Moderator: Community Team
Mr Changsha wrote:I think the assumption of CC having 200,000 + members but ony 20,000 currently playing being due to problems for new players getting going is a bit flawed. I would think a large bulk of that number are people who were never going to play this game anyway...they just signed up probably because they sign up for lots of stuff. The site is not at fault if it loses these people...it never had them.
Mr Changsha wrote:What percentage of the 200,000+ never even complete one game? I'd suppose it would be a sizeable minority (at least). These people were never really interested in playing Risk on-line. Forget about them.
Mr Changsha wrote:The second group not currently on the scoreboard would include serious enough players who are either retired, semi-retired or just taking a break. I would think this would be a reasonably large number too...10,000+ maybe? As was pointed out up-thread, these are the people CC needs to be focussing its efforts on...
Mr Changsha wrote:I still believe that any player not focused enough to read through the forums a bit and learn would never make that much of a go at CC anyway. CC is not rocket science.
Mr Changsha wrote:Though perhaps the most dedicated do use the forums, many players almost never do, but still play passionately. I do believe that there are many who might not actually be here, except for the forums though, and more the community feeling associated with it.
Queen_Herpes wrote:You're right, you've been here forever. When last I checked, that didn't determine grounds for speaking for everyone else on the site. Similarly, I don't speak for everyone, which is why I'm taking comments and responding accordingly. Roughly 380,000 user accounts...and roughly 20,000 active members. You've spoken your peace. This is a work in progress.Queen_Herpes wrote:First of all, I dont speak for everyone else. I speak for myself, and post my opinion, not to say I dont have a good feeling for other peoples opinions as well. And I have not been here forever. Ive been here for 3 years. Again, you listed your "credentials" at the end of this suggestion, including your BS in philosophy. Does this imply you can speak for everyone else?
Its not in progress in my opinion. Its basic premise, which you have repeatedly suggested of locking maps arbitrarily based on your idea of what players should be able to play is still the same, and in my opinion flawed at it most basic level, and in more importantly cant reasonably be expected to achieve the goals you are saying it will.
Using a negative fact, such as the fact that people leave CC does not justify every suggestion, especially one, which is far more likely to cost CC players, rather than keep them.
I could suggest turning the screen pink, and turning it upside down, because so many leave, but that doesnt mean my suggestion will in anyway address the problem, or that the numbers support action on my suggestion in any way, if my change, cant be expected to actually improve those numbers.Queen_Herpes wrote:You are avoiding the point that this site already blocks players from accessing 50-some maps when they are a new recruit. Precedent.
Im not avoiding it and that is not a Precedent, the numbers are so vastly different its histerical to even suggest it is. I even support blocking those maps, I even suggest blocking more of them, and protecting players for more than the 5 games. However comparing blocking a new recruit, who has never seen the site before, from some of the most difficult maps so they can get comfortable with some of the dynamics, in their first 5 games is in any way shape or form comparable to locking players from maps after they have played as many as 30, 40, 50, 60, 70, and even 80 games as youve suggested. There simply is no similarity at that level. You're just trying to make a point by even mentioning it.Queen_Herpes wrote:Oh, and you're ignoring the rest of the suggestion, which attempts to improve the player experience and positively affect member retention.
