Moderator: Community Team
Not really.Queen_Herpes wrote:I chose to group the maps according to "levels of complication." Things like continent bonuses, resource pairs, one-way attacks, etc. This suggestion attempts to slowly release access to those maps that are more complicated over time. Have the system send a brief PM that explains what complications are in cluded in the new set of maps that were unlocked.Player wrote:Beyond that, I have said all along that I think we need maps categorized by play style -- broadly, those that are like classic, the railroad groups, those that use resource pairs, several that are just plain complicated... etc, etc.
However, your suggestion does not seem to fix these problems better or at all.
You started in one place, I started in a different place, that guy over there started in an even different place, but we all were limited and prevented from playing certain maps. None of us could play the maps that hadn't yet been developed, so we couldn't start there. [/quote]Player wrote:This is where our long-standing disagreement begins. The REAL truth is there is no clear stair-step ladder to the various CC maps. I began with Age of Merchants and Coral Cairns. For a while, I did pretty well on those. Then Fuedal and AOR came along. They threw most people for a loop, but a lot of people have wound up enjoying them immensely. Now we have such a wide range of play styles the idea that any kind of a specific ladder such as you describe actually helping players to understand the maps just does not make any sense.Queen_Herpes wrote: This recommendation offers a reasonably achievable goal: participate in X games, unlock this cool thing; participate in X more games, unlock these other cool things; etc. A goal of this suggestion is to allow new Recruits to experience this great game with basic, beginner, understandable, game options that don’t give an unfair advantage to seasoned players.
I understand that is your idea. The problem is it is not based on the actual, "on the ground" reality. When you bring up a list of thread responses showing 37 for, as if it were proof, that is a classic example of why so many of us say you just are not looking at the real data, don't (apparently) seem to understand the kind of data you would need to prove your hypothesis.Queen_Herpes wrote: The new recruits that join today are confronted with hundreds of maps and several settings whose funcationality is not readily apparent. Why not give new recruits these settings in a piecemeal fashion? We got to try the maps and settings in piecemeal form. I think new recruits should get that same benefit.
The option is part of the suggestion. However, my thought is that new recruits would need to work to find the "off" button.blakebowling wrote:I'll admit, I've skimmed the majority of this thread. But the main conflict seems to be that some users don't think this should be forced, while others think it would be extremely helpful. Why don't we make this optional when you join? "Would you like to go through the New Recruit Tutorial? NOTE: Pressing 'NO' will not allow you to return to the tutorial later".
I agree that there are plenty of surfers out there who are looking for a quick game and realtime. I've tossed around the idea in the suggestion that a single speed game would be awarded (a-la lackattacks awarding of them in the past) at each unlock level. It would add an additional carrot-on-a-stick for each unlock level and would introduce the new recruit to the speed games. The stages and unlocking are part and parcel to any gaming online whether a video game or an online game. I play "games" online all the time where the unlocking is simply part of advancing in just about every game I've played. A player who buys WoW doesn't get to be level 99 right away, a facebook user who loads Farmville doesn't get a fully loaded farm right away, etc. I think that adding some stages/unlocks/levels to the new recruit "experience" will make the experience more compelling.TheForgivenOne wrote:This whole stages thing, won't help. People that join this site usually don't comprehend that this is a casual gaming site, considering most of the other websites out there are Real Time. They join and expect a quick game. Not a casual game that takes a few days.
Not true.The stages and unlocking are part and parcel to any gaming online whether a video game or an online game.
Totally different. WoW is a role-playing game, and the levels are something you achieve in the game itself. You could compare them to CC score.A player who buys WoW doesn't get to be level 99 right away
Again, totally different. You're stretching for a point here... The purpose of Farmville is (apparently) to build farms, so OF COURSE you do not get a ready-made farm from the start. That doesn't mean that a farm is "locked content" in the way you imply.a facebook user who loads Farmville doesn't get a fully loaded farm right away, etc.

No, that is not my primary objection. My objection is that it won't truly help anything. Having it optional won't help, becuase some folks, not yet understanding the system may well say "tutorial.. SURE!". Then, they will miss out on finding those maps they might otherwise have enjoyed.blakebowling wrote:I'll admit, I've skimmed the majority of this thread. But the main conflict seems to be that some users don't think this should be forced, while others think it would be extremely helpful. Why don't we make this optional when you join? "Would you like to go through the New Recruit Tutorial? NOTE: Pressing 'NO' will not allow you to return to the tutorial later".

