koontz1973 wrote:OliverFA wrote:In fact people who leave are "voting with their feet" like it is often said by political analysts. They are saying "This site does not interest us". Why exactly the site does not interest them is something difficult to know, but I bet a high percentage of them did not find enough appealing choices for them to stay.
That's why new settings that are different enough from existing ones, or bring interesting gameplay mechanics to the game while keeping it simple enough, should be considered, because those settings have the potential to bring new people and retain existing ones who are tired or in doubt.
But you could also say the exact opposite. Maybe some of the ones left because we have too many settings and some that are even alien to normal risk players.
To say that the reason for the decline is not enough settings is ludicrous.
Of course there is not a single reason. Each person staying or leaving the site has his/her own reasons. But if I had to bet my money, I would bet that most people left because they did not have the settings they wanted.
And by the way, I think that you illustrate very well a big mistake that CC is doind form long ago. Why keep trying to be "a Risk site"? Why not be an strategy or a wargame site? Limiting to just Risk is losing a lot of customers.
We agree that choices just for the sake of choices is bad, complicates things and alienate people. But choices that bring interesting and diferent choices are good. Just to talk about a different setting than the one of this thread. I trully believe that infected neutrals can do a lot more good than bad to the site. At most, there is a matter of redesigning the new game screen so it is less overwhelming.
On the other hand, about the choices screen: Why not make a collection of pre-settings? Put together settings that work well together and make those combinations selectable ones. That brings the best of both worlds.