I am ignoring it because I see nothing wrong with it. Im simply disagreeing with the locking of the maps. Any training whatsoever, or medals and listing will obviously be a benefit unto themselves. It is the locking of maps which would be the greatest mistake, and the suggestion with the greatest impact, and in my opinion, the greatest potential to diminish CC. And while Im confident nothing of this caliber would ever be implemented, I think it would be so bad for CC, Im making sure that its obvious to everyone before even thinking about it. And as much time as Ive put into this, im not inclined to discuss a medal which would realistically just not matter in any significant way, so all things being equal, it might as well be there, except that too many medals, can cheapen the entire point of them in the first place.Queen_Herpes wrote:Asked and answered in numerous responses to your comments. Every video game player in the history of gaming is accustomed to unlocking aspects of the game that are either more difficult or provide a better gaming experience. You donāt like unlocking??? Try PONG or Atariās COMBAT. Some of the maps are more difficult AND provide a better gaming experience for the challenge that they represent to the gamer. Why buy the cow when you get the milk for free? Itās the same logic that keeps new recruits currently locked out of 50-ish maps. Itās the same logic that keeps freemium players from the power to perform private invites and participate in speed games.Queen_Herpes wrote:Again, its no where near the same logic as blocking a player for 5 games. To keep comparing it is really the illogical part. Comparing 5 games to 80 is just silly really. At this point, you should really be embarrassed for comparing your suggestion to the initial block.Queen_Herpes wrote:The carrot-on-a-stick is a well-known, widely-practiced functionality of pretty much every commodity. If you buy a pair of Lee Jeans, do you get to own a pair of every style of jean that Lee makes? If you buy a Ford F-150, do you get an F-250, F-250, E-350 Econoline Van and every other model that Ford makes for free? They are all fun cars and offer different functionality, yet, somehow, Ford is still able to sell one car to one person and the buyer doesnāt expect to get 45 other models for free.
When gamers play video games, they donāt expect to have every aspect of the game unlocked at the outset. Thatās why there are hundreds of websites out there dedicated to passwords, cheat codes, and unlock codes that cater to the penchant of thrill seekers who are unwilling to take the 6-8 hours of gameplay that is required to unlock some of the cooler aspects of thousands of video games.
Your analogies are completely mistaken. In the case of Ford, no, you cant own every model when you choose one. BUT YOU CAN TEST DRIVE EVERY MODEL BEFORE BUYING THEM. And Im almost certain that if I go to a Chevy dealership and want to buy a Corvette, they wont make me drive a citation, then a cavalier, then an SUV, until they feel Im ready to try the Corvette. What youre suggesting is that I have to drive the focus for five days before buying the Mustang. Go pitch that to Ford if you like, but Im gonna guess you get the same result there.
Again you compare the cheatcodes of other games to CC, and again you miss the difference. They are NOT the same, and people have already bought those games, and typically, have purchased them, after a massive marketing campaign, so they ALREADY know about the games features. But more importantly, the freemium is a SAMPLE OF CC. But you are suggesting making the sample smaller, and somehow expecting that to attract more players. I fully understand the faulty comparisons you have been making along the way, but it still is wrong. The people are not leaving because they have all the options too early, and the objective has been achieved as it is on those other games. WITH CC THERE IS NO OBJECTIVE. Its a collection of objectives, and a collection of maps, and to give a sample to keep people here, you have to actually give them the sample.
Locking them out, only wastes valuable time in the decision process, without possibly hooking them with some of the other maps. New players are already blocked and limited. They can only play 4 games at a time. Luckilly, they can try the variety of the maps, many which are in your upper tier, which brings an element to the game that most maps in the lower tiers do not even address. Luckilly, we still have players, because they did try out those other maps early, and stayed around to play them exclusively, and were not stopped from trying them for 80 games or so, in which time it is nearly certain that many would have left after having to wait to try them out, before committing any more time to the site. I understand why you think this would help, and why you are wrongly comparing it to other games, but also know you are missing the forest for the trees, and are just looking to copy something that may or may not work, on a different type of game, and really just for the sake of doing it at all I think.Queen_Herpes wrote:And yet, when I watched someone play the City of Heroes sampler two nights ago, the sampler had levels to unlock, experience to gain, and powers to gain. Every sampler has the unlocks and the XP and the Manna that the real game carries. Gamers donāt get anything āfreeā in terms of unlocks, etc., when they get a sampler compared to buying the real game. There are still maps on Red Alert 2 that arenāt unlocked until a player has either completed the āCampaignā or won 10 games against advanced AI opponents or online opponents. I mean, come on, the list goes onā¦and onā¦and on.