It's really not a sound argument to suggest that your idea of limiting maps is good because you were limited from "playing on maps that hadn't yet been developed".Queen_Herpes wrote:You started in one place, I started in a different place, that guy over there started in an even different place, but we all were limited and prevented from playing certain maps. None of us could play the maps that hadn't yet been developed, so we couldn't start there.Player wrote:This is where our long-standing disagreement begins. The REAL truth is there is no clear stair-step ladder to the various CC maps. I began with Age of Merchants and Coral Cairns. For a while, I did pretty well on those. Then Fuedal and AOR came along. They threw most people for a loop, but a lot of people have wound up enjoying them immensely. Now we have such a wide range of play styles the idea that any kind of a specific ladder such as you describe actually helping players to understand the maps just does not make any sense.Queen_Herpes wrote: This recommendation offers a reasonably achievable goal: participate in X games, unlock this cool thing; participate in X more games, unlock these other cool things; etc. A goal of this suggestion is to allow new Recruits to experience this great game with basic, beginner, understandable, game options that don’t give an unfair advantage to seasoned players.
You see that as a benefit. I see that as a negative. My view has ALWAYS been that the more maps I can play, the better. In fact, the thing I love about the random map selection is that I can play any map at any time with no regard for any limitation to what I can play. Personally, I would not have stayed at this site if I were limited to so few maps upon joining. I'm personally even against the anti-farming-complicated-map limitation imposed, because I would have hated that restriction to be put on me.Queen_Herpes wrote:The new recruits that join today are confronted with hundreds of maps and several settings whose funcationality is not readily apparent. Why not give new recruits these settings in a piecemeal fashion? We got to try the maps and settings in piecemeal form. I think new recruits should get that same benefit.
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.blakebowling wrote:I'll admit, I've skimmed the majority of this thread. But the main conflict seems to be that some users don't think this should be forced, while others think it would be extremely helpful. Why don't we make this optional when you join? "Would you like to go through the New Recruit Tutorial? NOTE: Pressing 'NO' will not allow you to return to the tutorial later".
ConquerClub really cannot logically be compared to WoW or Farmville. The very nature of those games is entirely different than this is.Queen_Herpes wrote:I agree that there are plenty of surfers out there who are looking for a quick game and realtime. I've tossed around the idea in the suggestion that a single speed game would be awarded (a-la lackattacks awarding of them in the past) at each unlock level. It would add an additional carrot-on-a-stick for each unlock level and would introduce the new recruit to the speed games. The stages and unlocking are part and parcel to any gaming online whether a video game or an online game. I play "games" online all the time where the unlocking is simply part of advancing in just about every game I've played. A player who buys WoW doesn't get to be level 99 right away, a facebook user who loads Farmville doesn't get a fully loaded farm right away, etc. I think that adding some stages/unlocks/levels to the new recruit "experience" will make the experience more compelling.TheForgivenOne wrote:This whole stages thing, won't help. People that join this site usually don't comprehend that this is a casual gaming site, considering most of the other websites out there are Real Time. They join and expect a quick game. Not a casual game that takes a few days.
