Conquer Club

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

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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby zimmah on Sat Dec 19, 2009 9:52 am

Doc_Brown wrote:One more thought for QH: I think the general feeling from most of us is that it's great that you've put a lot of thought into this concept, and it's certainly a worthwhile goal. But I think we would all jump on board if the solution was something that gave new players more tools and the freedom to learn and enjoy the site on their own without being confined to a preset path. We all learn in different ways, we all come to this site with widely varying skill levels, and we all find different aspects of the site most enjoyable. If you can figure out a way to provide the training and encouragement you're targeting without imposing actual restrictions, I think you'd have a winner.



well i thnk some level of restriction is good, but the restriction QH offers is a bit too tight for me.

but it happens way too often that new guys join, and then immediatly join assassin games or hard maps, and then they don't understandhow to play, and basicly suicide, then they get flamed at, and even tho there is plenty of people that is willing to help out there, they will not get to meet each other, the new players will get disappointed and eventually leave.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Queen_Herpes on Sat Dec 19, 2009 11:44 am

zimmah wrote:
Doc_Brown wrote:One more thought for QH: I think the general feeling from most of us is that it's great that you've put a lot of thought into this concept, and it's certainly a worthwhile goal. But I think we would all jump on board if the solution was something that gave new players more tools and the freedom to learn and enjoy the site on their own without being confined to a preset path. We all learn in different ways, we all come to this site with widely varying skill levels, and we all find different aspects of the site most enjoyable. If you can figure out a way to provide the training and encouragement you're targeting without imposing actual restrictions, I think you'd have a winner.



well i thnk some level of restriction is good, but the restriction QH offers is a bit too tight for me.

but it happens way too often that new guys join, and then immediatly join assassin games or hard maps, and then they don't understandhow to play, and basicly suicide, then they get flamed at, and even tho there is plenty of people that is willing to help out there, they will not get to meet each other, the new players will get disappointed and eventually leave.


Zimmah is right, new players that get hammered and flamed end up despondent, frustrated and leave.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby AAFitz on Sat Dec 19, 2009 9:00 pm

ronc8649 wrote:i now think aafitz and queen herpes are multis!

either that, or they are made for each other. i am not sure which one is more long winded....


Fill out the form. Im sure evil saw us both here though. No doubt he made a quick check.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby mpjh on Sat Dec 19, 2009 9:16 pm

All I see here is speculation, supposition, and silliness. You have no surveys, no interviews, no form of evidence whatsoever. You haven't even interviewed the one user group that regularly trains new recruits in the classic map. You remind me of the typical ivory tower academic writing papers in the middle ages -- from nothing to nothing, full circle.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby zimmah on Sat Dec 19, 2009 9:19 pm

mpjh wrote:All I see here is speculation, supposition, and silliness. You have no surveys, no interviews, no form of evidence whatsoever. You haven't even interviewed the one user group that regularly trains new recruits in the classic map. You remind me of the typical ivory tower academic writing papers in the middle ages -- from nothing to nothing, full circle.



how much evidence do we need to give you before you open your eyes? and is it even our job to provide you with details on this? shouldn't the moderators and admins and whatnot research this case?

but if that's what it takes to change things around here, i'll probably be able to post some evidence, but i'm quite sure you will not like it if i start a few topics on spamming your inbox with evidence ;)
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby mpjh on Sat Dec 19, 2009 9:31 pm

Yes, but spamming would not be irritating for long. If your evidence is spam, why should anyone pay attention. If you have something, provide it. Sort of, shit or get off the pot.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby chipv on Sat Dec 19, 2009 9:49 pm

I cannot remember a single suggestion where comprehensive statistical evidence was provided to support it.

I find it disturbing that a thoughtful poster has been called to task in this way when she should be encouraged to post more
suggestions - we don't often get well thought out suggestions like this. I don't agree with this particular suggestion, but appreciate the
effort and patience put into it , welcome more, and disagree even more with the non-constructive posts.

If you have a constructive post, by all means post it. If you have a valid counterargument post it,
but you don't have to keep hammering the point home just because your post isn't answered or agreed with, think of the
number of suggestions not implemented.

The poster is being actively discouraged to continue posting suggestions (this is not guesswork btw).
I can't see why - this is a suggestion, not a flame.