Yeah, grand strategy locks some stuff too. I left. And again, you are comparing first person shooter games to CC. Not to say there is no comparison. Further, players can only join 4 games at a time. That is blocking them. To try all the maps theyd have to play 100 games anyways. However, making them play 40 games before trying some of the other maps isnt going to make them like the other maps more, and more importantly, if they do try the other map, and decide they still dont like it...than locking them in the first place has had no gain. Further, just because another website and game locks stuff, does not mean they should.
The idea is to actually attract players and get them playing. Offering just the basics, and just 4 games, and not being able to make private games, and no speed games....is simply insane. It risks not attracting so many players, on the false hope that they will somehow come to play the game more, if given less options. It is far better to give them the options...and them let them decide...as your Ford example showed perfectly. Test drive them all you want before buying. If you dont like them, you arent going to buy it anyways.AAFitz wrote:More importantly, how could limiting a player from a map, inspire them to stay, especially if they left with access to those very maps in the first place? It is this basic logic I can't see.
Why do you keep repeating the same question OVER and OVER again? The inspiration to stay comes from knowing that there are more interesting, more challenging maps out there that the player can attempt once theyāve passed a certain threshold. The arguments herein this thread are attempting to determine what that threshold should be. You think: āno threshold.ā Noted.
Because you never once answer it. And there is always a threshold. The player can already only play 4 games at a time. Id say that's sufficient unlocking available. I just feel the actual player should have the option to decide what that threshold is. Not you.AAFitz wrote:Why would a player who can only play 10 maps, be more inclined to stay than someone who was given the option to try 100 maps?
You claim to run a company, yet you cannot see the forest for the trees. The point of the whole suggestion is to stimulate an all-inclusive inspiration to all players to stick around and play. Play fair, play for fun, and be inspired to compete. The whole is greater than the sum of its parts. Gestalt thinkingā¦youāve considered it in your academic preparation for your position as ārunning your own company?ā If a gamer arrived here and was presented with participation medals, better map information, and the challenge of unlocking the more challenging aspects of the site, I think theyāre more apt to stay. The current situation doesnāt workā¦or does it? Maybe you enjoy playing the same 100 players every night? I want more players, more challenges, more medals, more fun.
Obviously you really only want this suggestion to go through. Certainly you arent putting all this work hoping you can get another player to play because youre bored? I mean, it would be easier to just email people, or perhaps pm any of the 20000 players that are available. But if the 20,000 players here you keep mentioning arent enough for you, perhaps you want more even still... well, I know how we can make you stay then... Perhaps we should block you from 18000 players on your first 1000 games, block you from 150000 players on your next 1000, 12000 on your next 1000. Now youll get to just play 1000 games and open up all those other players to play. Surely having them all to play now must not be as fun...oh wait, you just said you wanted more players to play. Hmm...maybe we should keep the options open and let you decide who to play after all.
I agree, participation medals, however silly...may help. Better map info and organizagion is absolutely needed. And I agree that challenges need to be there, including the option to play some of the trickier maps...most of which aren't all that much trickier...and letting players decide which ones might appeal to them
REMINDER: Visitors to the site CANNOT SEE the maps. Even registered members can only āseeā all the available maps by clicking the āBrowse Mapsā button on the āStart a Gameā page.
See this suggestion for more info:
viewtopic.php?f=4&t=103116
This has nothing to do with locking maps for players that are registered after playing a certain amount of games. I completely agree that more information is good and more opportunities to see the maps and play them is good, which is why I disagree with locking the maps. As far as letting Visitors see them, by all means, and if they join, let them try which ever one they think would be fun.AAFitz wrote:And, isnt it more likely, that someone may try one of those locked maps, and stick around, rather than them being hooked by having to play a bunch of maps and waiting to play the ones they really like?
āWorld 2.1ā wasnāt here when you joined back in the Cretaceous Period, yet somehow you stuck around. If a player cannot access that map, it stands to reason that if you stuck around when you couldnāt access it, others will stick around if they cannot access it when they first join. The same goes for any other map that was not available when the site first went live.