I think the biggest problem with new users staying is that they don't like the type of game like Risk. I bet any game company would be happy with a 4% retention rate of anyone who played the games that they make.Queen_Herpes wrote: Here is the original post:
*Attempting to solve the problem of 372895 user accounts but only 19183 active members. (November, 2009) 5.144%
*Still attempting to solve the problem of 432102 user accounts but only 19679 active members. (June, 2010) 4.554%
*Still trying to solve the problem of 442051 users but only 19350 actives. (August, 2010) 4.377%
*Still striving to solve the problem of 505438 accounts, but only 21664 actives. (February, 2011) 4.286%

I would tend to agree if not for the fact that the people took the time to create an account. If they didn't like the type of game this is, I don't think they would have made an account.Evil Semp wrote:I think the biggest problem with new users staying is that they don't like the type of game like Risk. I bet any game company would be happy with a 4% retention rate of anyone who played the games that they make.Queen_Herpes wrote: Here is the original post:
*Attempting to solve the problem of 372895 user accounts but only 19183 active members. (November, 2009) 5.144%
*Still attempting to solve the problem of 432102 user accounts but only 19679 active members. (June, 2010) 4.554%
*Still trying to solve the problem of 442051 users but only 19350 actives. (August, 2010) 4.377%
*Still striving to solve the problem of 505438 accounts, but only 21664 actives. (February, 2011) 4.286%
You are correct about the time factor. Here are two things that could benefit the new player, IMO:Doc_Brown wrote:One point that I made early on in the history of this suggestion is the time factor. If you're freemium (which is probably the case for the vast majority of new players), you're limited to 4 simultaneous games. I suspect that the majority of NRs gravitate towards games with more than two people. The inevitably end up in some games where one or more opponents deadbeat. As a result, in a typical game, they may take a turn about every 2-3 days. Assuming a typical game lasts 10 rounds, it takes them 3-4 weeks to complete a single game. They can play four games consecutively, but it will still take 3-4 months to complete 16 games. These numbers closely match my completion rate early on - I was averaging around one game completed per week.
1. Most sites require some kind of registration.Queen_Herpes wrote:I would tend to agree if not for the fact that the people took the time to create an account. If they didn't like the type of game this is, I don't think they would have made an account.Evil Semp wrote:I think the biggest problem with new users staying is that they don't like the type of game like Risk. I bet any game company would be happy with a 4% retention rate of anyone who played the games that they make.Queen_Herpes wrote: Here is the original post:
*Attempting to solve the problem of 372895 user accounts but only 19183 active members. (November, 2009) 5.144%
*Still attempting to solve the problem of 432102 user accounts but only 19679 active members. (June, 2010) 4.554%
*Still trying to solve the problem of 442051 users but only 19350 actives. (August, 2010) 4.377%
*Still striving to solve the problem of 505438 accounts, but only 21664 actives. (February, 2011) 4.286%
How would they know they didn't like it before the created an account in order to play it?Queen_Herpes wrote:I would tend to agree if not for the fact that the people took the time to create an account. If they didn't like the type of game this is, I don't think they would have made an account.Evil Semp wrote:I think the biggest problem with new users staying is that they don't like the type of game like Risk. I bet any game company would be happy with a 4% retention rate of anyone who played the games that they make.Queen_Herpes wrote: Here is the original post:
*Attempting to solve the problem of 372895 user accounts but only 19183 active members. (November, 2009) 5.144%
*Still attempting to solve the problem of 432102 user accounts but only 19679 active members. (June, 2010) 4.554%
*Still trying to solve the problem of 442051 users but only 19350 actives. (August, 2010) 4.377%
*Still striving to solve the problem of 505438 accounts, but only 21664 actives. (February, 2011) 4.286%
It really puts the oldest first? I guess that's another reason not to use the Join A Game page. So yes, I would definitely see this as an improvement, personally.Queen_Herpes wrote: You are correct about the time factor. Here are two things that could benefit the new player, IMO:
1. Re-order the "Join a Game" pages so that the top of page one is the most recently "started" game. (As opposed to the current system where the most recently "started" game is on the bottom of the last page.)
Oh heavens, bad idea. I personally don't care for 1-vs-1 at all (I put up with them in tournaments because I love tournaments) and would certainly have never considered staying if I was told I had to play a certain number of games in that mode. I certainly understand that would get the new recruit their turns more quickly, but I don't think the tradeoff there would be a benefit to the site overall as far as numbers who stay.Queen_Herpes wrote: 2. Restrict (yep, I know most of you don't like that word) the New Recruit to 1v1 games.
I don't have a particular problem with this one, necessarily...but I'm not sure there's much of a benefit to it either.Queen_Herpes wrote: 3. This one would never fly, but I am also keen on the concept of not allowing the new recruit to "start" games, at least for a short while.
It used to be that way.Queen_Herpes wrote:You are correct about the time factor. Here are two things that could benefit the new player, IMO:Doc_Brown wrote:One point that I made early on in the history of this suggestion is the time factor. If you're freemium (which is probably the case for the vast majority of new players), you're limited to 4 simultaneous games. I suspect that the majority of NRs gravitate towards games with more than two people. The inevitably end up in some games where one or more opponents deadbeat. As a result, in a typical game, they may take a turn about every 2-3 days. Assuming a typical game lasts 10 rounds, it takes them 3-4 weeks to complete a single game. They can play four games consecutively, but it will still take 3-4 months to complete 16 games. These numbers closely match my completion rate early on - I was averaging around one game completed per week.
