[Rules] Kick for One Missed Turn
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- TheForgivenOne
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Re: Kick new recruits if they miss a single turn
This has been suggested before, and shot down. The search is your friend 
Re: Kick new recruits if they miss a single turn
TheForgivenOne wrote:The search is your friend
I hate that saying sooo much. *shakes fist*
@ OP stick at it and you'll probably find the longer you are here the less inclined you are to join the type of games that attract new recrits anyway.
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- GoldDragon678
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Re: Kick new recruits if they miss a single turn
TheForgivenOne wrote:This has been suggested before, and shot down. The search is your friend
ForgivenOne: Could you point me at some of these threads? I am curious to read them -- perhaps then I'll reformulate or reconsider my question.
Also, how would you search for these threads -- what search terms/options? Thank you in advance.
Finally, I really am a new recruit. The first time I ever visited this site was last week. I can only guess why somebody would think otherwise, and I'm not going to shadow-box conclusory accusations.
- TheForgivenOne
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Re: Kick new recruits if they miss a single turn
pmchugh wrote:TheForgivenOne wrote:The search is your friend
I hate that saying sooo much. *shakes fist*
@ OP stick at it and you'll probably find the longer you are here the less inclined you are to join the type of games that attract new recrits anyway.
Want it to be your enemy?
But we can't scare away more NR's by kicking them if they miss one turn. I have seen them miss a single turn and come back.
- owenshooter
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Re: Kick new recruits if they miss a single turn
pmchugh wrote:TheForgivenOne wrote:The search is your friend
I hate that saying sooo much. *shakes fist*
actually i invented the saying, and it is "search is your friend"... this is a very clear, concise, lucid and well thought out and filled out suggestion by a *cough* new recruit...-the black jesus

Thorthoth,"Cloaking one's C&A fetish with moral authority and righteous indignation
makes it ever so much more erotically thrilling"
- Queen_Herpes
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Re: Kick new recruits if they miss a single turn
TheForgivenOne wrote:This has been suggested before, and shot down. The search is your friend
I think a merger is in order...
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
This link is the best way to make new players feel welcome...
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
This link is the best way to make new players feel welcome...
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
Re: Kick new recruits if they miss a single turn
I believe i may have missed a few turns in my first few games. Probably would not have stuck around if i got kicked from them all.
Edit: Checked my game history, missed my second or 3rd turn in all 4 of my first games. Came back to win two and was hooked. Probably would have never played again if I had been kicked.
Edit: Checked my game history, missed my second or 3rd turn in all 4 of my first games. Came back to win two and was hooked. Probably would have never played again if I had been kicked.
New Recruits missing turns.
Concise description:
Specifics/Details:
How this will benefit the site and/or other comments:
- New Recruits missing turns
Specifics/Details:
- Allow the number of missed turns for new recruits(Only new recruits) to be 1 and not 3.
How this will benefit the site and/or other comments:
- Most new recruits who miss a turns never return, so rather than make everybody wait kick them from the game after 1 turn rather than 3.
- Once they complete the needed 5 games to get a promotion, then they will also get to miss 3 turns like everybody else. It will keep wait times, down, others happy and weed out the people who are going to return anyhow.
Highest Rank: 26 Highest Score: 3480


Re: New Recruits missing turns.
Brucewar has got that spot on> 
Re: New Recruits missing turns.
i like this idea, and if they do come back, they will learn that missing turns means you lose.. 
Re: New Recruits missing turns.
sorry bruce i dont like this idea.. for two reasons
1) New recruits have lives as well.. depending on the game (no spoil standard) the game could be very long... i dont think it would be good for CC to start kicking New recruits after one turn.. long games like the one i mentioned above would mean a new recruit could take 5-10 turns then miss one and end up being kicked.. if that was me i would be put off this game..
2) less likely but the chance of abuse is there... what if i found new recruits that were more then likely going to miss a turn.. invite them to team games on my team.. they will bring down my point total which means if they play at least they could listen to me and we could win anyway... or they miss in one turn i get all there troops and in a no spoil game means very bad news for the other team...
really, i agree its a pain to have to wait for them to miss 3 turns and be kicked but i would rather see that and get what 25% (10% or less whatever the number is) stay.. the last thing i feel CC needs is for more new players to have another reason why they dont like the site...
maybe up the miss turn count to 2? that seems fair though i dont know if this will get done..
1) New recruits have lives as well.. depending on the game (no spoil standard) the game could be very long... i dont think it would be good for CC to start kicking New recruits after one turn.. long games like the one i mentioned above would mean a new recruit could take 5-10 turns then miss one and end up being kicked.. if that was me i would be put off this game..
2) less likely but the chance of abuse is there... what if i found new recruits that were more then likely going to miss a turn.. invite them to team games on my team.. they will bring down my point total which means if they play at least they could listen to me and we could win anyway... or they miss in one turn i get all there troops and in a no spoil game means very bad news for the other team...
really, i agree its a pain to have to wait for them to miss 3 turns and be kicked but i would rather see that and get what 25% (10% or less whatever the number is) stay.. the last thing i feel CC needs is for more new players to have another reason why they dont like the site...
maybe up the miss turn count to 2? that seems fair though i dont know if this will get done..

