new there...


i think it might have something to do with waiting 24 hours between turns once you start. i know in my case i never thought of using chat to coordinate freebie-RT games. maybe if new members could have a brief taste of speed games they would enjoy their first games more. that, or it could be suggested that they use live chat to coordinate rt-games with other freebies.

of course this might also make some freebies feel less inclined to buy premium, seeing as they can play fast for free.


Giving a coouple of free speed games to new members would be a great idea I think. They might wet their pants if they accidentally get in a speed game on Hive or Das Schloss, but I think that would be a great way to hold interest and show what the site can offer.

Have to police new accounts harder if implemented though.
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Re: Does ConquerClub lack effective marketing?

Postby Pirlo on Tue Aug 23, 2011 6:14 pm

I once signed up to a risk site. it offers the freemiums 1 speed game per day beside 3 casual games at a time. I didn't stay because it lacks the good variety of maps (only 50 maps). there's no life chat, not sure if there's a forum. the ranking system sucks because you lose no points if you lost a game. though it has a lot of players there, maybe because the freemiums do not have to wait long. a lot of people would log in once a day for playing the one speed game, and in summer, they may upgrade to premium for more games.
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Re: Does ConquerClub lack effective marketing?

Postby No Risk No Fun on Tue Aug 23, 2011 8:50 pm

BIGMEANIE wrote:
swimmerdude99 wrote:I think its the same as many gaming sites though in that people join and then don't stay interested, nothing new there...


i think it might have something to do with waiting 24 hours between turns once you start. i know in my case i never thought of using chat to coordinate freebie-RT games. maybe if new members could have a brief taste of speed games they would enjoy their first games more. that, or it could be suggested that they use live chat to coordinate rt-games with other freebies.


I introduced a friend to CC and he tried to do that. Sadly, the only response he got was accusations of being a multi. This goes back to my point of CC being an exclusive community. Hell I was accused of being a multi for going into Live Chat a few months ago. That is until the accuser saw that my account was created before his.
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