Conquer Club

[Rules] Limit New Recruit for 16 games in settings and maps

Suggestions that have been archived.

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Re: Sitewide: AI Training, Unlock, List Map & Strategy Data+

Postby TheForgivenOne on Fri Jun 11, 2010 12:28 am

Also, just because something is Sticked, DOES NOT MEAN IT WILL BE IMPLEMENTED. We have already had multiple suggestions fall off due to lack of interest. I wanted to bring this to a head, and see what newer people thought. Since this HAS been stickied, it has been getting a lot of support. Only 5:1. Natty has pointed out spots that he thinks has holes in them. Not all new players come here for new maps. I didn't, i came here for the original map. A lot of players get deterred because settings are too hard, or maps are too hard. As players play more here, they get better strategies, for the most part.

ALSO, did i ever say this had a lot of support? No, i gave a reason as to why we sticky things. The reason why i stickied this thread, is because i saw it had a tremendous amount of discussion going on. You don't see too many threads make it up to 150 posts in it.
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Re: Sitewide: AI Training, Unlock, List Map & Strategy Data+

Postby army of nobunaga on Fri Jun 11, 2010 12:37 am

TheForgivenOne wrote:Also, just because something is Sticked, DOES NOT MEAN IT WILL BE IMPLEMENTED. We have already had multiple suggestions fall off due to lack of interest. I wanted to bring this to a head, and see what newer people thought. Since this HAS been stickied, it has been getting a lot of support. Only 5:1. Natty has pointed out spots that he thinks has holes in them. Not all new players come here for new maps. I didn't, i came here for the original map. A lot of players get deterred because settings are too hard, or maps are too hard. As players play more here, they get better strategies, for the most part.

ALSO, did i ever say this had a lot of support? No, i gave a reason as to why we sticky things. The reason why i stickied this thread, is because i saw it had a tremendous amount of discussion going on. You don't see too many threads make it up to 150 posts in it.

Forgiven is right in my opinion...

Every idea needs tweaked... I personally think there is something here but I also dont like all the aspects of QH's idea...

I had a point tweak post... people went off the friggin wall. I think Ideas should be mold-able and dynamic in thought. Then in implementation be solid.

There is something here guys... we let ppl join then ignore them.. they get hammered by our generals and "Conquerors" then leave.

If you want CC to last for years.. you really need to think about this post.
Maps Maps Maps!


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Re: Sitewide: AI Training, Unlock, List Map & Strategy Data+

Postby Doc_Brown on Fri Jun 11, 2010 1:00 am

TheForgivenOne wrote:Also, just because something is Sticked, DOES NOT MEAN IT WILL BE IMPLEMENTED. We have already had multiple suggestions fall off due to lack of interest. I wanted to bring this to a head, and see what newer people thought. Since this HAS been stickied, it has been getting a lot of support. Only 5:1. Natty has pointed out spots that he thinks has holes in them. Not all new players come here for new maps. I didn't, i came here for the original map. A lot of players get deterred because settings are too hard, or maps are too hard. As players play more here, they get better strategies, for the most part.

ALSO, did i ever say this had a lot of support? No, i gave a reason as to why we sticky things. The reason why i stickied this thread, is because i saw it had a tremendous amount of discussion going on. You don't see too many threads make it up to 150 posts in it.


I realize that, and I think on reflection that the intended tone of my posts was not well conveyed. I appreciate what you guys are doing, and I really like how things have changed in this forum. My original "How the hell..." was not meant as a slight against you or anyone else. Perhaps I should have attached a smilie, but please know that the appropriate tone was part smile, part groan, and part rolling of eyes in frustration! I've spent far too many hours posting in this thread and the original one, and seeing it get stickied surprised me.
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Re: Sitewide: AI Training, Unlock, List Map & Strategy Data+

Postby Doc_Brown on Fri Jun 11, 2010 1:02 am

Because I'm afraid my one really good comment is going to be lost in the midst of complaints about complaints about my complaint, let me post it once again:

I suggest this as a variation to QH's proposal. I think this would satisfy the concerns of many of those that have objected but would still accomplish a great deal of what QH is proposing.
Start by changing the way the game finder works by putting default restrictions to the game finder options in a player's control panel. In this way, the "Join a Game" button would only display games fitting the settings and map selections enabled on a special screen in the control panel. The maps would be divided into different levels (perhaps using QH's approach). By default, the higher level maps, as well as assassin, terminator, team games, and freestyle would not be enabled. Until a player completes his first 5 games, he will be unable to change any of the settings on that screen (which automatically provides for current new recruit site behavior). After 5 games, all the options are available, but they are not automatically changed. So players that have completed 6 games that click "Join a Game" will still be shown the same list as if they'd only completed 2 games. But they can go to their control panel and start enabling various options. That way a player can choose whether he feels ready to take on level 7 (or whatever the highest level is) maps or if he'd prefer to stick to levels 1-3 for a while longer. The players that don't bother finding out what they need to know about the more complicated maps and settings are largely going to be the same players that never manage to find the settings in the control panel.
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Re: Sitewide: AI Training, Unlock, List Map & Strategy Data+

Postby TheForgivenOne on Fri Jun 11, 2010 1:10 am

Maybe start a new thread about it? It will be the best way to get it rolling, as more people will see this thread, look it over, and more than likely post, overlooking your idea
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Re: Sitewide: AI Training, Unlock, List Map & Strategy Data+

Postby TheForgivenOne on Tue Jun 15, 2010 12:18 am

Merged an older thread in here at the request of the author. Both requesting the same thing
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Re: Sitewide: AI Training, Unlock, List Map & Strategy Data+

Postby Army of GOD on Tue Jun 15, 2010 1:41 am

An idea:

We'll make it an interactive Matrix scene. The one where Morpheus opens his hands and there's a red pill in one and a blue pill in the other. The red pill is follow QH's suggestion of training and unlocking, step-by-step and the blue pill is "give me everything, I can handle it". Then they click on the pill they want.

Other than copyright mumbojumbo, HOW AWESOME WOULD THAT BE?!
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Re: Sitewide: AI Training, Unlock, List Map & Strategy Data+

Postby Queen_Herpes on Tue Jun 15, 2010 10:54 pm

Queen_Herpes wrote:*Attempting to solve the problem of 372895 user accounts but only 19183 active members.

