Conquer Club

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

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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Wed Nov 18, 2009 8:47 pm

AndyDufresne wrote:
PLAYER57832 wrote:Bottom line .. CC is about far FAR more than Classic

I am most certainly in agreement with this statement. Though Classic is surely a driving force of Conquer Club (and something that keeps people coming back), we've evolved as a website that offers a diversity of settings, maps, and opponents.


--Andy


True, Andy, but CC is about FAR more than just the maps. When taken as a whole, it clearly has created enough issues for some that they have not returned to the site. Why not let new players sample the site in this manner?
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Re: Limit New Players to Classic AND unlock maps over time...

Postby AndyDufresne on Thu Nov 19, 2009 3:42 pm

Though I've read and understood your argument, I'm not entirely convinced that it will be better than the current limitations we have in place.


--Andy
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Thu Nov 19, 2009 4:02 pm

AndyDufresne wrote:Though I've read and understood your argument, I'm not entirely convinced that it will be better than the current limitations we have in place.


--Andy


Beyond the argument of limitations, there are those additional benefits mentioned. Especially important would be the similarities between current gaming scenarios where players are required to do alot more to access higher levels of a game. Gamers are typically interested in new abilities that come with achievement. Wouldn't it also benefit you and your staff to have fewer reports of farming to deal with?
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Sitewide: AI Training, Unlock, List Map & Strategy Data+More

Postby Queen_Herpes on Fri Nov 20, 2009 1:45 am

*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!
---
Last edited by Queen_Herpes on Thu Jun 10, 2010 2:43 pm, edited 2 times in total.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Bruceswar on Fri Nov 20, 2009 2:36 am

While in jest this is a nice thought it will never work for CC. 40 games until escalating unlocks and 75 for fog... Nice idea, but this one will be rejected. Mabybe a private game exclusion clause might get something like this more rolling in the right direction.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Queen_Herpes on Fri Nov 20, 2009 3:36 am

Bruceswar wrote:While in jest this is a nice thought it will never work for CC. 40 games until escalating unlocks and 75 for fog... Nice idea, but this one will be rejected. Mabybe a private game exclusion clause might get something like this more rolling in the right direction.


Were you playing fog in your 80th game? I think that concept is important and it is important to keep things relative. Fog might not have been around in the beginning of CC, and why should it be an option for new players to attempt on game one? Whether escalating is unlocked at game 40 or game 5, whether fog is unlocked at game 75 or game 12, is unimportant at this point in the discussion. I had to select a point where certain aspects were unlocked. If you or readers of this post think fog should be unlocked at game 23, then mention it! Perhaps everything could be unlocked faster...maybe something gets unlocked with each completed game. Ultimately it is unfair to new players to presume they will understand all of the options right away. The site is being obtuse if it thinks that the first four game experiences for the members who joined in 2006 is to be the same as the experience of the members who joined in 2009. With each new option and each new map, the site necessarily becomes more difficult to play. Fewer visitors are sticking around. Provide them with a functional tutorial like this suggestion because the Society of Cooks MegaFails!
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Bruceswar on Fri Nov 20, 2009 5:08 am

The SoC has turned out many good players. We Do not teach all in the SoC but what we do teach works well and players come out fine.

Putting that aside, not every player is going to be the same. Personally I do not play Waterloo, but a student of mine made major basically playing it. He has 80 games completed or so, most all on it. What does that tell me? It tells me just because a map is complex or hard to someone does not mean it is hard to all.

With that said CC has a group in place working on revising the rules, and later to add some You Tube type videos. Everything from how to use the site, to how to play a game, even to how to sweep an escalating game.

To add to your unlock at X games. If someone has never played feudal on fog, it would not matter if it was game 200 or game 1 for them. They would likely suck and lose. The only way to get better at any map / setting is by playing it.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Captain_Scarlet on Fri Nov 20, 2009 5:48 am

Bruceswar wrote:The SoC has turned out many good players. We Do not teach all in the SoC but what we do teach works well and players come out fine.

Putting that aside, not every player is going to be the same. Personally I do not play Waterloo, but a student of mine made major basically playing it. He has 80 games completed or so, most all on it. What does that tell me? It tells me just because a map is complex or hard to someone does not mean it is hard to all.