Nonsense.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby ronsizzle on Sun Dec 20, 2009 3:25 am

chipv wrote:
Nonsense.



is right!
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Queen_Herpes on Sun Dec 20, 2009 1:07 pm

In revisiting this, I am keenly aware of the issue of freemium players who wouldn't be able to complete 80 games in a short period of time. There are the issues of:
-long games
-the interest that a player will maintain in the site to wait for their turns as none of their games are speed nor guaranteed RT
-the potential (albeit slim) that a player who has never been here before would be pining for maps that they have never played.

One solution that I have tossed around is providing speed games to freemium players as a bonus at different unlock levels. I have also tossed around providing one or more speed games to brand new players. Both of these options have their issues.

Providing speed games to brand new players creates the following issues:
-new players just lose a game faster and burn out their opportunities to play speed games
-multis find a new benefit to creating a new multi, opportunity for more useless mutli accounts abounds

Providing speed games at the unlock levels creates the following issues:
-new players aren't going to be willing to wait for those speed game opportunities

A better solution would be to revamp this again, decrease the number of games required to unlock various aspects of the game, and find a way to incorporate some speed games into the new player unlock levels that attempt to avoid the potential problems that providing those speed games creates.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby zimmah on Sun Dec 20, 2009 6:21 pm

chipv wrote:I cannot remember a single suggestion where comprehensive statistical evidence was provided to support it.

I find it disturbing that a thoughtful poster has been called to task in this way when she should be encouraged to post more
suggestions - we don't often get well thought out suggestions like this. I don't agree with this particular suggestion, but appreciate the
effort and patience put into it , welcome more, and disagree even more with the non-constructive posts.

If you have a constructive post, by all means post it. If you have a valid counterargument post it,
but you don't have to keep hammering the point home just because your post isn't answered or agreed with, think of the
number of suggestions not implemented.

The poster is being actively discouraged to continue posting suggestions (this is not guesswork btw).
I can't see why - this is a suggestion, not a flame.

Nonsense.


well, you know what, i don't care, it's not my website, nor do i earn money on it, so, if you want to keep on fooling around and miss out on costumers, it's not my problem.

btw, i made my dad join this site too, and he currently is premium too (tho i forgot joining him and my causin via the refferal link, i wsn't even aware i had one), and my dad is still asking me tons of questions about things that SHOULD be clear, like how certain game types work and all.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby mpjh on Sun Dec 20, 2009 6:31 pm

I am not trying to discourage "thoughtful" posters. I am simply asking posters not to assume they know why something is happening without any real evidence, anecdotal or otherwise.

There are lots of user groups here, and clans, that spend some considerable time trying to answer questions and mentor new players. They have a lot of experience with getting new recruits up and running on the site. I am suggesting that, before concocting an elaborate and complex system of locked maps, the experience of these members be considered a bit more systematically.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby AAFitz on Sun Dec 20, 2009 6:55 pm

chipv wrote:I cannot remember a single suggestion where comprehensive statistical evidence was provided to support it.

I find it disturbing that a thoughtful poster has been called to task in this way when she should be encouraged to post more
suggestions - we don't often get well thought out suggestions like this. I don't agree with this particular suggestion, but appreciate the
effort and patience put into it , welcome more, and disagree even more with the non-constructive posts.

If you have a constructive post, by all means post it. If you have a valid counterargument post it,
but you don't have to keep hammering the point home just because your post isn't answered or agreed with, think of the
number of suggestions not implemented.

The poster is being actively discouraged to continue posting suggestions (this is not guesswork btw).
I can't see why - this is a suggestion, not a flame.

Nonsense.


Well, to some degree you are correct, but the reason why many of these replies are argumentative, is because the suggestion itself really is presented in an argument form. Its presented as this has to be done, the reasons why, the supposed evidence that it needs to be done, and even a list of credentials which are meant to suggest this post has more merit perhaps.

It is precisely because of all the work done, that there is so much opposition, in an ironic twist of fate. And the reason, I and many are posting against it, is because of the strength of how drastic and important the changes would be. Myself I agree with any of the ideas other than locking the games. I fully agree something has to be done about the maps.