Abstract
In their first games, New Players (Noobs, Newbies, New Recruits) won't understand the complexities of the exceptional and varied maps and game options we enjoy on Conquer Club. Fog-of-War is tough to follow for the skilled among us and takes patience and time. Forting takes a few games to understand. Flat Rate Spoils is a new concept even to the seasoned "Risk" player and takes some time to comprehend. No one understands the most complex maps right away, and if a player wins their first attempt at Eastern Hemisphere it would have been by miracle! The game log is a great tool that takes time to understand, once understood it is very helpful! The Game Chat can be distracting, but likely not a problem for most gamers. Throwing everything at New Players at once can cause overload and frustration. New players can really screw up team games for several reasons already often discussed on these forums. The New Player is farmed, ignored by the system, and left to fend for himself/herself. The likelihood that a new player will continue actively visiting ConquerClub under the current structure is not theoretically, but actually low. The purpose of this suggestion is to positively affect the retention rate by means of increasing user enjoyment. Some ancillary benefits are a by-product of this suggestion.

Introduction
The site does not contain enough information about Maps, Options, Gameplay and Strategy as Data on the site. While some comments and discussions contain information about strategy and the maps, there is a vacuum of hard data available to browsers or new players.

This recommendation offers a reasonably achievable goal: participate in X games, unlock this cool thing; participate in X more games, unlock these other cool things; etc. My recommendation is still somewhat challenging because participation is required against other players who are in a similar boat. Going through this ā€œtrainingā€ is neither rigorous nor tedious. Think of it like the Special Olympics! Everybody wins! Those who will complain about and shun this suggestion without asking questions nor providing objective arguments against it are either close-minded, farmers, multis, or plants from the aforementioned. A goal of this suggestion is to allow new Recruits to experience this great game with basic, beginner, understandable, game options that don’t give an unfair advantage to seasoned players. Noobs are often cherry-picked by veterans- an experience that cannot be enjoyable for the noobs.

Look at where this site is going! We are getting more and more game options. The Official Suggestion Box ā€œLack’s To-Do Listā€
is full of them. We are getting more and more maps. The foundry is buzzing with activity and commentary. There is an ever-increasing list of add-ons like ā€œclickable mapsā€ and ā€œmaprank.ā€ All of these things are great! For players who have been here for a long time, these changes have come about over time, slowly. Long-time players have had the opportunity to learn each aspect of ConquerClub as they have come out. Rarely, if ever, has the site dumped a bunch of new game options and maps on the players all-at-once. Yet, we assume that new players will be able to ā€œget itā€ and understand everything whence the entirety of the site is dumped upon them when they join! Where do you think this site will be in two years? At the current pace, I’m thinking 250 maps, and 20 game options (currently there are what, 10 Options?) I think 250 maps with 20 game options will be great for me and I look forward to it. I think it will be absolutely terrible for new players who join on November 7, 2011 if there isn’t a comprehensive training program (like mine…or another) to help them navigate the site and gameplay.

The current ā€œtrainingā€ provides more opportunities for players to be upset and to leave the site. The Society of Cooks is a great idea, but dependent on meeting the right people at the right time and/or dependent upon good posts and responses in the Society of Cooks Forum and classrooms. I certainly have played in games with options and on maps where I posted something like this in the game chat: ā€œHow did you just get all those armies?ā€ Man, was that frustrating to ā€œnot know!ā€ Imagine how frustrating that can be, and how quickly a user would exit the site. I think ConquerClub has a problem with enjoyment and retention, and that is what this suggestion speaks to!

Concise description:
  • Post a link on the homepage to ā€œMAPROOMā€
  • Limit New Players to 25 ā€œLevel 0ā€ Maps
  • Limit New Players to no spoils, chained, no fog, no manual (Sorry, Manual has fog for now and complicates things), no assassin, no terminator.
  • Limit New Players to everyman for himself games
  • Unlock more and more maps over time for new players
  • Unlock more and more Game Options over time
  • ## Completed Games> Unlocks: (Option/Map)> Earns: Medal!
  • 05 Completed Games> Unlocks: Terminator> Earns: Participation Aluminum!
  • 10 Completed Games> Unlocks: Level 1 Maps> Earns: Participation Tin!
  • 15 Completed Games> Unlocks: Flat Rate> Earns: Participation Nickel!
  • 20 Completed Games> Unlocks: Level 2 Maps> Earns: Participation Lead!
  • 25 Completed Games> Unlocks: Unlimited> Earns: Participation Copper!
  • 30 Completed Games> Unlocks: Level 3 Maps> Earns: Participation Iron!
  • 35 Completed Games> Unlocks: Assassin> Earns: Participation Steel!
  • 40 Completed Games> Unlocks: Escalating> Earns: Participation Bronze!
  • 45 Completed Games> Unlocks: Adjacent> Earns: Participation Brass!
  • 50 Completed Games> Unlocks: Doubles> Earns: Participation Pewter!
  • 55 Completed Games> Unlocks: Triples + Quads> Earns: Participation Gunmetal!
  • 60 Completed Games> Unlocks: Level 4 Maps> Earns: Participation Silver!
  • 65 Completed Games> Unlocks: Manual> Earns: Participation Tungsten!
  • 70 Completed Games> Unlocks: Level 5 Maps> Earns: Participation Electrum!
  • 75 Completed Games> Unlocks: Fog> Earns: Participation Titanium!
  • 80 Completed Games> Unlocks: Level 6 Maps> Earns: Participation Gold!
  • Provide a PM at each unlock level which includes links to helpful information about what was unlocked
  • Players still receive an email after their first rating, first victory, first game, etc.
  • A New Recruit can circumvent this process by paying for Premium. Once Premium, all maps are unlocked, all options are unlocked. (Medals will still be awarded and PMs still sent.)
Specifics:

