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Dukasaur wrote:It's always good to have training, tutorials, mentorship programs, and all those things, but they won't have any effect on the newbies leaving. Those that care enough to stick around will go into chat and search for mentors, they'll go into the forum and search for FAQ's, they'll take the initiative to ask for help and find it. Those who leave without asking for help are not leaving because help was unavailable, they are leaving because the overall experience was not interesting enough for them to bother. I'm very grateful for the help I got both from the SoC and from other people that have helped me with tips and advice, but quite honestly if I didn't find this game interesting, I would not have bothered asking for their help.
makes me wonder, easier then never having played the game, or knowing only Hasbro maps?? Anyways the key point you stated is that QH seems deadest on this suggestion. I concur, if that was what you were saying. I am unsure if the proposal in any form will ever be, but we can at least come up with good ideaās how it might work, and maybe that in turn will lead to something much much better.some maps ARE easier
Doc_Brown wrote:Queen_Herpes wrote:Doc_Brown wrote:Woodruff wrote:Queen_Herpes wrote:To provide further clarification on that point, I think that this option to drop the tutorial should be hidden. Available to players who had a benevolent friend bring them to the site, or available to the 99%ers who will take the time to read and search their way through the fora and rules and "how to play." Once found, then they can bypass the training...for good.
Which will never happen because they will have left the site by that point.
This is exactly right. The so-called "99%ers" (who, I suspect are more like 20+% of the people that join this site and stick around for any length of time) will simply not join in the first place once they realize how limited their options are. They won't stick around long enough to find the way to bypass training.
I think that comment is flat wrong. I've never, ever decided to "not play" or "not buy" or "not join" a game simply because my options were limited when I was a novice.
I have. Especially if I could find another option that maybe wasn't quite as polished but offered me a lot more freedom. It's one of the reasons many people chose the Android over the iPhone.Queen_Herpes wrote:Further, let's take Junior Soccer as an example. When a 5 year old starts to play, they don't immediately play on the large field with a large ball. Instead, they are given a smaller ball, smaller field, and fewer players per team on the field. Each year, as they progress, the ball increases in size, the field gets larger, and more players are put on the field.
Granting for a moment that your analogy has any bearing on this situation (a position I would strongly dispute, but it's the least nonsensical of your analogies), your proposal assumes that everyone that signs up to play soccer is a 5-year old novice and treats them that way. It doesn't ask them if they're actually 20-year olds that have been playing soccer for years. It just tells everyone, "here's your beginner ball - now go play on the pint-size field. Next year you get a larger ball and larger field." So what do the 20-year olds do? A very few might go to the office and ask if there's any way they can go play on an appropriately sized field. Most will just say, "Screw this! I'm going across town to play there. The fields may not be as well kept, and they don't have the same quality referees, but at least I can play an enjoyable game!" Now, if you had 99% 5-year olds showing up and 1% of these experienced 20-year olds, it might not be an issue. But, just as a community soccer field is going to attract people anywhere from 5 to 50 with all sorts of different levels of experience, so this site attracts people with all manner of different preferences and skill levels.
Queen_Herpes wrote:I figured someone would go in this direction. I can tell you that, right now, if I tried to play in a softball league I would need the beginner help. As an adult with limited experience in that sport, there is a lot for me to learn.
Queen_Herpes wrote:I've brought people to this site, people that are young, others who are adults. Only one of them has been able to stick with the site, and that is because I spent a great deal of time with that person teaching him "how to." He is an avid gamer, plays board games, and even played Risk in his youth. Yet, as an intelligent individual, he was not able to grasp this site without additional assistance. The others I brought here couldn't figure it out and I didn't have enough time to show them the ropes. They frequently mentioned that they didn't know how to perform tasks on this site.
SirSebstar wrote:edit: fastposted by 2 players, please read the player57832 post on the previous page
player57832, please stick to facts and quote me if you take issue with a statement I have made. Do not put words in my mouth please.
Most of the top half of your post above is either false, taken out of context or plain baiting /trolling. I am going to deal with a few statements you made in the top half of your post, let me know if an important issue remains unanswered and ill soon remedy that. My last paragraph will deal with your list comment.
To start off, since you have gotten me this far, QH states that there are few active players compared to the total amount of signups. Take it anyway you want, but player retention is a problem. This is the base problem.
DO NOT ASSUME when communicating with someone! I believe I have been both thorough and clear. If not, then ASK, DO NOT ASSUME! You will almost always be wrong, as you indeed are here!SirSebstar wrote:I am going to assume you mean to say QH failed to show how retention can be increased by the proposal. I could even agree with that, itās a shot in the dark, but to me it makes sense. Why? Because of the studies I mentioned earlier https://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006&p=2992497#p2992497
SirSebstar wrote: I am going to assume (because I am not god and therefore cannot KNOW) that by research QH means ongoing research, and therefore as time increases that argument gains validity.