I actually agree that no evidence needs to be presented, as it is a suggestion, though since the suggestion does list the reason it is needed as the fact that its absence is somehow costing players from staying with the site, than it does somewhat beg the question of how one came to that conclusion. It is actually prudent to ask, "is your supposition correct."

It might seem a little harsh, but the percentage of suggestions taken/ vs offered is as you say very low, and this one has met resistance, with what I think is sound judgment against its basic premise that really almost can't be argued, but yet it is being argued, which is why the evidence was asked for.

Also, some at this point, actually do question the motives of the poster, because there are so many valid reasons and arguments against the suggestion, and yet those really aren't addressed, with much more than a "Stop posting" in many cases.

In any case, I agree as Ive said, that its great to see someone put so much work into a suggestion, however, it is always possible that such work is put into a suggestion, not to make it work, or because they actually think it is a good idea, but for the mere fact of getting the suggestion put through for the sake of it. In this case, I honestly think that is the case. There have been plenty of suggestions along the same lines, that achieve the same objectives, without risking the very objective that the original suggestion was supposedly meant to achieve.

Its a complex suggestion, it was posted meaning to prove its necessity, and suggests it has proven just that. The suggestion is not just a suggestion. It states that players are leaving because this is not implemented, and that this will keep more players. It is that which is generating requests for evidence, not the suggestion itself. Its the premise of the suggestion that is being called into question, but only because it was provided in the first place.

It is a most complicated subject, and has probably taken more time than it needs to have, and its fairly obvious that I happen to think it would be a complete mistake, and that the very idea is based on false assumptions, and incorrect analogies, with a dash of just trying to get it done for the sake of getting it done.

Personally, I think anyone who did care about making CC better, would immediately see the risks of losing customers, after blocking them from maps that very well could make them stay....not even considering the fact that it just limits the biggest benefit CC has had from the beginning, which is that it offers more than any other site. It offers more maps, more games, more options to all its players including freemiums....but implementing such a system, would essentially make CC offer less than any other comparable site, which can't from any rational, considered position, be expected to gain market share.

Queen Herpes has every right to be frustrated if she really wants this proposal to be implemented, but not really any more than any poster that really doesn't want this proposal to be implemented, especially since the goals of each, are exactly the same, which is hopefully the betterment of CC.

I think what many are afraid of here, is that this proposal somehow gets legitimized, simply because a lot of work went into it, and not because it is actually a sound idea that should be implemented. It really is presented as an arguement for the suggestion, and not as just a suggestion. The first two times it was suggested it may have been a suggestion, but now its an argument and a presentation to have it installed. In my opinion, I think we are just lucky enough to have so many really point out the many ways, ...and again, just the one part of the suggestion is flawed...but flawed at is basic level. Most of the other suggestions are worthy of themselves, and including them in this only goes to show that it is another attempt to argue for the suggestion, rather than just make a suggestion. This is why evidence is being asked for, and why there are more arguments about it. Most importantly, anyone making such a sweeping, changing suggestion, should know upon posting, that this would be the case.

Except, that with really good suggestions, there often isnt quite this much discussion, or as serious debate over them.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Queen_Herpes on Mon Dec 21, 2009 2:18 pm

Status Quo: 372895 user accounts with only 19183 active members.

After several days of thought on this idea, My thought is that there should be five total unlocks that are completed after 20 games. Each unlock would unlock maps and game options.

After 4 games, unlock first set of maps and some game options
After 8 games, unlock second set of maps and some game options
After 12 games, unlock third set of maps and some game options
After 16 games, unlock fourth set of maps and some game options
After 20 games, unlock last set of maps and remaining game options

The bigger question is where to fit in one or more free speed games.

Current situation sees players locked out of a number of maps until they receive their first ranking. I believe that comes after about 10 completed games, am I correct? If they only have to wait 10 more games than the current system to unlock more game options and maps, this "probationary period" could result in a wiser player at the completion of 20 games.

I have another idea...but it is probably too difficult.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby the.killing.44 on Mon Dec 21, 2009 2:23 pm

Do you have any proof the 353712 inactive members left because they were upset because they were beaten?
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Queen_Herpes on Mon Dec 21, 2009 2:59 pm

Queen_Herpes wrote:Status Quo: 372895 user accounts with only 19183 active members.