Map Categories
  • Potential Names for each level: Level 0 - Beginner, Level 1 - Novice, Level - 2 Intermediate, Level 3 - Competitive, Level 4 - Advanced, Level 5 - Professional, Level 6 - Experimental
  • Unlock Level 0: Classic Shapes, Classic Art, Archipelago, Canada, Caribbean Islands, CCU, Circus Maximus, Conquer 4, Doodle Earth, France, Haiti, High Seas, Hong Kong, Iceland, Indochina, Ireland, Luxembourg, Madagascar, Middle East, Mongol Empire, Netherlands, Oceania, Portugal, Puget Sound, WWII Iwo Jima. (25)
  • Unlock Level 1: Alexander’s Empire, Ancient Greece, Arctic, Australia, Brazil 2, British Isles 2, Cairns Metro, Discworld, Draknor - Level 1, Egypt: Lower, Egypt: Upper, Extreme Global Warming, Iberia, Land and Sea, Midgard, Midkemdil, Montreal, South America, U.S. Senate, USA, USA West, WWII Eastern Front. (22)
  • Unlock Level 2: 8 Thoughts, Africa, Asia, BeNeLux, Chinese Checkers, Dust Bowl, Egypt: Nubia, Egypt: Valley of the Kings, Europe, France 1789, Gilgamesh, Great Lakes, Greenland, Philippines, San Marino, Soviet Union, Sydney Metro, Tamriel, Triple Alliance, USA New England, USA Rockies, USA Southeast, USA Southwest, WWI Ottoman Empire, WWII Australia. (25)
  • Unlock Level 3: American Civil War, Battle of Actium, Berlin 1961, Cairns Coral Coast, Castle Lands, Charleston, Crossword, Duck and Cover, Europa, Greater China, Halloween Hollows, Imperium Romanum, Indian Empire, Italy, King of the Mountains, Malta, North America, San Francisco, Scotland, Space, USA Great Lakes, USApocalypse, Wales, World 2.1, WWI Western Front. (25)
  • Unlock Level 4: Arms Race!, Conquer Man, D-Day: Omaha Beach, Eastern Hemisphere, Europe 1914, Feudal War, Holy Roman Empire, New World, NYC, Oasis, Pearl Harbor, Poker Club, Route 66, Texan Wars, The Citadel, Treasures of Galapagos, WWII Europe. (17)
  • Unlock Level 5: Age of Merchants, Age of Realms 1, Age of Realms 2, Age of Realms 3, Bamboo Jack, Battle for Iraq!, City Mogul, Forbidden City, Madness, Operation Drug War, Poison Rome, Prohibition Chicago, Rail Australia, Rail Europe, Rail USA, Siege!, Solar System, Supermax: Prison Riot!, Waterloo, WWII Ardennes, WWII Gazala. (21)
  • Unlock Level 6:
    -The Random Map (1 map, and it is not really a map per se as much as it is an option to play from one of all the maps, ergo a player would need to have unlocked all the maps via the preceding Unlock Levels in order to use the Random Map function in its current iteration.)
    -All Beta Maps (Currently (November 5, 2009) there are 6 Beta Maps available to play) (Beta maps would be ascribed a particular level once they come out of Beta and have achieved their ā€œfinal forge, quench.ā€)

Map Information


  • There is no link to the maps on the homepage. In fact, I cannot find where the maps are located unless I have a username and password and I have logged into the site. At that, the only way to get to the maps is by going to the Start Game Menu and click on ā€œBrowse Maps.ā€ If the number of maps is such an attractive aspect of the site, and new players truly come to the site for the maps, how would they ever know that the maps exist? Similarly, the rest of this suggestion limits players participation on certain maps. Since there is no way for new visitors to see the maps, how would they know they aren’t able to play on certain maps? Add a ā€œMap Roomā€ and improve the descriptions about maps and more people who get to the homepage will continue further into the site. Those that continue further into the site are likely to become a member.
    I recently attempted to find out about the map ā€œOasis.ā€ I wanted to play it. I wanted helpful strategies and information about the map. I searched the ā€œsite help,ā€ which was no help. I searched the forum which resulted in nothing but comments on Oasis. I browsed the map at http://www.conquerclub.com/player.php?mode=browse and clicked on the link below the image which said ā€œdiscussion topicā€ and it took me to...THE FOUNDRY! Useless! The first post is information on what changes came to fruition for the development of the map, along with an image of the map. The remaining posts are outdated and useful only to those who are curious about the process of forging a map and/or the history of the bugs in this map.
  • Solution/Suggestion: First, the link under each map in the Map Browser should say ā€œMap Informationā€ instead of ā€œDiscussion Topic.ā€ Second, it should take you to a new part of the site called ā€œMap Information.ā€ It should be a locked topic (if it needs to be on the forum-I think it should be part of the site not on the forum.) It should contain a picture of the map, detailed information like: Number of territories, Number of Bonuses, how many territories each player starts with in a game (1v1, 1v1v1, 2v2, etc.), How many neutrals in each game type, location of connections between territories that can attack each other but do not share a border, information about special territories (e.g. Alcatraz if this is the San Francisco Info page or Naval Superiority if this is the Eastern Hemisphere Info page), information about auto deploys, and every other conceivable mechanical bit of information about the map. In addition to this information, the mapmaker should include some information on basic strategy for the map, where the pitfalls might be, which game options might lead to additional difficulties. Some Maps, like Imperium Romanum, should have a concise description of what those bonus symbols in the upper right hand corner mean! (Not all of us remember our Roman Numerals.) Third, within that page, provide a link to a forum topic about strategies for the particular map in question. Do not provide a link to general game strategy forum discussions, but a link to a forum topic about map strategies again for the map in question. Have the mapmaker be the moderator or an ardent fan of the map. Essentially, make it easier to find general and strategy information for particular maps.

