Moderator: Community Team
Some interesting information on here:BigBallinStalin wrote:So how many paying customers are there?
And how much has that figure grown by year?
How many "active" players are there?
And to think you actually had access to that infoBigBallinStalin wrote:So how many paying customers are there?
And how much has that figure grown by year?
How many "active" players are there?
We're in the top k for denmark?Fruitcake wrote:Some interesting information on here:BigBallinStalin wrote:So how many paying customers are there?
And how much has that figure grown by year?
How many "active" players are there?
http://www.alexa.com/siteinfo/conquerclub.com
it lacks effective marketing and customer service. a lot of customers get unhappy because of the lack of updates and service. especially in the map foundry, but also in other area's.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?"
Is this true? Do most people on CC feel this way?zimmah wrote:it lacks effective marketing and customer service. a lot of customers get unhappy because of the lack of updates and service. especially in the map foundry, but also in other area's.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?"
new websites are rising using flash and such which is much smoother. CC just feels old.
I still enjoy playing on it, but i understand the complaints.
Right, I know we're talking about a small target market in respect to the entire market for online flash games, but still I'm not understanding why ConquerClub isn't larger...whitestazn88 wrote:I think that the customer service complaint is hard to actually prove. The most users on the forums ever was like 1500, and if the most users ever active was like 22000, then only a __% of the users pay enough attention to the forums for them to really know about the upgrades that are/aren't being implemented.
I think it took a damn long time for them to get a facebook page and a twitter though, that probably would have helped. And if CC weren't so pussy about saying it's a game like RISK, rather than saying "we're not affiliated with that hasbro game that has a world map on it" then they'd get more traffic from people searching for "free online risk". No one is looking for "an online land grab!".
Also, part of it is that kids these days (look at me saying shit like I'm an old man now) don't really know risk as the board game, as they don't really give a shit about board games. So when they could mindlessly play a flashgame on one of the millions of sites, they would probably do that rather than come here to think about their assault cubes an their territ counts.
I think because CC is not professional enough. It is a volunteers-based business. No business can prosper fast without real dedication.BigBallinStalin wrote:Right, I know we're talking about a small target market in respect to the entire market for online flash games, but still I'm not understanding why ConquerClub isn't larger...whitestazn88 wrote:I think that the customer service complaint is hard to actually prove. The most users on the forums ever was like 1500, and if the most users ever active was like 22000, then only a __% of the users pay enough attention to the forums for them to really know about the upgrades that are/aren't being implemented.
I think it took a damn long time for them to get a facebook page and a twitter though, that probably would have helped. And if CC weren't so pussy about saying it's a game like RISK, rather than saying "we're not affiliated with that hasbro game that has a world map on it" then they'd get more traffic from people searching for "free online risk". No one is looking for "an online land grab!".
Also, part of it is that kids these days (look at me saying shit like I'm an old man now) don't really know risk as the board game, as they don't really give a shit about board games. So when they could mindlessly play a flashgame on one of the millions of sites, they would probably do that rather than come here to think about their assault cubes an their territ counts.
Why not share what the CC elite has in mind?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
Why not? Because I don't have level 5 clearance, and myself don't know all the details.BigBallinStalin wrote:Why not share what the CC elite has in mind?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
If you've got volunteer admins, map makers, tournament directors, mods, and more, then why not tap into the aggregate skills and knowledge of the fora on this topic?


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

I hope something good happens soon. I like the community feel here, but I would love a larger population to dominate.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
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.BigBallinStalin wrote:So how many paying customers are there?
And how much has that figure grown by year?
How many "active" players are there?
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.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?"
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.BoganGod wrote: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. .No_Risk_No_Fun wrote:I think part of the problem is that the community is very exclusive and not "noob" friendly.
this made me laughBoganGod wrote:There are members of the community that are very noob friendly, sadly they are generally know as freestyle farmers.No_Risk_No_Fun wrote:I think part of the problem is that the community is very exclusive and not "noob" friendly.
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.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...