With that said CC has a group in place working on revising the rules, and later to add some You Tube type videos. Everything from how to use the site, to how to play a game, even to how to sweep an escalating game.
:!: :!:
To add to your unlock at X games. If someone has never played feudal on fog, it would not matter if it was game 200 or game 1 for them. They would likely suck and lose. The only way to get better at any map / setting is by playing it.


SoC has some great upcoming players. 8-)

and I have to agree with Bruce's observations - the only way to improve is by playing :!:
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Doc_Brown on Fri Nov 20, 2009 3:12 pm

I offered some comments and suggestions in your other thread, but they may have been missed in the jumble of the "I hate this idea" comments! I do applaud your attempts to 1) protect new players from the overwhelming array of options and 2) protect more experienced players from having their games ruined by newbies. There are several aspects of your proposal that I really like. First let me voice my objections.

1) There are too many different levels of players coming to this site. I had read through portions of the forums and had BOB installed before my first game was over. I don't claim to be a top-level player, but I had no problem playing fog games right off the bat. I may not be able to win on some of the most difficult maps without experience, but I certainly wouldn't ruin anyone's game. I know of other players (some of whom I've recruited) that are at a similar skill level. This is all due to past experience in board games and other online strategy games. I suspect that anyone that has a great deal of experience with the Axis&Allies family of board games and has additionally played a number of the German-style board games (Catan, Serenissima, El Grande, Puerto Rico, etc...) should have little trouble picking things up on this site.
On the other hand, there are plenty of people that make the progression of Monopoly -> Risk -> online risk (i.e. this site) and are immediately confronted with what essentially constitutes a huge set of very different strategy games related only by the Risk-style method of conquest. These players will certainly get frustrated and either quit the site or cause trouble for others here. Some of these types of players may not even be ready for the more advanced maps and settings before they've played 100+ games.
The problem is that it's the former group that is going to be most active on this site, and that's the group you really want to reward and accommodate if you can, while at the same time helping the second group along in every way possible.

2) I think the proposed initial settings may not be the best choice for new players. Others may disagree, but I find unlimited fortifications to be easier to play than chained. Furthermore, if players are coming from a Risk background, they are used to playing with spoils. Most new players are inclined to focus solely on territory bonuses, even in escalating games. If you keep that option away from them, they're likely to get the bonus fixation drilled into them so much that they'll have trouble adjusting when they finally do start playing escalating games. I realize why you're blocking manual initially. I'll ignore that for now. The other possible change would be to make terminator the default. You have it enabled at 5 completed games, so it's not that big a deal, but since it allows new players to be able to sometimes get a few points out of a game even if they don't actually win, it may prevent early losses from being too discouraging to new players.

So the question is how to balance all of these different concerns. I really like your idea of dividing maps into different levels. What if you also created different levels for the various settings? Say:
Level 0 - Standard games; unlimited fort; automatic placement; sequential play; escalating spoils; no fog.
Level 1 - Terminator games; chained reinforcements; no spoils.
Level 2 - Assassin and doubles games; adjacent fortifications; flat-rate spoils; fog.
Level 3 - Enable all other settings.
Each player would have a screen in the control panel area with check boxes for each of the different map levels and each of the different settings levels. By default, only level 0 is selected, and players that have completed fewer than 5 (or even bump it up to 10) games would not be able to change the options. After the first 5 (10?) games, players are able, but not required, to go in and change the settings themselves. New players that are already feeling a bit overwhelmed are unlikely to even find the options in the control panels, so they won't jump into things they're not ready for, but players that have a better feel for strategy games are free to judge their own skill levels and set it as they see fit.

This way very good players with a strong strategy game background will not be limited or punished for not having room in the budget to pay for a game site (*), while those that aren't ready for all that this site has to offer can be adequately protected.


(*) Side note: I by no means think $25 is too much for this site, and I have no complaints about it, but in this economy some people are presently unable to afford even that
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby the.killing.44 on Fri Nov 20, 2009 3:27 pm

You do realize that the 20000 not on the scoreboard aren't just New Recruits who left.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby kingpin01 on Fri Nov 20, 2009 3:31 pm

I think you have a lot of great ideas here. What about the guy who is invited by his friend. his friend starts a game, but then he discovers that he can't join it, because he hasn't unlocked those settings? That would be more frustrating than anything else.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby chipv on Fri Nov 20, 2009 9:27 pm

Again, I have nothing but admiration for the time and thought put into your idea.