Learning the Game and Learning about the Site


  • Seeing as a non-Premium can only play in (4) four games at a time, having only 25 maps to choose from for the first 10 games is really not a limitation nor would it be a detraction from the site. Once a non-Premium completes 10 games, he/she has only played on a maximum of 10 of the maps. Most non-Premium New Recruits stick to the same maps anyways. A review of several players’ first 10 games shows that they played predominantly on the Classic Maps and the 23 other less-complicated maps listed in Level 0. Players who have been farmed, received assistance from the Society of Chefs, received assistance from a friend who introduced them to the site, or by apparent random selection have chosen 1 or 2 maps from outside of Level 0 for their first 10 games.
  • Before unlocking more maps, the new recruit will unlock an option: Terminator. After participating in 5 games, the non-Premium player can either start a Terminator game or join a Terminator game on any of the Level 0 maps. This introduces the concept of earning points for eliminating individual competitors in a game and allows players to see the complexities of preparing for and eliminating a player. Some of the notable strategic lessons that can be taught at this point are: building up for a blitz, being too thin, and observing the strengths and weaknesses of opponents’ defenses. Allowing new recruits to take these options in little bites gives them the opportunity to truly learn each game option and the skills required to excel in that game type. If players who have completed 5 games are given the option to play in Terminator games on complicated maps, the player will potentially lose sight of which aspect of the game caused their loss. Was it the Terminator option? Was the map too complicated? In a situation where a new player plays a new option on an advanced Level 5 map, chances are good that they will lose, then… some will avoid the map and/or avoid the Terminator Option. It really doesn’t give a novice player a good taste to experience all advanced options and advanced maps at the same time.
  • Imagine this scenario: You’re a good player (you’re reading this post, so I’m going to take the intellectual leap) and you start a Supermax: Prison Riot! game for any number of players, but lets say 2 players, with fog ON and unlimited fortifications. A new recruit or a player who has played maybe 20 games joins. In the game chat, your opponent says: ā€œThis is the first time I’ve ever played this map, any suggestions?ā€ How do you respond? You could tell them to join the Society of Cooks. You could give them some pointers, but with Fog ON, what could you really point out? It is a fun map, for sure, but how could you explain it all to a relative beginner? Most players in your position when faced with the newbie opponent’s question would probably suggest that the player try some easier maps first. I’m not that great of a player and I’m about half as experienced as many of my clanmates, teammates, and opponents. I had a player ask me what he/she should do after round 3 of Vancouver 2! I’ve certainly been faced with the question before (too long ago to remember which map) and I recall suggesting easier maps, suggesting playing against lower ranked players who are also trying to learn, and suggesting to play against great players who are willing to teach and risk the loss. How does the new player navigate all the games to find: 1) the map, with 2) the right options, against 3) the right rank, who is 4) willing to learn with, or 5) willing to teach? Certainly Game Finder will help with the first two criteria, but what about the rest?
  • My suggestion doesn’t help new players to find a benevolent player-mentor nor does it help the new player to find other players who are trying to learn. It does, however, create a pseudo-training regimen that is unbiased and serves to slowly and methodically introduce the new player to this great website on which we play. And when I say ā€œslowly,ā€ it really isn’t that slow. You’ll understand by reading further that players really cannot play on every single current map (141 maps as of November 5, 2009) before they’ve played in 80 total games. It just isn’t possible to play on more than one map at a time. My recommendation herein offers an introduction to groups of maps at a time and an introduction to game options in a piecemeal, manageable manner. After participating in 80 games, slightly more than ½ of the existing maps, the player will have unlocked all the options and all the maps. Their training will be, so-to-speak, complete.
  • While my recommendation doesn’t directly offer one-on-one or group assistance, each automatically issued PM sent throughout the process to the player will offer links to the Society of Cooks and other helpful, compassionate links within the website that will lead (directly or indirectly) to players who are willing to help. A key word just mentioned is ā€œautomatic.ā€ The player will receive these PMs just as we all received PMs when we first joined. The administrators on this site won’t be spending additional time with player questions, in fact, they will likely spend less time. With additional codexes on the site, players looking for help can read about it (in the event that there isn’t a player or someone in the Society of Cooks available to help them.)
  • After unlocking the Level 1 maps, the player now has 47 maps to choose from for his/her next 10 games. Again, the non-Premium player can play only 4 games at a time. The player is hardly limited from experiencing the site and experiencing the game. Now, after completing 20 games, the player could have played on a maximum of 20 maps. Playing in 20 different maps in 20 possible games is unlikely, a player has several opportunities to play in a variety of maps - and those opportunities largely go unused by the typical player. Most players tend to stick to the same maps and the Classic maps even in their first 20 games!
  • The Level 2 maps are unlocked after playing 20 games. It should be noted that unlocking is based on participation, not based upon victories. This keeps the unlocking process casual and fun. The player is not required to win games in order to unlock maps. Once a player has participated in 20 games, 25 more maps are unlocked so that the player can now choose from 72 maps to play. For the next ten games, the player has 72 maps to choose from! Even if the player chooses to play in a different map for each game, the player will only have played on 30 different maps out of a possible 72! Any player at this level of participation will not have played in even half of the maps available to him or her.
  • Half of the way between unlocking the Level 2 maps and the Level 3 maps, a player will have participated in 25 games. If the player chose to play in 25 different maps, he or she could have played in all of the Level 0 maps to this point and the player would not have touched the Level 1 nor Level 2 maps that he/she unlocked to this point. It is at this point that unlimited fortifications are unlocked. Unlimited fortifications on 72 relatively uncomplicated maps. The complications on Level 0, 1, and 2 maps are the size of the map, the number of bonus areas and impassables. (interspersed here and there with one or two other complications.) The ā€œin-trainingā€ player can freely experiment with unlimited fortifications without getting armies stuck behind one-way attacks (a complication that is seen most frequently in Level 3, 4, and 5 maps) and/or without missing opportunities to fortify because of confusable connections between territories (a complication of many maps, but seen more often in Level 3, 4, and 5 maps.)
  • Once the player has participated in 30 games, an additional 25 maps are unlocked for a total of 97 maps to choose from. By unlocking the Level 3 maps, the participant has more than doubled the number of maps available compared to the number of games the player has played. A player who chooses different maps each game could choose 40 different maps in their first forty games out of an available 97 maps at this point. Again, there are twice as many maps to choose from compared to the number of possible games the player can start or join.
  • After 35 games, the player unlocks the Assassin Game Option. Assassin is fun, difficult, and carries its own set of strategies and pitfalls. How many times have you played Assassin Freestyle on Doodle Earth and lost because a noob killed someone while trying to take the Africa Bonus? How about losing thanks to the Newbie who didn’t realize by going through Pink’s last territory to get to Green’s (his targetā€˜s) last territory he ended the game when he killed pink? A link to a page with a description of the Assassin Option along with a list of come of the common mistakes that can be made and perhaps some strategies to think of would be necessary in the PM that is sent to each player when he/she completes 35 games. **(Programmer note: A potential Bug or Fix necessary here would be to ensure that every player on the site does not receive an email at each level when this is implemented. I’m not sure how that was taken care of when the latest newest medals (Fog, Manual, Freestyle) came out, but there probably weren’t too many people who received all three (Bronze, Silver and Gold) for all three medals right away, such that server space got consumed with internal automatically generated emails were sent out to awardees. In this suggestion, quite a few, if not hundreds of thousands of players would be getting several emails all at once.)**Reminder that a page for each option needs to be created on Conquer Club with a description of the game option, some basic strategies to note with the option, and a list of some pitfalls and common mistakes for each option.
  • After 40 games, the player continues to learn about game options. To this point, new maps were unlocked after every 10 games participated. However, players at this level have already unlocked 97 maps. The player still wouldn’t have been able to play on every map on Conquer Club, they could have played on a maximum of 40 maps! That being said, what player wouldn’t take the chance to play the same map several times to ā€œlearn the map?ā€ By unlocking different options, players get a chance to learn each option at pace. There is no benefit to existing players nor to new players to allow them to join difficult maps with difficult options. The benefit of this recommendation is that players learn in a systematic manner.
  • This is already a very long suggestion, you get the idea, continue to unlock more and more as the player completes more and more games. Each email sent could contain a bit of explanation and a link to a closed forum with information on how to use the new maps, new game options, and so forth.