Re: New Recruits missing turns.
Vampire
At your 1st point. If they have a game that goes 10+ rounds they are likely not a new recruit by then. They have completed the needed 5 games. Thus a moot point. Most new recruits want faster games and this would give them that. I have seen games takes 21 days just because all the new recruits deadbeated. Sure it is free points at that stage, but what a waste of time? What if it was you and 1 new recruit left? I am sure that NR would not like the game at all. There are 460,000 members that have been on CC. The max number of people ever on the scoreboard was 26,000+ With that said the number that actually stay is pretty low. Even if we say 25% stay, or 115,000 people have stayed and played some games, that still leaves 345,000 that never returned. That is a lot of waiting. As for your abuse it would be easy to punish. I doubt you would find anybody attempting to gauge weather or not a ? is gonna db or not. After all they would have to accept the invite first.
At your 1st point. If they have a game that goes 10+ rounds they are likely not a new recruit by then. They have completed the needed 5 games. Thus a moot point. Most new recruits want faster games and this would give them that. I have seen games takes 21 days just because all the new recruits deadbeated. Sure it is free points at that stage, but what a waste of time? What if it was you and 1 new recruit left? I am sure that NR would not like the game at all. There are 460,000 members that have been on CC. The max number of people ever on the scoreboard was 26,000+ With that said the number that actually stay is pretty low. Even if we say 25% stay, or 115,000 people have stayed and played some games, that still leaves 345,000 that never returned. That is a lot of waiting. As for your abuse it would be easy to punish. I doubt you would find anybody attempting to gauge weather or not a ? is gonna db or not. After all they would have to accept the invite first.
Last edited by Bruceswar on Tue Sep 07, 2010 11:24 pm, edited 1 time in total.
Highest Rank: 26 Highest Score: 3480


Re: New Recruits missing turns.
lol im sure someone will try it... anyway i am still against it.. its a new game for them even if they take their first turn and miss the next, they still may come back for a third.. its a new game and i would believe some tend to forget to check in one day and come back the next... i just over all feel like this is a negative addition to new players..