SirSebstar wrote: I think QH needs more work on his listing of maps. I concur with that assessment, if that was what you were trying to say. I think the comment from you thatmakes me wonder, easier then never having played the game, or knowing only Hasbro maps?? Anyways the key point you stated is that QH seems deadest on this suggestion. I concur, if that was what you were saying. I am unsure if the proposal in any form will ever be, but we can at least come up with good ideaās how it might work, and maybe that in turn will lead to something much much better.some maps ARE easier
Thatās all for now
Doc_Brown wrote:Queen_Herpes wrote:I figured someone would go in this direction. I can tell you that, right now, if I tried to play in a softball league I would need the beginner help. As an adult with limited experience in that sport, there is a lot for me to learn.
Sure. But you would need a different type of help than a 5-year old would. And you would want help. You wouldn't want the league to just hand you a smaller bat, lighter ball, and a smaller field and then tell you to go have fun. Your proposal doesn't actually provide any instruction to new players. It doesn't restructure the site into a more understandable form. It doesn't even actually hide anything that new players would be confronted with prior to joining a game. The only thing is does is cause fewer games to be shown on the "Join a Game" list.
You said that this suggestion is targeted at the people that register and never join a game. But the suggestion would only affect people that joined more than 5 games! In other words, your suggestion does nothing to solve the problem you're worried about.
doc_brown wrote:Queen_Herpes wrote:I've brought people to this site, people that are young, others who are adults. Only one of them has been able to stick with the site, and that is because I spent a great deal of time with that person teaching him "how to." He is an avid gamer, plays board games, and even played Risk in his youth. Yet, as an intelligent individual, he was not able to grasp this site without additional assistance. The others I brought here couldn't figure it out and I didn't have enough time to show them the ropes. They frequently mentioned that they didn't know how to perform tasks on this site.
I don't want to denigrate you or anyone else, but I'm not sure how this site could be made more intuitive! There's a nice big menu over the at the top left of the screen and the second option is "Join a Game." I can understand the "Start a Game" screen being confusing to some people, but your proposal doesn't have anything to do with restructuring that menu. You click "Join a Game" and see a nice long list of available games, all with big blue links next to them labeled "Join Game." It's one of the more intuitive game sites I've played at.
doc_brown wrote:I've got 8 people listed on my site referral list that can provide direct information about. Two of them never played a single game (one being my brother). I've talked to both, and they joined because I encouraged them to do so, but they poked around a bit and decided they didn't have the time to get involved in another game site (and my brother had limited access at work anyway). I can tell you for certain that for both of those two, if I told them they'd spend 4 months on restricted play before they could try some of the crazier maps and features, it would be a huge disincentive for them.
Two of the people on my list joined games but deadbeated in their first games and never returned. I don't know either of those two - they apparently came via a comment I posted on another site. One of those two played several turns and seemed to have a reasonable idea of what was going on but just never stuck with it. The other was the all-to-common person that joined games and got tired of waiting for them to start and never came back. In both cases, reducing the number of available maps (they were new recruits, so they couldn't access the alternative game types anyway) would not have changed the outcome.
The next one on my list stuck around for two months and was part of the SoC, so he had much more help than your proposal would have offered. He also decided he wasn't interested.
The remaining three played for about a year or more before drifting elsewhere. All three left well after the end of the period covered by your proposal, so none of them would have been encouraged to stay if it were in place (and I know based on conversations that at least one of them would have left very quickly rather than sticking around for nearly 100 games).
So there's my survey of 8 people I have direct experience with. None of them would have had an improved experience or have been more likely to stick around if your proposal was implemented. Also, none of them complained about the structure of the site or found it too confusing.
Doc_Brown wrote:I'm one of those people that doesn't really like 1v1 games. If your suggestion was in place, I would have registered for the site, looked at the available games and then never come back. I believe Dukasaur noted that suggestion may retain some people while causing others to leave. That is exactly correct. But consider the particular types of people that you're encouraging to stay vs. encouraging to leave. The ones that will leave are the ones that like different challenges and feel confined and restricted with a small subset of the available options. The ones that will stay are the ones that prefer hand-holding and will stick with a smaller set of maps and settings that they get used to. But the ones you chase away are the ones that would be your map beta-testers and are the ones that come up with unique ideas for game options. They also happen to be the ones more likely to be loyal to the site and more likely to stick around long-term.
Queen_Herpes wrote:They would play 1v1 games for a VERY short period of time and it would accelerate their introduction to the game AND it would allow them to achieve that aspect that we all know is a big part of this: real time games that give them what they want, right away.