This will improve the following aspects of the site:

  • By listing the maps in a ā€œMap Roomā€ on the homepage, the best part of ConquerClub will become visible to new visitors and browsers of the site. I believe this will attract more players to join the site. The remainder of my suggestion will help to get them to continue playing once they have joined. ā€œGetting Browsers to investigate the siteā€
  • First, this suggestion in its entirety will make the site more attractive to browsers and new visitors to the site. If there is a visible training program, it might not seem too difficult to join. ā€œAttracting New Membersā€
  • Second, once the visitor has created a username and password, this suggestion will make the site games and options easier to navigate.
  • Third, once the player has started playing games, this suggestion will positively affect the likelihood that the player will continue to come back to the site for more games. ā€œPlayer Retentionā€
  • Fourth, as the player plays more games: the new awards, the quickly awarded medals, the automatic PMs with helpful hints and map data, and the protection from farmers and protection from the worst of the site will positively affect the player’s experience. This will affect how frequently the player comes back to the site. With automatic emails and links to helpful information on closed topics (no flaming, no rabble to read through) new players will (more than ever before) be provided with information on how to understand each aspect of the game, new maps, and game options. ā€œSite Enjoymentā€
  • Fifth, fewer games are ruined by New Recruits. A team game with a new recruit means the opposing team gets an easy win 90% of the time. It takes work to lose to a new recruit in a team game. Similarly, a New Recruit can ruin a multiplayer game on a complicated map. I shouldn’t need to go into specifics on this. Players who don’t know the game options and the maps act as a wild card tipping the scales and invalidating the ranking system. Ultimately, more people will stick around if their games aren’t ruined by New Recruits. ā€œSite Enjoyment and Player Retention of existing playersā€
  • Sixth, (and ancillary – this is not the main reason for this suggestion it is a fringe benefit) this will likely put an end to REAL MULTIS. I cannot fathom why someone would want multiple accounts, it is difficult enough for me to handle my account and the games I play. If it would take a veritable eternity for a player to earn the right to play in maps as a new player, I would think that multis would see less interest in investing time in ā€œbuildingā€ a new multi.
  • Seventh, (a fringe benefit of a fringe benefit) because it would be so much more difficult to start a new multi, it would be less likely that an account coming out of the same IP address is a real multi. PERCEIVED MULTIS, better said: multiple accounts in the same household owned by separate individuals, are accused of being multis and banned simply because they enter the site off of the same IP address. My husband and I are victims of this and were banned from playing together for a long time. The site will have to put less effort into multi-hunting and could potentially lean frequently towards accepting that more than one person in a home, a fraternity house, a dorm, a business, a webcafe, a public library, an airport, and/or a hotel could be playing on ConquerClub as separately owned accounts.
  • Eighth, (also ancillary and a fringe benefit) this will help to put damper on the activities of farmers. There have been quite a few players who have been restricted, banned, or otherwise for REAL FARMING by contacting new recruits and sucking them into complicated maps with complicated options. While farmers could still set game options that new players are allowed to play in, ConquerClub could also limit communication between new recruits and seasoned players. Farmers could also sit and wait until a player has unlocked all of the options; therefore, this wouldn’t ā€œkillā€ farming.
  • Ninth, (a fringe benefit of a fringe benefit) There have been quite a few players who have been restricted, banned, or otherwise for simply starting games on particular maps. This PERCEIVED FARMING is not actually farming and the players who have been punished for it were punished unfairly. To Farm, a player must actively seek out victims by posting on their wall or in the game chat, or sending a PM inviting the victim to join a game on a difficult map with difficult settings. Simply starting games on difficult maps is not farming. The site will have to put less effort into finding farmers and punishing them. The players who have been unfairly limited on the site can be allowed to freely roam the site. Fewer players will post complaints about the unfair punishment of players.
Additional thoughts
LIMIT players having played under 80 games to playing against players who have played under 200 games. The numbers might need to be tweaked.

More fuel for the fire, other suggestions:

[*]this thread suggest that Feudal be put on the blocked list for new recruits and it has received a lot of discussion, seems like a lot of players agree that players need to be segregated from some maps. The alternative appears to be to punish experienced players:

No Feudal For Noobs

[*]this thread has proposed that the random map and a whole list of maps (43 of them) should not be open/available to new recruits. Posted by JOHNNYROCKET24 who appears to have been around a while and has one of those ā€œSpecial Contributionā€ Medals.

JR's proposed list of maps to block for New Recruits

[*]This thread by Scania N113 asks what we can do to get new recruits to stay on the site:

New Recruits

[*]Here is a suggestion that a dictionary be added to CC and Sully800 included a link to a work in progress Dictionary that follows:

Dictionary Thread
Dictionary for Conquer Club

[*]Player azezzo started this suggestion about a tutorial option for new players. CC should either create a tutorial or blend a tutorial into my suggestion. This thread is another example of experienced players trying to make the game better for new players. Lots of commentary and more thoughts from other posters on auto-PMs and Society of Cooks.

Tutorial for New Players

[*]This thread recommends an auto PM to new players telling them about special scripts like BOB and Clickable Maps. A few comments are all in support. Further evidence that everyone knows that new players have no idea what is going on such that they need a PM to tell them what’s up.

PM notifying new users of scripts.

[*]PLAYER57832 started this thread suggestion as a ā€œcompetingā€ suggestion to azezzo’s suggestion mentioned previously.