AAFitz wrote:Mr Changsha wrote:I think the assumption of CC having 200,000 + members but ony 20,000 currently playing being due to problems for new players getting going is a bit flawed. I would think a large bulk of that number are people who were never going to play this game anyway...they just signed up probably because they sign up for lots of stuff. The site is not at fault if it loses these people...it never had them.
...or any chance of keeping them in the first place. Exactly, and obviously. There is no point in trying to keep most that leave around. It just isnt a game for everyone. The focus can only be to retain the players that might have stayed, and realistically, letting them see all the options before leaving, is the best way to do that. Though in its current state, the maps really are so disorganized, it may actually be hard to see all the options, as chip v stated.Mr Changsha wrote:What percentage of the 200,000+ never even complete one game? I'd suppose it would be a sizeable minority (at least). These people were never really interested in playing Risk on-line. Forget about them.
More than that, the percent that were multis is probably staggering too, but yes, for the most part, most were not really ever in the target market.Mr Changsha wrote:The second group not currently on the scoreboard would include serious enough players who are either retired, semi-retired or just taking a break. I would think this would be a reasonably large number too...10,000+ maybe? As was pointed out up-thread, these are the people CC needs to be focussing its efforts on...
To some degree, but honestly, you can only improve it so much for players that leave. To some degree, there will always be burn out, and if say a player like myself was going to leave, Im not sure there would be anything CC could do to keep me here. Taking away maps surely wouldnt be on the list of things that would. That being said, when manual deployment came out, I had a renewed passion for the game, and ended up playing much more than planed. I do think there are the ones in the deciding stage early on that need to be the focus of any efforts. Those are the players that might have stayed had something been different, and possibly even just slightly different.Mr Changsha wrote:I still believe that any player not focused enough to read through the forums a bit and learn would never make that much of a go at CC anyway. CC is not rocket science.Mr Changsha wrote:Though perhaps the most dedicated do use the forums, many players almost never do, but still play passionately. I do believe that there are many who might not actually be here, except for the forums though, and more the community feeling associated with it.
The important point of all of this, is that locking maps only takes the risk of losing customers, while offering very little chance of retaining them. Perhaps it even could be a good option that would make the game fun, or even better in some way, or "fresh", but it seems to me it would be a change simply to make a change, and the benefits...if there really are any at all, could never outweigh the risk of actually losing players, because they never got a chance to try some of the maps that may have kept them around, had they had the option to do so.
Honestly, its impossible for me to imagine anyone who could think that the way to keep 200000 people from leaving a site with well over 100 maps, would be to offer them only a fraction of that number. If they left with access, certainly denying access isnt going to sway their decision. The only way it could is if they left because they lost too much, or were overwhelmed, which I agree is very possible, but also very fixable, by just organizing and labeling the types and difficulty of games and maps better, (or at all) while still allowing each player, the personal freedom to play the map and game type of their choice, without someone dictating that they are not ready for it, or need to earn it, for some arbitrary and subjective reason.
Mr Changsha wrote:AAFitz wrote:Mr Changsha wrote:I think the assumption of CC having 200,000 + members but ony 20,000 currently playing being due to problems for new players getting going is a bit flawed. I would think a large bulk of that number are people who were never going to play this game anyway...they just signed up probably because they sign up for lots of stuff. The site is not at fault if it loses these people...it never had them.
...or any chance of keeping them in the first place. Exactly, and obviously. There is no point in trying to keep most that leave around. It just isnt a game for everyone. The focus can only be to retain the players that might have stayed, and realistically, letting them see all the options before leaving, is the best way to do that. Though in its current state, the maps really are so disorganized, it may actually be hard to see all the options, as chip v stated.Mr Changsha wrote:What percentage of the 200,000+ never even complete one game? I'd suppose it would be a sizeable minority (at least). These people were never really interested in playing Risk on-line. Forget about them.