After several days of thought on this idea, My thought is that there should be five total unlocks that are completed after 20 games. Each unlock would unlock maps and game options.

After 4 games, unlock first set of maps and some game options
After 8 games, unlock second set of maps and some game options
After 12 games, unlock third set of maps and some game options
After 16 games, unlock fourth set of maps and some game options
After 20 games, unlock last set of maps and remaining game options

The bigger question is where to fit in one or more free speed games.

Current situation sees players locked out of a number of maps until they receive their first ranking. I believe that comes after about 10 completed games, am I correct? If they only have to wait 10 more games than the current system to unlock more game options and maps, this "probationary period" could result in a wiser player at the completion of 20 games.

I have another idea...but it is probably too difficult.



The other idea is related to a suggestion that was rejected by lackattack himself back in the day. I received some IMs about this, I'd prefer if y'all could reply to this thread. I will post a revamp soon that incorporates the new idea.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby the.killing.44 on Mon Dec 21, 2009 3:13 pm

lol. It's amazing how well you back up your numbers with facts.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Doc_Brown on Mon Dec 21, 2009 4:51 pm

Queen_Herpes wrote:Status Quo: 372895 user accounts with only 19183 active members.

After several days of thought on this idea, My thought is that there should be five total unlocks that are completed after 20 games. Each unlock would unlock maps and game options.

After 4 games, unlock first set of maps and some game options
After 8 games, unlock second set of maps and some game options
After 12 games, unlock third set of maps and some game options
After 16 games, unlock fourth set of maps and some game options
After 20 games, unlock last set of maps and remaining game options

The bigger question is where to fit in one or more free speed games.

Current situation sees players locked out of a number of maps until they receive their first ranking. I believe that comes after about 10 completed games, am I correct? If they only have to wait 10 more games than the current system to unlock more game options and maps, this "probationary period" could result in a wiser player at the completion of 20 games.

I have another idea...but it is probably too difficult.


New players currently gain full access to all maps and game settings (other than speed games) after 5 games. So far the trend appears to be holding for me - I complete about 10 games per month. Some people will go a touch faster (though I doubt they'll end up being significantly faster unless they play small games and small maps against very active people) others will get to 20 games significantly slower. I think as far as maps go, this version is palatable (though barely so), but I think all game settings should be available no later than 10 completed games at the absolute maximum.

But even supposing that you get a proposal that is deemed acceptable, I think you're still lacking a good motivation to make these changes. As I've brought up several times before, there are many of us that joined the site and have had no trouble figuring out fog of war, freestyle, team games, and even the more complicated maps. This proposal would not help in any way and would just be an annoyance to us and make us more inclined to look at other sites.

There are some players that jump into game types (assassin is probably the biggest culprit) or maps that they aren't prepared for. Again, this is a small segment of new players, not all of them! The solution is not to prevent all new players from accessing these games but to provide more information. Maybe when a player joins his first game in a new game type, he'll be forwarded to a brief information page so he knows that if he kills another player's target in an assassin game, he loses. Something similar could be done with the first time playing on certain maps (especially ones known for farming).

My experience with new players leaving is simply because they decide the game style or the site format doesn't interest them. I've directly recruited 7 players to this site (and indirectly probably recruited a few more) from another game site we played strategy games at (http://www.pickteams.com - which is pretty much dead now). Of the 7 that joined, only 3 ever started a game. Michelle2010 has done perfectly well here and had no trouble jumping straight into complicated maps and FOW games. gworley3 is still around but is winning very few games. chunkymonkey1481 played for about 2 months and hasn't been back in a while. I think he got tired of losing most of his games. He was in the SoC towards the end, and he might still come back after the holidays, but he probably decided this site just wasn't for him. The 4 others that joined and never played just decided they didn't really have the time to jump into another game site and learn the ins and outs. I think some of them also missed the community aspect of the other game site, where a team/game/site chat was present on every game screen. It resulted in a lot more interaction between players and probably helped develop a sense of loyalty to the other people on the site. It also became a major time-sink and some of us got incredibly burnt out.