Queen_Herpes wrote: Imagine if the 1v1v1 was unlocked after 2 completed games of 1v1. The new recruit might see that the 1v1 games go faster than even the 1v1v1 games go, and may stick with those 1v1 games to "figure things out." If after the 4th game, 1v1v1v1 games and 2v2 games are unlocked, I think the player might be more tuned to the system to join a 2v2, but who knows?
Queen_Herpes wrote:While I am a bad example, I can finish 5 or 6 1v1 games (non-speed) in about one hour (assuming the opponent is similarly motivated.) This allows me to keep game slots open for multiplayer games and tournament games. I think the new recruit would enjoy learning the game quickly, playing a lot of games in a short period of time. It certainly is possible for a new recruit to blast through enough games in one afternoon to unlock most (if not all) of the settings and maps.
Queen_Herpes wrote: Again, the goal is to keep them here. I hear what you are saying, but I think you can appreciate the speed benefit for a new recruit to join, start, play, and complete games in a short period of time.
PLAYER57832 wrote:To start off, ...... what so many of us are saying.
SirSebstar wrote:PLAYER57832 wrote:To start off, ...... what so many of us are saying.
Thanks player57832 for such a coherent piece. I don't agree with all your points, but I do agree I want the best for this site, just like you.
Let me recap and say that this proposal is not going to make it in this form. You admitted it had some good points.
Queen_Herpes wrote:Doc_Brown wrote:Queen_Herpes wrote:Woodruff wrote:In being given the option of "Would you prefer to have all of our maps available to you or would you prefer to have maps given to you a set at a time?", do you think there will be a large clamoring for the second option? I can't imagine there are a LOT of people who would see that question and think "Sure, I'd rather not have access to all of the maps now". It just doesn't make sense to me. Thus, if this were implemented as only an option as you suggest...the very limited use of it in comparison to the very large time required to implement it would seem to be a rather large negative.
I agree with you Woodruff. I think that this option to drop the tutorial should be hidden. Available to players who had a benevolent friend bring them to the site, or available to the 99%ers who will take the time to read and search their way through the fora and rules and "how to play." Once found, then they can bypass the training...for good.
So, you're acknowledging that new players would not voluntarily choose this option. You're, in essence, telling them:We're going to make this site a lot less fun for your first four months here because we don't trust you to not screw up our games. We know better than you do what's good for you, and we're going to force you to jump through some arbitrary hoops in a fixed track based on arbitrary and subjective ideas about what settings are easiest for everyone. Even though there is no teaching involved, we're going to call this "training." And we're going to reduce the amount of fun you are able to have on this site for your first four months because we know that when you have fewer opportunities for enjoyment here, you're much more likely to stick around.
So the site was "unfun" when there were only a few dozen maps and two settings?
Woodruff wrote:Queen_Herpes wrote:So the site was "unfun" when there were only a few dozen maps and two settings?
It absolutely was LESS fun. Unquestionably. Why do you try to twist everything like this? You do a tremendous disservice to your own arguments.
Queen_Herpes wrote:Woodruff wrote:Queen_Herpes wrote:So the site was "unfun" when there were only a few dozen maps and two settings?
It absolutely was LESS fun. Unquestionably. Why do you try to twist everything like this? You do a tremendous disservice to your own arguments.
I don't think I did a disservice to the suggestion. The point is this: people still played, people stayed. Was it less fun than it is now? Apparently. Yet members played, paid, and stayed. If we restrict new recruits to a small number of maps and settings, they would be offered the same experience the initial members of conquerclub all had when they first joined. If they stayed...wouldn't it be possible that the new recruits might stay?
PLAYER57832 wrote:Queen_Herpes wrote:Woodruff wrote:Queen_Herpes wrote:So the site was "unfun" when there were only a few dozen maps and two settings?
It absolutely was LESS fun. Unquestionably. Why do you try to twist everything like this? You do a tremendous disservice to your own arguments.
I don't think I did a disservice to the suggestion. The point is this: people still played, people stayed. Was it less fun than it is now? Apparently. Yet members played, paid, and stayed. If we restrict new recruits to a small number of maps and settings, they would be offered the same experience the initial members of conquerclub all had when they first joined. If they stayed...wouldn't it be possible that the new recruits might stay?
With all due respect, this is precisely the type of post that makes the rest of us frustrated, even a tad angry (becuase you persist in it!).
You start by talking about how this will increase numbers. Now, whether you realize it or not, you are saying "so what if people don't like it, some will stay". You cannot have it both/all ways.
Try this: write out, in one short sentence, what the goal is of your plan. No paragraphs of explanation, just one short sentence. THEN, as short and direct as possible, write down your proof, your evidence (what the evidence is, where and how you obtained this evidence, etc.) that your plan will work.
I know I can be wordy, too. However, I can also be concise. This is not a political discussion with a thousand shades of grey. If you cannot explain in a couple of short sentences, then you have not a well thought out idea.
