IcePack wrote: Dukasaur wrote:
DirtyDishSoap wrote:I don't think word of mouth is helping us in terms of advertisement. We could try advertising on Facebook like a lot of mobile apps do, have a target audience, that sort of thing.
Just because it isn't doing anything at the moment, doesn't mean it couldn't do something if we all applied ourselves, which I think was his point. All it takes is a commitment from every member to bring in one more member.
I’ve brought probably two dozen or so people here over the years. All have left and nearly all have the same comment.
When they make an app let me know.
People don’t log on PC daily nearly as often. Even hard core ex players I have trouble even convincing to play a game cuz it’s a hassle. If it wasn’t a hassle, they would come back.
Saw you replied to me. Checking back a bit late on the forum. I think i was in your clan for a peroid. Thqanks for having me. You guys are very passionate.
I want to give you my opinion as a user who has stopped playing.
Although I do play some Heroes of the storm - A Moba, that is in no way a risk replacement, so cant compare.
What has invariably replaced my intake of risk, and have even paid for it on occassion (Although did not need to) is clash of clans.
Very different game, yes... But Conquerclub can learn something from this model.
You see the success of any game is predicated on the non-paying player base and its involvement. Eventually many people do pay, or at least a significant proportion if the 'free player base' is large enough. But they will not pay, if the player base is dwindelling. Therefore free players must be valued.
I used to play a lot of 'speed games'... And was a large part of the reason I was a subscriber for many years to Conquer club. But due to various reasons, and the constant membership or whatever other reasons, this mode started dying. If I pay, I dont care if I am playing paying customers, or not paying customers. I care that there is buzzing competition, and ample games. I care that there is a live and thriving community.
So people, are always attacking 'freeloaders'. What they dont realise, is that good treatment, and allowing them to add value to the community, makes it better for paid subscribers. Weather I stay as a free player, is the worth I get for playing free. Weather I decide to stay as a premium player, again, is determined by the value I get from paying. But there can be no value, without a buzzing free community. Because Risk is an old classic game. It needs a draw in. And that will always come from respecting free players. I find it hilarious that free players cant play a mode, that does not have enough paying customers to play it, as an example.
I now play as I said earlier clash of clans. A top grossing worldwide game, which is invariably free, and you can get just as much unlimited enjoyment as a free player as you can a paid player.
I also play Hasbro's risk app on my iphone sometimes. I think they could do a lot of improvements tho, and allow more action for free players. However, that said, they are reasonably succesful. Where hasbro, has failed is in creating a risk community as we see here. The once of payment somewhat works, but not enough to completely engage you.
What I would like to see from Conquerclub, is possibly an original form of payment. (which they already have in some sense.) Maybe entry fees to certain prestigeous tournaments. Cosmetic payment options, like skins. Donation membership. Possibly clan organisational perks if a clan leader wishes to create a clan and utilise tools. Possibly some non-intrusive advertising if neccessary, that you can get rid of with a subscription.
Im not saying my ideas are best. They can come up with many. But overall, they need to give more to the free player base, to be a complete member of the community, that will incentivise one to 'want' to part with money, to be a part of a buzzing community of risk lovers.
Right now Concuerclub, seems to be lacking a player base in 'development' to attract people into the game.
Why can I play checkers or chess free? Why does risk need payment to build engagement? Would it not be better to build engagement free, and find creative ways to monetise around that?
Speed games should absolutely be free.. This is a mode, that can really hook people. I would argue, that the limit on longer 24 hr turn games too. You need to find a way, to get free players, to come onto here daily, and feel like 'something is happening'... Because currently for a free player, you just lose interest quickly. And when you lose free players, you invariably have a smaller population, and lose paid players too.