- Queen_Herpes
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Re: New Recruits missing turns.
This seems like an abrupt "about-face" from some of your comments in other threads. If we coddle the new recruits, I think they are more likely to stay here. If we boot them from games for missing one turn, the likelihood that they will stay here will decrease. I know some current members who missed a lot of turns early-on, when they were "new recruits." For me, personally, I don't recall missing turns in my first games. Nonetheless, as someone pointed out earlier, NR's have lives just like the rest of us.
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
This link is the best way to make new players feel welcome...
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
This link is the best way to make new players feel welcome...
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
Re: New Recruits missing turns.
Queen_Herpes wrote:This seems like an abrupt "about-face" from some of your comments in other threads. If we coddle the new recruits, I think they are more likely to stay here. If we boot them from games for missing one turn, the likelihood that they will stay here will decrease. I know some current members who missed a lot of turns early-on, when they were "new recruits." For me, personally, I don't recall missing turns in my first games. Nonetheless, as someone pointed out earlier, NR's have lives just like the rest of us.
This is nothing of the sort. This is about trying to keep more people here and playing. The most common reason new recruits leave is not because they got farmed(they are clueless about farming), or not because they lost the first game they played. The most common reason they leave is the whole idea of waiting for a turn to come up. In this day and age of instant everything, waiting for 24 hours seems like forever to some. And sure they have real lives also, but I doubt you will find many new recruits complaining after being kicked from a game they missed a turn in. But what will happen is people will not be having games where everybody but 2 people are missing 3 turns in a row causing a huge lag in the game.
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- MichelSableheart
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Re: New Recruits missing turns.
I agree that the amount of new recruits deadbeating is a problem, especially because due to the restrictions on game creation, they mainly play with other new recruits. If you join a multiplayer game as a new recruit, you'll usually see about 50% of your opponents deadbeating. That's not helping in keeping those new recruits which don't deadbeat interested.
Yes, new recruits have a life as well, but the chance of a new recruit missing a turn simply because he isn't going to show up again is significantly larger. I'm in favour of this change.
Yes, new recruits have a life as well, but the chance of a new recruit missing a turn simply because he isn't going to show up again is significantly larger. I'm in favour of this change.
- Queen_Herpes
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Re: New Recruits missing turns.
Bruceswar wrote:Queen_Herpes wrote:This seems like an abrupt "about-face" from some of your comments in other threads. If we coddle the new recruits, I think they are more likely to stay here. If we boot them from games for missing one turn, the likelihood that they will stay here will decrease. I know some current members who missed a lot of turns early-on, when they were "new recruits." For me, personally, I don't recall missing turns in my first games. Nonetheless, as someone pointed out earlier, NR's have lives just like the rest of us.
This is nothing of the sort. This is about trying to keep more people here and playing. The most common reason new recruits leave is not because they got farmed(they are clueless about farming), or not because they lost the first game they played. The most common reason they leave is the whole idea of waiting for a turn to come up. In this day and age of instant everything, waiting for 24 hours seems like forever to some. And sure they have real lives also, but I doubt you will find many new recruits complaining after being kicked from a game they missed a turn in. But what will happen is people will not be having games where everybody but 2 people are missing 3 turns in a row causing a huge lag in the game.
I agree that the "instant everything" world we live in is a big contributing factor to players that do not return. But, if everything is compelling enough here at conquerclub, then "waiting for your next turn" wouldn't play such a big role for New Recruits. I'm playing a game on Facebook that requires me to wait for buildings to get built (sometimes days) and wait for resources to be acquired and stored (days and weeks sometimes). I didn't get to "attack" in this game for about two weeks. I check into the game about once every third day (or so) and have friends who check in less frequently than that. Now, if I was to find that builds, or resources, or troops had simply been deleted or closed, I would just quit the game.
I wonder how many New Recruits check back into the game after 6-7 days, find that all their games ended, and simply give up on the site. Now, with this suggestion, you're looking to boot the player that may check back into the site after 2-3 days. Will the very casual player (who checks into the site once every 2-3 days) continue to come back if he finds that his games are all over after he misses one turn?
I'm just saying, let's give them a chance. I hate a deadbeat just like everyone else, and now that I am freemium...I sure don't like the deabeats as it limits my play. HOWEVER! If this suggestion does go through, I beg lackattack to make this true for all accounts, not just NR's.
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
This link is the best way to make new players feel welcome...
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
This link is the best way to make new players feel welcome...
http://www.conquerclub.com/forum/viewtopic.php?f=4&t=102006
- MichelSableheart
- Posts: 781
- Joined: Sat Jun 27, 2009 5:10 pm
Re: New Recruits missing turns.
How many of the New Recruits check back after 2-3 days, compared to the number of new recruits who don't check back at all? And how does this compare to the number of new recruits we lose because they aren't prepared to wait for 50% of their opponents to deadbeat? Making this chance may cost us some players, but I'm estimating that in the long run, this change will cause more players to stay then it will cause players to leave.QH wrote:I wonder how many New Recruits check back into the game after 6-7 days, find that all their games ended, and simply give up on the site. Now, with this suggestion, you're looking to boot the player that may check back into the site after 2-3 days. Will the very casual player (who checks into the site once every 2-3 days) continue to come back if he finds that his games are all over after he misses one turn?
Making this change for everyone simply doesn't make sense. Unlike with new recruits, if an established player misses a turn, he is significantly more likely to come back before deadbeating.
Re: New Recruits missing turns.
Perhaps the better way to mitigate against new recruits who don;t like the idea of having to wait a while for a game to begin, would be to allow/recommend one or two speed games for new recruits? I'd be inclined to suggest this could apply to freemium members too, as it may encourage them to subscribe to a premium account?

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- TheForgivenOne
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Re: New Recruits missing turns.
Merged.
Re: New Recruits missing turns.
MrBenn wrote:Perhaps the better way to mitigate against new recruits who don;t like the idea of having to wait a while for a game to begin, would be to allow/recommend one or two speed games for new recruits? I'd be inclined to suggest this could apply to freemium members too, as it may encourage them to subscribe to a premium account?
If you give away 1 or 2 speed games, you will get 1000's of multis wanting those free speed games at each sign up. Not something we need. While temptation is good there should be a limited time period for something like this, such as a the Halloween speed games, or others that have been done. It worked out nicely.
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MrPanzerGeneral
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Missed turns
Missed Turns
[bYou miss a turn, you are gone. All armies become 3 Neutrals][/b]
How this will benefit the site and/or other comments:
[bYou miss a turn, you are gone. All armies become 3 Neutrals][/b]
How this will benefit the site and/or other comments:
- It won't benefit the site
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blakebowling
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Re: Missed turns
You almost got the form. Also, if you say the suggestion won't benefit the site, why are you suggesting it?