Once you have done those 2 things, then see if any of our various posts (Woodruff's mine, etc) dispute what you are saying. OR, simply wait for us to respond.... again.
either way, think seriously about our objections. Don't just leap into any kind of argument you can to try and prove us wrong. Don't do as you have in the past few posts and try to make opposition seem as if it were approval.. if only you made a few small tweaks. This is not a debate team challenge where the goal is just to win the debate. This is a question of a potentially very serious and significant change to CC, which will impact how many new people come, how the site evolves. Consider our specific points and counter those specific points, truly. Then, you can try to counter them, but again... in one or two short sentences.
.Queen_Herpes wrote: Player,
You persist in making claims that are false. This is why I have ignored your comments. I cannot respond to your comments when you make glaringly incorrect statements. Case-in-point, you have claimed, not once, but several times that I had not played any of the maps I was categorizing and grouping back when I started this discussion
Queen_Herpes wrote:Woodruff wrote:Queen_Herpes wrote:So the site was "unfun" when there were only a few dozen maps and two settings?
It absolutely was LESS fun. Unquestionably. Why do you try to twist everything like this? You do a tremendous disservice to your own arguments.
I don't think I did a disservice to the suggestion.
Queen_Herpes wrote:The point is this: people still played, people stayed. Was it less fun than it is now? Apparently. Yet members played, paid, and stayed. If we restrict new recruits to a small number of maps and settings, they would be offered the same experience the initial members of conquerclub all had when they first joined. If they stayed...wouldn't it be possible that the new recruits might stay?
Queen_Herpes wrote:It seems that most people agree that the way the maps are displayed to all users (especially new users) is not the best.
Queen_Herpes wrote:2. There should be a link to the "map room" on the title bar across the top of the page.
Queen_Herpes wrote:3. There should be a link to "strategy guide" when a player opens a map to review it. Same link should be available on a game in progress.
Queen_Herpes wrote:4. The link to the "discussion topic" when a player opens a map to review it should be removed, it doesn't really help anyone.
Queen_Herpes wrote:5. Map Room should be broken down into categories of maps.
Woodruff wrote:Queen_Herpes wrote:4. The link to the "discussion topic" when a player opens a map to review it should be removed, it doesn't really help anyone.
Not sure what you mean here. Are you saying that once someone has opened up the strategy guide to review it the first time, then that link is removed? Not sure if that's good or not. Also not sure if I even got that right. <smile>
Queen_Herpes wrote:Woodruff wrote:Queen_Herpes wrote:4. The link to the "discussion topic" when a player opens a map to review it should be removed, it doesn't really help anyone.
Not sure what you mean here. Are you saying that once someone has opened up the strategy guide to review it the first time, then that link is removed? Not sure if that's good or not. Also not sure if I even got that right. <smile>
Currently, if a player browses a map on the "browse maps" function on the "Start a Game" menu, there is a link that says "discussion topic." When a player clicks on the "discussion topic" link it takes them to the foundry with info on forging the map, quenching, etc. I propose that this link be removed.
Woodruff wrote:Queen_Herpes wrote:Woodruff wrote:Queen_Herpes wrote:4. The link to the "discussion topic" when a player opens a map to review it should be removed, it doesn't really help anyone.
Not sure what you mean here. Are you saying that once someone has opened up the strategy guide to review it the first time, then that link is removed? Not sure if that's good or not. Also not sure if I even got that right. <smile>
Currently, if a player browses a map on the "browse maps" function on the "Start a Game" menu, there is a link that says "discussion topic." When a player clicks on the "discussion topic" link it takes them to the foundry with info on forging the map, quenching, etc. I propose that this link be removed.
Oh! Well, I've used that from time to time...not frequently certainly, but that's because I haven't really had a lot of problems with the maps. The times that I did use it was to go to the map's discussion topic so that I could recommend a change to the map.
Queen_Herpes wrote:Woodruff wrote:Queen_Herpes wrote:Woodruff wrote:Queen_Herpes wrote:4. The link to the "discussion topic" when a player opens a map to review it should be removed, it doesn't really help anyone.
Not sure what you mean here. Are you saying that once someone has opened up the strategy guide to review it the first time, then that link is removed? Not sure if that's good or not. Also not sure if I even got that right. <smile>
Currently, if a player browses a map on the "browse maps" function on the "Start a Game" menu, there is a link that says "discussion topic." When a player clicks on the "discussion topic" link it takes them to the foundry with info on forging the map, quenching, etc. I propose that this link be removed.
Oh! Well, I've used that from time to time...not frequently certainly, but that's because I haven't really had a lot of problems with the maps. The times that I did use it was to go to the map's discussion topic so that I could recommend a change to the map.
I can see how that would be beneficial to the seasoned user. Would it be better for the person looking for help on a map to have a link to the strategy guide in that location? Or perhaps have both links?
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