Tutorial forum, for very basic training


[*]Recommendation that probably won’t go thru from a player that is kind of a pariah colton24 but that might be interesting in my recommendation if players going through the first 80 games can make private games until they hit the 80th game.

pw protected games for freemuim

[*]Another recommendation for rank segregation in starting/joining games, players who don’t like playing against noobs:

Make a rank barrier for game entry

[*]Sarcastic suggestion which clearly points out that the author recognizes there are quite a few players (possibly new) that really don’t know how to play the game/use the site:
Make an intelligence barrier for game entry

Your Further Input on this Suggestion and Objections
Please Respond! Consider this suggestion to be fluid and putty-like. I am by no means stuck to the original suggestion and willing to hear all input!
---


This is the original post. I'm just putting it here for reference as I am editing the original post to show some changes...
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006

This link is the best way to make new players feel welcome...

http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
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Re: Sitewide: AI Training, Unlock, List Map & Strategy Data+

Postby Queen_Herpes on Tue Jun 15, 2010 11:11 pm

Edited the original post...

highlights:
-limit new recruits until the 16th completed game.
-unlock all maps and all settings after the 16th completed game.
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006

This link is the best way to make new players feel welcome...

http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
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Re: List Map & Strategy Data and limit new recuits for 16 ga

Postby Doc_Brown on Thu Jun 17, 2010 10:00 am

For those that want to apply the video game model of gradually unlocking features, I think this article will be quite enlightening. The major takeaway that applies here is the following graph:
Image
The problem is, you have two types of people to worry about. The more casual board-gamers are more likely to be overwhelmed by the features and getting past the "suck threshold" involves figuring out how to play here. Those are the types of people this suggestion targets. However, the other group is the "hardcore board-gamers" who have no trouble figuring out the features and basic strategies. For them, the "suck threshold" is the limitation on what they're able to do on this site. By delaying how long it takes to unlock features, you're making the site much worse for this second group.

The article makes it very clear that the most successful game companies are those that cater primarily to the hardcore gamers without completely ignoring the casual gamers. The best selling games are those where you are able to advance very quickly through the earliest levels unlocking features very quickly early on and then gradually slowing down as you do advance.

Based on those ideas (and the fact that QH has decided to reduce the period to 16 games), let me propose the following unlocking approach:
First, the board game that many are familiar with had escalating spoils and adjacent forts. I suggest that be unlocked from the beginning.
1 completed game: Unlock Terminator
2 completed games: Unlock level 1 maps and chained forts
4 completed games: Unlock level 2 maps, flat rate spoils, and unlimited forts
6 completed games: Unlock level 3 maps, no spoils, manual placement, and doubles.
10 completed games: Unlock level 4 and 5 maps, fog, triples, and quads.
16 completed games: Unlock all remaining site settings.

If you have that sort of very rapid opening of features early on it will give a much greater sense of accomplishment than having to wait lengthy periods to attain various levels. Note that this nonlinear approach is currently reflected in how medals are awarded. The bronze medal requires 20 unique defeats of opponents, which is fairly attainable for most people. Silver takes much longer with 100 defeats, whereas, gold requires a full 400 defeats. If you applied a linear model to medals (along the lines of the original suggestion), the first medal would be awarded at 133 defeats, the second at 266, and the final at 400. That puts even the first medal so far out of reach as to be extremely frustrating to new players.

Let me be clear, I think the current approach with the site works fine and doesn't need a structural change. Much easier access to information and instruction would probably solve about 70% of the noted issues without making things frustratingly slow for the more experienced gamers arriving here. However, if the consensus is that a non-optional tiered unlocking approach is necessary for some reason, I think an exponential approach where a good 50% of the content is available around 4-5 completed games and 80+% is accessible after 10 games would be suitable.
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Re: List Map & Strategy Data and limit new recuits for 16 ga

Postby Queen_Herpes on Thu Jun 17, 2010 9:29 pm

Doc_Brown wrote:For those that want to apply the video game model of gradually unlocking features, I think this article will be quite enlightening. The major takeaway that applies here is the following graph:
Image
The problem is, you have two types of people to worry about. The more casual board-gamers are more likely to be overwhelmed by the features and getting past the "suck threshold" involves figuring out how to play here. Those are the types of people this suggestion targets. However, the other group is the "hardcore board-gamers" who have no trouble figuring out the features and basic strategies. For them, the "suck threshold" is the limitation on what they're able to do on this site. By delaying how long it takes to unlock features, you're making the site much worse for this second group.

The article makes it very clear that the most successful game companies are those that cater primarily to the hardcore gamers without completely ignoring the casual gamers. The best selling games are those where you are able to advance very quickly through the earliest levels unlocking features very quickly early on and then gradually slowing down as you do advance.

Based on those ideas (and the fact that QH has decided to reduce the period to 16 games), let me propose the following unlocking approach:
First, the board game that many are familiar with had escalating spoils and adjacent forts. I suggest that be unlocked from the beginning.
1 completed game: Unlock Terminator
2 completed games: Unlock level 1 maps and chained forts
4 completed games: Unlock level 2 maps, flat rate spoils, and unlimited forts
6 completed games: Unlock level 3 maps, no spoils, manual placement, and doubles.
10 completed games: Unlock level 4 and 5 maps, fog, triples, and quads.
16 completed games: Unlock all remaining site settings.

If you have that sort of very rapid opening of features early on it will give a much greater sense of accomplishment than having to wait lengthy periods to attain various levels. Note that this nonlinear approach is currently reflected in how medals are awarded. The bronze medal requires 20 unique defeats of opponents, which is fairly attainable for most people. Silver takes much longer with 100 defeats, whereas, gold requires a full 400 defeats. If you applied a linear model to medals (along the lines of the original suggestion), the first medal would be awarded at 133 defeats, the second at 266, and the final at 400. That puts even the first medal so far out of reach as to be extremely frustrating to new players.

Let me be clear, I think the current approach with the site works fine and doesn't need a structural change. Much easier access to information and instruction would probably solve about 70% of the noted issues without making things frustratingly slow for the more experienced gamers arriving here. However, if the consensus is that a non-optional tiered unlocking approach is necessary for some reason, I think an exponential approach where a good 50% of the content is available around 4-5 completed games and 80+% is accessible after 10 games would be suitable.


Great contribution! I agree with your exponential model.
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006

This link is the best way to make new players feel welcome...

http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
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Re: List Map & Strategy Data and limit new recuits for 16 ga

Postby darth emperor on Fri Jun 18, 2010 8:38 am

Well that makes important to know what type of players come more here...of course if we follow the guideline of CC

CC homepage wrote:Designed for the casual gamer,


But again yes is better to make it as the medal,the first one easier,and then more complicated....not like the crossmap (20,40,60)
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Re: List Map Data and limit newrecruits for 16 gms instead o

Postby Queen_Herpes on Fri Jun 18, 2010 6:00 pm

Removed "List Strategy Data" from the suggestion title as this part of my suggestion is being implemented. *Pats self on back*
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006

This link is the best way to make new players feel welcome...

http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
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Re: List Map Data and limit newrecruits for 16games instead

Postby army of nobunaga on Sun Jun 20, 2010 11:43 pm

Guys.... Im going to encourage everyone to read this one more time. Then I want you to think about all the VERY successful games in this world... Mafia wars. WoW... a few others.