The point is that of the 8 players I have direct experience with (including myself), limiting the games and settings would not have been at all helpful in retaining even a single player. Providing more information, and maybe more immediate access to assistance in games might have helped in one case. The ability to visualize old games might have also helped a bit since people would be able to see how a map works and how people play on it. The results of restricting newer players to a limited set of maps and game settings is that multis will be confined to a smaller area (meaning that new players are much more likely to run into multis and suffer as a result) and that inexperienced players joining games on maps or settings that they aren't ready for (and messing them up for others as a result) will be of a somewhat higher rank.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby ender516 on Tue Dec 22, 2009 2:51 am

I would like to congratulate Queen_Herpes and AAFitz on maintaining a certain level of civility when it is fairly apparent that on this topic at least, each of them has heard as much as they want from the other. :roll:
If I may summarize what I see in their dispute:
  • Queen_Herpes has made a suggestion, the merit of which relies on the premise that a substantial number of new players are lost because the wide range of options available to them leave them open to playing games which put them off from the site.
  • AAFitz (and others), although occasionally admitting that there may be a small number of players who end up in that situation, believe that they are not a significant group, especially in comparison to those who might be put off by being limited in their choices. Repeated attempts to refute Queen_Herpes's premise are made via the argument that if players did not stay with a wide range of options, then they certainly would not stay with fewer options.
My problems with these positions:
  • Queen_Herpes has admitted that the number of games proposed to unlock games might need tuning, but has not acknowledged that a enforced set of limitations might lose more players than it retains. Those new players who are lucky enough to have a real live friend to guide them through the early learning curve on the site would not gain from this graduated set of options.
  • AAFitz's certainty that fewer options cannot mean more retention is just as hardheaded a position as is that of Queen_Herpes. It is perfectly reasonable to imagine that if the options were limited to ones less likely to put a player into a game that cannot be enjoyed, then the player is more likely to enjoy the CC experience and stick with it.

The weakest part of the whole discussion is the fact that we have no facts or statistics at hand regarding the premise. Sadly, I see no way of collecting such statistics: if a player can't be bothered to keep playing, it seems highly unlikely that he or she would take the time to answer a survey about why.

All that being said, I personally think that limiting the options could help some people learn and would help slow down multis, but overall would not be a good policy. I do think that putting more information right in the face of new users would help them avoid choices which limited their enjoyment of the site, but such choices need to be made by the user, not predetermined by the site or any group of well-intentioned community members. (The What's good maps for beginners? topic is an excellent place to see just how widely varying are the opinions on the best maps (and settings) for new recruits.)

The best solution I can see is to provide an optional tutorial mode or help system which makes suggestions that take a new player through the stages proposed by Queen_Herpes at a rate controlled by the user. Someone who is joining with a buddy would be able to avoid this entirely, and someone who really wants the handholding should get something (dare I say it?) close to the Microsoft Office Paper Clip. A quick warning about a new map or setting, just to make sure the user knows what he or she is getting into would go a long way to preventing a disappointing experience.

I would also like to suggest a very limited ability for freemiums to play speed games. It seems to me that a lot of new players join the site and their allotted four games, only to discover that in general, these are not real-time games. So, with the attention span of the Sesame Street generation, they just move on. If they could exchange two casual games for one speed game, even if that were limited to a small initial number of times, or only after a waiting period between speed games, they might get the taste that hooks them forever. (All the drug pushers know the best policy: the first hit is free.) I would make a separate topic for this suggestion, but it seems to have been raised and rejected.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Queen_Herpes on Thu Dec 24, 2009 7:54 pm

Hey all, we got a new game option with Nuclear Spoils.

Yet another way for the inexperienced player to be farmed, for the inept player to screw up a game by joining it when he/she/it doesn't know what the F is going on.

Ultimately, you that read this may not like my suggestion, but you have to admit that the site is becoming more complex. A comprehensive training program needs to be built into the site. Maybe not mine, but someone's.

The SoC cannot accomplish what needs to be: teach new visitors to the site how to play. The SoC relies solely on the individual member's initiative. While this is great for a small site with a few hundred participants, if this site is to truly go big...it will need to have some kind of automated training program built into the works.

Locking up game options is a great thing to do, especially if we keep getting more and more game options whose conceptual difficulties are readily apparent.
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Re: Sitewide: Train, Unlock, New Medal, List Map & Strategy Data

Postby Evil Semp on Fri Dec 25, 2009 11:32 pm

Queen_Herpes wrote:Hey all, we got a new game option with Nuclear Spoils.