The number of games has been called into question a number of times with some good reasons so why is there still a
bewildering number of games to play to open all levels?
Since your whole idea is moot if the new player purchases premium then we have to focus on the
freemium player who can only play a maximum of 4 games at a time.
Not everyone has the kind of time and patience to work through 80 games and still be a freemium.
This is important to understand, it will take a lot of people months to get through this.

Here is where we agree:

The information for new players about maps and game settings is poor and due a revamp.

Here is an attempt at providing some information on maps:

Map Information

If enough information is readily at hand for new starters (maybe links in a welcome PM) there
would be no need to invent an unnecessarily complex mechanism for player retention.

That is of course an opinion, it is also possible an incentive-based training system would also help retention, this is accepted
but not as the suggestion stands.

My position is to push for better and easily accessible game/map information which reduces the need for protecting new players from the more complex maps and game types. As many people have said it is difficult to define a "one size fits all"
level scheme that will appeal to and work for the majority of new players as each person may be perfectly comfortable with different game settings so why not promote a better set of instructions and focus on that?

As always, good luck with your endeavours.
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Thu Nov 26, 2009 1:07 am

viewtopic.php?f=4&t=102006

This is the revamped concept of this suggestion, too different to merge the two.

I'm hoping everyone gets a chance to review the new topic as there are some big changes that incorporate your input.
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Re: Limit New Players to Classic AND unlock maps over time...

Postby mccallan25 on Thu Nov 26, 2009 10:44 pm

great idea. + for new memberships having to fill in two random words and then click on the hyperlink sent to the email address you gave to join...to cut down on the computer generated new accounts that are happening.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Queen_Herpes on Fri Nov 27, 2009 9:53 pm

Thank you for the comments thus far, I'm on Thanksgiving vacation and will get back to all of your PMs, Chat requests, Wall posts, and comments on this thread after December 1st. This has stirred up a lot of debate and input. Thank you. Only enough time this week to check in on my games and such.

QH
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Sun Nov 29, 2009 10:01 pm

mccallan25 wrote:great idea. + for new memberships having to fill in two random words and then click on the hyperlink sent to the email address you gave to join...to cut down on the computer generated new accounts that are happening.


I see your point, and yes that is an added benefit of this suggestion: limit the abuse of multis on this site.

However, the more important aspect of this suggestion is improving the game experience of players on this site by affording new players the opportunity to learn the game without being thrown to the dogs...

...thank you mccallan25 for your support.
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Re: Limit New Players to Classic AND unlock maps over time...

Postby AAFitz on Sun Nov 29, 2009 10:33 pm

Queen_Herpes wrote:
AndyDufresne wrote:Though I've read and understood your argument, I'm not entirely convinced that it will be better than the current limitations we have in place.


--Andy


Beyond the argument of limitations, there are those additional benefits mentioned. Especially important would be the similarities between current gaming scenarios where players are required to do alot more to access higher levels of a game. Gamers are typically interested in new abilities that come with achievement. Wouldn't it also benefit you and your staff to have fewer reports of farming to deal with?


Not if it meant fewer players on the site, and by limiting the options of the games, when they are in the decision process, will without any doubt lose players.

It is beyond illogical to think it will ever keep players here if you slowly unlock the maps, because if they leave after having access to all of them, it simply does not follow that having less maps and options would have made them stick around....

Its simply reverse logic, and Im amazed you cant see that yet. The similarities between unlocking games and this one are not very similar at all. They are different kinds of games at their basic level, and comparing them, or following their model simply wont work.
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Mon Nov 30, 2009 10:21 am

AAFitz wrote:Not if it meant fewer players on the site, and by limiting the options of the games, when they are in the decision process, will without any doubt lose players.

It is beyond illogical to think it will ever keep players here if you slowly unlock the maps, because if they leave after having access to all of them, it simply does not follow that having less maps and options would have made them stick around....

Its simply reverse logic, and Im amazed you cant see that yet. The similarities between unlocking games and this one are not very similar at all. They are different kinds of games at their basic level, and comparing them, or following their model simply wont work.