I want you to ask what do they have in common?

They ALL limit the new player and add levels. Homo sapiens is a species THAT LOVES TO BUILD. Its in our genes guys.

Protect the new people, coddle them... make levels of map unlocking. And this site will skyrocket.


It use to be that "speed" games was the "level" speed is the reason I upgraded. Speed is dead.. Im sorry. Queen Is right on almost all her points. She is trying to build this site. I have started and sold a successful business, im not coming from zero-field. I recognize in queen a real gift in making systems that ppl will drool over to finish. She is more than smart and this idea is more than genius.


b
Maps Maps Maps!


Take part in this survey and possibly win an upgrade -->
https://docs.google.com/spreadsheet/embeddedform?formkey=dGg4a0VxUzJLb1NGNUFwZHBuOHRFZnc6MQ
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Re: List Map & Strategy Data and limit new recuits for 16 ga

Postby AAFitz on Mon Jun 21, 2010 1:48 am

Doc_Brown wrote:For those that want to apply the video game model of gradually unlocking features, I think this article will be quite enlightening. The major takeaway that applies here is the following graph:
Image
The problem is, you have two types of people to worry about. The more casual board-gamers are more likely to be overwhelmed by the features and getting past the "suck threshold" involves figuring out how to play here. Those are the types of people this suggestion targets. However, the other group is the "hardcore board-gamers" who have no trouble figuring out the features and basic strategies. For them, the "suck threshold" is the limitation on what they're able to do on this site. By delaying how long it takes to unlock features, you're making the site much worse for this second group.

The article makes it very clear that the most successful game companies are those that cater primarily to the hardcore gamers without completely ignoring the casual gamers. The best selling games are those where you are able to advance very quickly through the earliest levels unlocking features very quickly early on and then gradually slowing down as you do advance.

Based on those ideas (and the fact that QH has decided to reduce the period to 16 games), let me propose the following unlocking approach:
First, the board game that many are familiar with had escalating spoils and adjacent forts. I suggest that be unlocked from the beginning.
1 completed game: Unlock Terminator
2 completed games: Unlock level 1 maps and chained forts
4 completed games: Unlock level 2 maps, flat rate spoils, and unlimited forts
6 completed games: Unlock level 3 maps, no spoils, manual placement, and doubles.
10 completed games: Unlock level 4 and 5 maps, fog, triples, and quads.
16 completed games: Unlock all remaining site settings.

If you have that sort of very rapid opening of features early on it will give a much greater sense of accomplishment than having to wait lengthy periods to attain various levels. Note that this nonlinear approach is currently reflected in how medals are awarded. The bronze medal requires 20 unique defeats of opponents, which is fairly attainable for most people. Silver takes much longer with 100 defeats, whereas, gold requires a full 400 defeats. If you applied a linear model to medals (along the lines of the original suggestion), the first medal would be awarded at 133 defeats, the second at 266, and the final at 400. That puts even the first medal so far out of reach as to be extremely frustrating to new players.

Let me be clear, I think the current approach with the site works fine and doesn't need a structural change. Much easier access to information and instruction would probably solve about 70% of the noted issues without making things frustratingly slow for the more experienced gamers arriving here. However, if the consensus is that a non-optional tiered unlocking approach is necessary for some reason, I think an exponential approach where a good 50% of the content is available around 4-5 completed games and 80+% is accessible after 10 games would be suitable.



There is definitely a massive advantage to opening them so quickly. The key is to snag new players with interesting new games and maps, so making sure they see them before they quit is of course the key. Really the only problem right now, which really should have been fixed a while ago is there is no grouping of maps by type and difficulty, so new players have no idea except based on the picture of what they are joining.

However, once they are labeled, they can try the type they think they will like, and the largest number of possible customers will be retained, without running the risk of losing any.

Further, limiting the new recruits to those with 4.6 ratings and above, will further reduce the chances of them leaving because of a bad experience from the lower rated players who have proved they are not as friendly in general. This would be a huge step for keeping new players as well.
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Re: List Map Data and limit newrecruits for 16games instead

Postby thecrimsontides on Mon Jun 21, 2010 4:32 pm

I was sitting at work yesterday playing 1v1 against a co-worker.
He is new to this site, but a seasoned player of the boardgame.
We played on two maps that weren't the classic map and we used different spoils setting in each game.
I smoked him in both games. I felt bad and he was discouraged.

I have looked over Queen_Herpes suggestion and I think that it is very smart.
It is great that this site has expanded on the original concept and has come to include several options in every aspect of the game..
but to a casual user, it creates a sink or swim situation. It doesn't make for a fun casual experience.

Plus, you can't tell me that unlocking things isn't fun / an incentive to keep playing!!
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Re: List Map Data and limit newrecruits for 16games instead

Postby Wayne MacIsaac on Mon Jun 21, 2010 9:39 pm

I am in compltete agreement with your suggestions for new recruits.
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Re: List Map Data and limit newrecruits for 16games instead

Postby Laughing.Boy on Mon Jun 21, 2010 11:10 pm

Wow, quite a thorough suggestion.

A more complete training program accessible to everyone is certainly a good idea, and I think this is a grand suggestion for such a program.
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Re: Limit New Recruits for 16 games, unlock settings and map

Postby wilksy on Fri Jun 25, 2010 3:54 am

I got to agree with a lot of your comments, it can be complicated...I still get totally confused with some maps and leave them alone!! My partner tried out CC after I was spending so much time on it, and even though she enjoys playing Risk boardgame, quickly lost interest, which I think was down to joining games with too many higher ranked players.
I agree with the comment about doubles games, I think it is an ideal way to learn....what about doubles games with only a higher and lower rank per team allowed?
Also, new players can lose interest with casual games. I found the easiest and quickest way to learn was by playing speed games, How about letting new players play a certain amount of speed games without having to be premium members?
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Re: Limit New Recruits for 16 games, unlock settings and map

Postby ender516 on Fri Jun 25, 2010 10:40 am

Yes, an initial free trial of speed games (either a fixed number or a period of time or both) might be the easiest way to convince new members to stay, but it would be too easily abused. Simply create a quick multi, play a few speed games as a freemium and then drop off the radar before the hunters can track you down.
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Re: Limit New Recruits for 16 games, unlock settings and map

Postby Doc_Brown on Fri Jun 25, 2010 11:07 am

ender516 wrote:Yes, an initial free trial of speed games (either a fixed number or a period of time or both) might be the easiest way to convince new members to stay, but it would be too easily abused. Simply create a quick multi, play a few speed games as a freemium and then drop off the radar before the hunters can track you down.