Yet another way for the inexperienced player to be farmed, for the inept player to screw up a game by joining it when he/she/it doesn't know what the F is going on.


I haven't played it yet but it does sound interesting.


Queen_Herpes wrote:Ultimately, you that read this may not like my suggestion, but you have to admit that the site is becoming more complex. A comprehensive training program needs to be built into the site. Maybe not mine, but someone's.


Your suggestion the way I read it is mainly about limiting or locking options for new players. You touch on the topic of training but I don't see anything close to a training program in here. Information is what is needed not limitations.

Queen_Herpes wrote:The SoC cannot accomplish what needs to be: teach new visitors to the site how to play. The SoC relies solely on the individual member's initiative. While this is great for a small site with a few hundred participants, if this site is to truly go big...it will need to have some kind of automated training program built into the works.


Some people need or want someone to help them learn, others don't. I think that those who go to the SOC really must like the game. I do agree that more much information on game types should be made available. Why not focus your energy on developing a training or information program.

Queen_Herpes wrote:Locking up game options is a great thing to do, especially if we keep getting more and more game options whose conceptual difficulties are readily apparent.


This is where I strongly disagree. If I were to join today with the playing experience I had when I first joined you would have taken away the game options that I had played before coming here. The 10 or so friends that I helped bring to this site love flat rate, adjacent, manual deploy [but lets leave that one out since it is a new option here] and we even played team games where you couldn't fort or place on your team mate, before I came here that was all I played.

So if my friends and I were to join today again with the game experience we had, we couldn't play the game that we liked. I wouldn't be to play with the settings I liked until 50 games. I don't know if I would still be here if I had those limits imposed on me.

You also mention in some of your arguments that many multi player games give you unlocks like FPS games do. Those game depend on teams that are made up of different components just like a squad in the Marine Corps. Each player has a different role so they need different weapons. This game we play at CC as far as I am concerned you need just one thing and that is a DESIRE to play the game, and that is why I think most of the players who don't come back lack, desire to play the game, it is something they are not interested in. They come in maybe play a game or two and never come back.


Others have asked why you should have to come up with any proof on why people leave the site. You don't, but if you want to convince us or maybe the powers that be to support your idea maybe you should.
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Sat Jan 09, 2010 9:01 pm

stahrgazer wrote:
Queen_Herpes wrote:
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.


I think you would be better off trying to figure out a happy medium with your original idea and selling THAT... because right now, you're trying to 'sell' (persuade to use) a system that the 'buyers' (powers that be) don't want, :? that the users are already seeing is a little too complex; and you're suggesting they do some more design work on it, too. :o I wouldn't go for it, despite I already like the general idea. :lol: Think about it.. before Apple and Microsoft MADE personal computers work, no one wanted to by the idea. Once they made it work, EVERYONE wanted in!

If you like, I'll offer you some thoughts in pm you might want to use to revamp your idea so that the 'buyers' do see the benefits of it enough to want to work on programming "levels" into the system.

Yep, PM me. I'm happy to do the work that the admins should do...ultimately a suggestion should be just that: a suggestion. The admins should do the tough work...they own the site and manage it. But, as said, I am willing to do what it takes to make ths site work. If it means more work on my part beyond that of the suggestion level, please do.

I've made a small edit to the Original Post for those who are interested.
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Re: Limit New Players to Classic AND unlock maps over time...

Postby scottp on Mon Jan 11, 2010 2:24 pm

I am extremely impressed with QH's original suggestion and her explanations/defenses of the ideas in it.

I concur with her suggestions! They are reasonably easy to implement and ingenious solutions to two of the biggest "problems" here - farming and multis.

Please give this a second, open-minded assessment, it's solid gold!

Good job, QH!
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Mr_Adams on Mon Jan 11, 2010 11:52 pm

feudal only after 20 games AND reaching atleast sgt. =D>
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Re: Limit New Players to Classic AND unlock maps over time...

Postby Queen_Herpes on Sat Jan 16, 2010 1:20 am

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

Postby Bruceswar on Sat Jan 16, 2010 2:39 am

I pm'ed you several times.. you never got back to me.
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