More than that, the percent that were multis is probably staggering too, but yes, for the most part, most were not really ever in the target market.Mr Changsha wrote:The second group not currently on the scoreboard would include serious enough players who are either retired, semi-retired or just taking a break. I would think this would be a reasonably large number too...10,000+ maybe? As was pointed out up-thread, these are the people CC needs to be focussing its efforts on...
To some degree, but honestly, you can only improve it so much for players that leave. To some degree, there will always be burn out, and if say a player like myself was going to leave, Im not sure there would be anything CC could do to keep me here. Taking away maps surely wouldnt be on the list of things that would. That being said, when manual deployment came out, I had a renewed passion for the game, and ended up playing much more than planed. I do think there are the ones in the deciding stage early on that need to be the focus of any efforts. Those are the players that might have stayed had something been different, and possibly even just slightly different.Mr Changsha wrote:I still believe that any player not focused enough to read through the forums a bit and learn would never make that much of a go at CC anyway. CC is not rocket science.Mr Changsha wrote:Though perhaps the most dedicated do use the forums, many players almost never do, but still play passionately. I do believe that there are many who might not actually be here, except for the forums though, and more the community feeling associated with it.
The important point of all of this, is that locking maps only takes the risk of losing customers, while offering very little chance of retaining them. Perhaps it even could be a good option that would make the game fun, or even better in some way, or "fresh", but it seems to me it would be a change simply to make a change, and the benefits...if there really are any at all, could never outweigh the risk of actually losing players, because they never got a chance to try some of the maps that may have kept them around, had they had the option to do so.
Honestly, its impossible for me to imagine anyone who could think that the way to keep 200000 people from leaving a site with well over 100 maps, would be to offer them only a fraction of that number. If they left with access, certainly denying access isnt going to sway their decision. The only way it could is if they left because they lost too much, or were overwhelmed, which I agree is very possible, but also very fixable, by just organizing and labeling the types and difficulty of games and maps better, (or at all) while still allowing each player, the personal freedom to play the map and game type of their choice, without someone dictating that they are not ready for it, or need to earn it, for some arbitrary and subjective reason.
Actually, I am toying with taking a full break from CC. I might be one of those lost players soon enough. The reason? I find the forum environment is not suitable for my brand of humour anymore and have thus lost the joy of writing here; I can't think really what I can be bothered to achieve score-wise these days (and yes I am one of those who gains enjoyment from such a shallow, superficial thing as rank), I have little to no interest in branching out into different styles and I kind of feel I made my mark here, in my own small way and so think...."now what?"
shanksdigs wrote:Queen_Herpes
Keep up the effort. There are others who agree with you.
It is nice to see that the site allows you and everyone else who is a member to provide suggestions which are truly suggestions and not something that the site is just going to add because you said it.
I like the part about a participation medal and think you should pursue that part more than anything. If keeping the interest of the members and keeping the players around and "retaining" members is what you are looking to accomplish, the best bet is with little things that tell players they are wanted. Unlocking maps has its upsides and downsides and members are polarized in one direction or the other on that topic.
Maybe you should add a poll?
Queen_Herpes wrote:shanksdigs wrote:Queen_Herpes
Keep up the effort. There are others who agree with you.
It is nice to see that the site allows you and everyone else who is a member to provide suggestions which are truly suggestions and not something that the site is just going to add because you said it.
I like the part about a participation medal and think you should pursue that part more than anything. If keeping the interest of the members and keeping the players around and "retaining" members is what you are looking to accomplish, the best bet is with little things that tell players they are wanted. Unlocking maps has its upsides and downsides and members are polarized in one direction or the other on that topic.
Maybe you should add a poll?Thank you. You mean well. However, by appearances there are some people on here who view me as a pariah of sorts. Those players are affecting my enjoyment of the site as they have been tearing into me on this thread. They mask their personal attacks as jokes and such and I feel bullied. I might continue, I might not. I might just quit entirely. We'll see.