It does not necessarily follow that by limiting access to maps that fewer players will stick around. By recognizing that players still leave after having access to all of the maps, you are ignoring the fundamental reason that players leave the site. (FYI, they don't leave because of the maps.)
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby knubbel on Mon Nov 30, 2009 11:45 am

didn't read everything but BAAAAD idea. I think after 10 games every option should be available! There are several people that are able to understand tactics fast. why limit them? escalating after 40 games? bs! manual after 65, why??? 75 games for fog?? I liked fog from the beginning!

edit: the first game I won (my third game here) was foggy escalating terminator on a level 3 map. So what is a reason that i should not have played it?
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Re: Limit New Players to Classic AND unlock maps over time...

Postby stahrgazer on Tue Dec 01, 2009 7:34 am

QH,

The detriment to your arguments is the implied idea that if someone plays 100 games (whatever number) on Classic, the player is then "experienced enough" to be able to take on Waterloo, Mogul, AoR, or Arms race without going thru a "trummelled" learning curve. I think this is where you've focused to minimize multis or make them easier to catch.

Generally, I think your idea is a good one, but the devil is in the details. I think you may have suggested too many levels, too many things that have to be unlocked over time, with no clear rationale for why x map is at stage 8 while similar maps are at stage 4. If you simplify and reduce the levels and unlocking, you might find better support.

I realize that reducing/simplifying would make it easier for multis to jump through all the hoops more quickly, thus not lose patience... but still, slightly easier to spot than now.

If a reduced but established series of levels were created combined with allowing newer players to join any game if invited to team play with someone for whom the levels are unlocked, the idea might be the best of both worlds: intriguing new players just enough to keep them wanting to come back. There is even precedent for the "if invited" idea...Currently, new players are prohibited from creating private games, but they can join them, when given the password.

Perhaps programming on this "unlock" could be done - difficult, perhaps, but possible - such that a player could join team games if invited to a team that consists of at least one player for whom maps have been unlocked; but the individual still not be able to join 1v1(v1v1...) games until his history reflects some experience.

This would still offer the new recruit/newer players the ability to earn "levels" (most computer games have levels that are not unlocked until the player has earned the previous level, but plenty of people play those games so in itself, the idea of levels is not a limiter; in fact, it could be seen as a challenge the player wishes to overcome, which I think is QH's point.)

This idea of locking at individual level but enabling team play anyway, would offer the new recruit/newer player an opportunity to learn more complex level maps or settings from a more experienced player with less likelihood of being trummelled just because of inexperience.

This would still offer the opportunity for multis to have an experienced account and invite their "locked" multis to their games, but it should be easier to spot.
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Re: Limit New Players to Classic AND unlock maps over time...

Postby AAFitz on Tue Dec 01, 2009 8:59 am

Queen_Herpes wrote:
AAFitz wrote:Not if it meant fewer players on the site, and by limiting the options of the games, when they are in the decision process, will without any doubt lose players.

It is beyond illogical to think it will ever keep players here if you slowly unlock the maps, because if they leave after having access to all of them, it simply does not follow that having less maps and options would have made them stick around....

Its simply reverse logic, and Im amazed you cant see that yet. The similarities between unlocking games and this one are not very similar at all. They are different kinds of games at their basic level, and comparing them, or following their model simply wont work.


It does not necessarily follow that by limiting access to maps that fewer players will stick around. By recognizing that players still leave after having access to all of the maps, you are ignoring the fundamental reason that players leave the site. (FYI, they don't leave because of the maps.)


Exactly, they dont. But they may very well leave, if you dont give them enough maps to try out, which is the basis of your entire suggestion.

Your suggesting that the people leaving, who have access to all maps, will somehow be more inclined to stay, with less of them. More importantly, if the maps are not the reason people are leaving, than all locking them will do, penalize players, with no gain whatsoever, except possibly in some kind of controlling gratification beyond the very few benefits that could possibly be gained.

In any case, the amount of time it would take to implement this, code it, deal with the years of complaints about it...which is obvious by this thread alone....its very clear it just isnt a viable option, and that time should be spent on more viable ones, where nearly everyone agrees, and will actually do some good.

The most probable reason for people leaving is that they simply dont like the game at all. After that, its probable that the lack of a great real-time ability for freemiums does not exist... or more precisely, freemiums not knowing about the ways to get real time games. If player retention is the goal, than all efforts should be made in this area, for greatest retention, since its probable that its the biggest reason why they might leave.

Again, just labeling the groups in difficulty levels would achieve nearly every goal you have set to achieve. Would not limit anyone unnecessarily, and would take a fraction of the time to code, probably to the point of being easy.