This might work as a reward system for completed games though. Instead of QH's medals for completed games, how about a reward of a couple speed games every so often. 2 for completing your first 5 games, 2 more at 10, 5 at 25, and 5 more at 50. That would stop the multi side of it, would provide a decent reward system for sticking around, and would provide occasional tastes of the benefits of premium.
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Re: Limit New Recruits for 16 games, unlock settings and map

Postby ender516 on Fri Jun 25, 2010 11:47 am

Doc_Brown wrote:
ender516 wrote:Yes, an initial free trial of speed games (either a fixed number or a period of time or both) might be the easiest way to convince new members to stay, but it would be too easily abused. Simply create a quick multi, play a few speed games as a freemium and then drop off the radar before the hunters can track you down.


This might work as a reward system for completed games though. Instead of QH's medals for completed games, how about a reward of a couple speed games every so often. 2 for completing your first 5 games, 2 more at 10, 5 at 25, and 5 more at 50. That would stop the multi side of it, would provide a decent reward system for sticking around, and would provide occasional tastes of the benefits of premium.

I do like that idea, but it doesn't address the problem of new players disappearing because they don't want to wait for casual games. Perhaps one initial speed game just to let them get the feel of the site before their PADD (pandemic attention deficit disorder) drags them off to some other part of the Internet. (Darn Sesame Street babies, they have the attention span of a fruit fly, and the patience of a boiling teakettle.) ;)
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Re: Limit New Recruits for 16 games, unlock settings and map

Postby Queen_Herpes on Fri Jun 25, 2010 12:25 pm

ender516 wrote:Yes, an initial free trial of speed games (either a fixed number or a period of time or both) might be the easiest way to convince new members to stay, but it would be too easily abused. Simply create a quick multi, play a few speed games as a freemium and then drop off the radar before the hunters can track you down.


I'm all in favor of preventing abuse, but this might be a risk v reward situation. We risk having a number of players abuse the system. In return, we might get a reward of many, many new players sticking around.

Doc_Brown wrote:This might work as a reward system for completed games though. Instead of QH's medals for completed games, how about a reward of a couple speed games every so often. 2 for completing your first 5 games, 2 more at 10, 5 at 25, and 5 more at 50. That would stop the multi side of it, would provide a decent reward system for sticking around, and would provide occasional tastes of the benefits of premium.


I like the idea of a reward of speed games, it fits with unlocking and puts another carrot on the stick. I suggested this earlier in the thread, but there wasn't much attention being paid to the suggestion at that moment. In another thread, I asked why a freemium was able to play me in a speed game when it wasn't a "special time of year" nor a "special map" where and when freemiums are sometimes allowed to play speed games. The answer I received was that lackattack had previously awarded speed games to freemiums for different reasons like contributions to the site, or some special rewards, or winning a tournament, etc. There is, therefore, some precedent for awarding speed games to freemium players.

That being said, I would think maybe one speed game after first four games, two speed games after 8. I like the generosity you proposed Doc_Brown, but it may fall on the abuse side as referenced by ender516.

And it appears ender516 thinks giving one off the bat is a good idea...

ender516 wrote:I do like that idea, but it doesn't address the problem of new players disappearing because they don't want to wait for casual games. Perhaps one initial speed game just to let them get the feel of the site before their PADD (pandemic attention deficit disorder) drags them off to some other part of the Internet.


Perhaps this would work?
-initial game is a speed game, once the account is created, the registrant is taken to a page that explains that they get one free speed game right away...with a link to join speed games. A little bit of explanation on this page explains that they can pay for unlimited speed games, or receive one free speed game after every 4 casual games. "Directional signage" would be important to help the new registrant navigate.
-after first speed game, registrant is now a new recruit, an automatic PM to the new recruit lets them know that they need to complete 3 casual games to "unlock" an additional speed game.
Edit:
-Also would like to add that free speed games should be awarded on anniversary dates. After all, some of those casual games can go on for months at a time. Perhaps 1 free speed game at 3 months, 6 months, and 9 months, and 2 free speed games at 12 months? Then repeat the cycle again?

What do you think? Obviously there are other things I want to have locked and unlocked in there. The worst scenario for this situation is that a new registrant would go to the available speed games and join a speed freestyle fog unlimited flat rate game on Supermax.
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006

This link is the best way to make new players feel welcome...

http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
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Re: Limit New Recruits for 16 games, unlock settings and map

Postby Doc_Brown on Fri Jun 25, 2010 3:17 pm

One thought on the idea of initial speed games: This overall suggestion is predicated on the supposition that a majority of new players have some issues with picking up the feel of the site and get frustrated trying to figure things out. A speed game requires them to figure things out much faster than a casual game and is likely to be much more frustrating. I think if the concern is that new people are leaving because they're bored, early speed games and a few blocks of speed games as rewards would be worthwhile. If the belief is that they're leaving because the site is too difficult to learn, speed games will make things worse.
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Re: Limit New Recruits for 16 games, unlock settings and map

Postby Queen_Herpes on Fri Jun 25, 2010 3:35 pm

Doc_Brown wrote:One thought on the idea of initial speed games: This overall suggestion is predicated on the supposition that a majority of new players have some issues with picking up the feel of the site and get frustrated trying to figure things out. A speed game requires them to figure things out much faster than a casual game and is likely to be much more frustrating. I think if the concern is that new people are leaving because they're bored, early speed games and a few blocks of speed games as rewards would be worthwhile. If the belief is that they're leaving because the site is too difficult to learn, speed games will make things worse.


And I agree that there is a catch-22 there. Which is why I suggest the limitations on new players to the settings and maps that are easier to learn. Then, when giving them a speed game to play, there isn't as much likelihood that it will be a frustrating experience. (This assuming the learning curve for the average player is one that can comprehend the basic maps and settings.)
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006

This link is the best way to make new players feel welcome...

http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
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