Queen_Herpes wrote:Is it among your goals to provide my suggestion with more attention? I can't understand why you are quoting lines and lines and lines of statements (and in some cases mis-quoting me when the author was someone else.) Is it because you want to fill this suggestion with more pages of material?
You , AAFitz, keep saying the same thing over and over again. STOP. There are people in this thread who are making suggestions to alter my suggestions, and I can only say that I will give them their due attention.
You have a personal vendetta against this suggestion which is bordering on the obsessed and you have refused to take this to PM where it belongs. Please, take your personal attacks to PM.
Queen_Herpes wrote:shanksdigs wrote:Queen_Herpes
Keep up the effort. There are others who agree with you.
It is nice to see that the site allows you and everyone else who is a member to provide suggestions which are truly suggestions and not something that the site is just going to add because you said it.
I like the part about a participation medal and think you should pursue that part more than anything. If keeping the interest of the members and keeping the players around and "retaining" members is what you are looking to accomplish, the best bet is with little things that tell players they are wanted. Unlocking maps has its upsides and downsides and members are polarized in one direction or the other on that topic.
Maybe you should add a poll?Thank you. You mean well. However, by appearances there are some people on here who view me as a pariah of sorts. Those players are affecting my enjoyment of the site as they have been tearing into me on this thread. They mask their personal attacks as jokes and such and I feel bullied. I might continue, I might not. I might just quit entirely. We'll see.
mpjh wrote:I still see absolutely no evidence concerning why they left, or is this just an "assume whatever facts you want" thread?
mpjh wrote:I still see absolutely no evidence concerning why they left, or is this just an "assume whatever facts you want" thread?
Evil Semp wrote:mpjh wrote:I still see absolutely no evidence concerning why they left, or is this just an "assume whatever facts you want" thread?
During a framing complaint I had checked on the ?'s who joined the games. There were 43 ?'s that I looked at and just under 50% never came back to the site after their first visit.
Queen_Herpes wrote:Evil Semp wrote:mpjh wrote:I still see absolutely no evidence concerning why they left, or is this just an "assume whatever facts you want" thread?
During a framing complaint I had checked on the ?'s who joined the games. There were 43 ?'s that I looked at and just under 50% never came back to the site after their first visit.
"Framing" isn't allowed?
Queen_Herpes wrote:Evil Semp wrote:mpjh wrote:I still see absolutely no evidence concerning why they left, or is this just an "assume whatever facts you want" thread?
During a framing complaint I had checked on the ?'s who joined the games. There were 43 ?'s that I looked at and just under 50% never came back to the site after their first visit.
"Framing" isn't allowed?
Queen_Herpes wrote:Evil Semp wrote:mpjh wrote:I still see absolutely no evidence concerning why they left, or is this just an "assume whatever facts you want" thread?
During a framing complaint I had checked on the ?'s who joined the games. There were 43 ?'s that I looked at and just under 50% never came back to the site after their first visit.
"Framing" isn't allowed?
Evil Semp wrote:Queen_Herpes wrote:Evil Semp wrote:mpjh wrote:I still see absolutely no evidence concerning why they left, or is this just an "assume whatever facts you want" thread?
During a framing complaint I had checked on the ?'s who joined the games. There were 43 ?'s that I looked at and just under 50% never came back to the site after their first visit.
"Framing" isn't allowed?
I think you understood what I meant. Can you add any evidence as to why players are leaving?
Plus I've just joined Conquer Club. The maps are pretty good, especially the "Battle for Iraq!" map - the different mechanics of Cities and Provinces inspirational. It gives me an idea to make my own map and employ some of my variation mechanics - but I don't know xml, and I don't have photoshop on this computer![]()
At best I can draw and scan, but I could use some help if someone would lend it...
It take it back - conquer club will accuse you of nothing and will ban at a pin's drop with absolutely no reason. Some people are just too abusive of their authority.
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