Label, Don't Limit. Its really that easy.
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Tue Dec 01, 2009 12:33 pm

AAFitz wrote:
Queen_Herpes wrote:It does not necessarily follow that by limiting access to maps that fewer players will stick around. By recognizing that players still leave after having access to all of the maps, you are ignoring the fundamental reason that players leave the site. (FYI, they don't leave because of the maps.)


Exactly, they dont. But they may very well leave, if you dont give them enough maps to try out, which is the basis of your entire suggestion.

Your suggesting that the people leaving, who have access to all maps, will somehow be more inclined to stay, with less of them.


Yes, with fewer maps, less confusion, less opportunity for them to perceive they have been screwed, less opportunity for them to be abused by other players.

You stayed. Yet, when you started there were only a few maps. Many other players have stayed regardless of the fact that they were blocked from playing certain maps when they started. Currently, new players are blocked from play many maps. This suggestion provides a systematic methodology to the blocking that new players already receive.

Many other players have stayed, event hough there were only a few maps when they started playing back in 2006.

Kudos to all of you who stuck around to continue playing the game despite a lack of numerous maps and only a few game options to choose from.

Great Post, AAFItz! I appreciate your support!
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Tue Dec 01, 2009 12:45 pm

stahrgazer wrote:...your argument is the implied idea that if someone plays 100 games (whatever number) on Classic, the player is then "experienced enough" to be able to take on Waterloo, Mogul, AoR, or Arms race without going thru a "trummelled" learning curve. I think this is where you've focused to minimize multis or make them easier to catch.

Yes, this is as aspect of my suggestion that deserves further attention, one that requires some thought and input by the CC admins. I concede that a player who has played 100 games may not be ready for Waterloo and others, but they are more likely to be ready to play when compared to the player who has completed two games. As such, new players can gain some valuable insight into the game options and thus be better prepared to handle those OTHER aspects of playing on CC before they tackle a difficult map. It would provide for a more competitive site and more interesting games for current players to enjoy against new players. There is simply too much on CC for a new player to handle...ergo they abandon the site in droves.

stahrgazer wrote:...Generally, I think your idea is a good one, but the devil is in the details. I think you may have suggested too many levels, too many things that have to be unlocked over time, with no clear rationale for why x map is at stage 8 while similar maps are at stage 4. If you simplify and reduce the levels and unlocking, you might find better support.

Agreed, There may be too many levels, too much to unlock. Ultimately, if mine is too complicated, a less complicated unlocking system could be devised by the powers-that-be to keep it simple.
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Tue Dec 01, 2009 12:45 pm

stahrgazer wrote:...I realize that reducing/simplifying would make it easier for multis to jump through all the hoops more quickly, thus not lose patience... but still, slightly easier to spot than now.

If a reduced but established series of levels were created combined with allowing newer players to join any game if invited to team play with someone for whom the levels are unlocked, the idea might be the best of both worlds: intriguing new players just enough to keep them wanting to come back. There is even precedent for the "if invited" idea...Currently, new players are prohibited from creating private games, but they can join them, when given the password.

Perhaps programming on this "unlock" could be done - difficult, perhaps, but possible - such that a player could join team games if invited to a team that consists of at least one player for whom maps have been unlocked; but the individual still not be able to join 1v1(v1v1...) games until his history reflects some experience.

This would still offer the new recruit/newer players the ability to earn "levels" (most computer games have levels that are not unlocked until the player has earned the previous level, but plenty of people play those games so in itself, the idea of levels is not a limiter; in fact, it could be seen as a challenge the player wishes to overcome, which I think is QH's point.)

This idea of locking at individual level but enabling team play anyway, would offer the new recruit/newer player an opportunity to learn more complex level maps or settings from a more experienced player with less likelihood of being trummelled just because of inexperience.

This would still offer the opportunity for multis to have an experienced account and invite their "locked" multis to their games, but it should be easier to spot.


I completely agree, the site needs some kind of unlocking system (my suggestion is too complicated, but the general idea is respective of the gaming community. Your thoughts here are A++!!!!
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Tue Dec 01, 2009 12:46 pm

mccallan25 wrote:great idea. + for new memberships having to fill in two random words and then click on the hyperlink sent to the email address you gave to join...to cut down on the computer generated new accounts that are happening.


yes, you are correct. This suggestion will limit multis. It will also provide a better gaming experience for all players who come visit the site.
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