1. Re-order the "Join a Game" pages so that the top of page one is the most recently "started" game. (As opposed to the current system where the most recently "started" game is on the bottom of the last page.)
Queen_Herpes wrote:I believe most new players join those games that none of the rest of us want to join because the settings and map chosen aren't appealing to most players. The games on page one have been sitting in the system for long enough and everyone except new recruits has chosen to "not play." The new recruit clicks on "Join a Game" and probably just selects what is sitting there on page 1. (This harkens to the concept of the short attention span where they want to play now and play in real time...Unbeknownst to them (but knownst to us) that they've joined an 8 player game on a map that hardly anyone chooses to play.)
The play, entire dynamics of 1 vs 1 differs from multi-player games. A lot of people, myself included happen to like 1 vs 1. A lot of other people hate them, because then tend to be one-sided, are more impacted by dice, drop and spoils luck, etc. I do recommend it as a good way to "learn the rules" quickly, without investing the time in a big, long game. However, that OPTION exists already for those who choose that route. Forcing people to play that way would send many people our of CC.Queen_Herpes wrote: 2. Restrict (yep, I know most of you don't like that word) the New Recruit to 1v1 games.
Queen_Herpes wrote: Remember that I'm not trying to teach strategy to the New Recruit. I'm just trying to ease them into the settings and maps.
Again, you are trying to dictate how people play. CC has options so people can choose for themselves.Queen_Herpes wrote:AND a 1v1 game is more likely to be completed in a shorter amount of time. More often than not, a 1v1 game will be completed in "rt" and the short-attention span new recruit will get to play in real time without being frustrated that the game "didn't start" or that the other players aren't online to take their turns, whatever it is...1v1 tends to answer those frustrations.
It's possible that they had no idea of the dynamics of CC before they joined. Actually, I'd hope they wouldn't, because then they're probably a multi!Queen_Herpes wrote:I would tend to agree if not for the fact that the people took the time to create an account. If they didn't like the type of game this is, I don't think they would have made an account.Evil Semp wrote:I think the biggest problem with new users staying is that they don't like the type of game like Risk. I bet any game company would be happy with a 4% retention rate of anyone who played the games that they make.Queen_Herpes wrote: Here is the original post:
*Attempting to solve the problem of 372895 user accounts but only 19183 active members. (November, 2009) 5.144%
*Still attempting to solve the problem of 432102 user accounts but only 19679 active members. (June, 2010) 4.554%
*Still trying to solve the problem of 442051 users but only 19350 actives. (August, 2010) 4.377%
*Still striving to solve the problem of 505438 accounts, but only 21664 actives. (February, 2011) 4.286%
I know you're suggesting this in order to speed up game play, but if this had been an option when I first joined, I doubt I would have stuck around. For one thing, I love playing strategy games with my friends, and I always try to get as many people together to play Axis & Allies or Samurai Swords or what have you. The more the merrier, and I personally don't enjoy the dynamics of 1v1 games (though I know many others do).Queen_Herpes wrote:2. Restrict (yep, I know most of you don't like that word) the New Recruit to 1v1 games.
Remember that I'm not trying to teach strategy to the New Recruit. I'm just trying to ease them into the settings and maps. AND a 1v1 game is more likely to be completed in a shorter amount of time. More often than not, a 1v1 game will be completed in "rt" and the short-attention span new recruit will get to play in real time without being frustrated that the game "didn't start" or that the other players aren't online to take their turns, whatever it is...1v1 tends to answer those frustrations.
I also believe that the New Recruit who selects "Start a Game" sees all the options and thinks, "Hey, 8-players! Cool, 4-players!" etc., and starts games that often won't truly "start" until well after the new recruit has logged off.
If a new recruit is coming to this site for the first time, they are either:macbone wrote:I know you're suggesting this in order to speed up game play, but if this had been an option when I first joined, I doubt I would have stuck around. For one thing, I love playing strategy games with my friends, and I always try to get as many people together to play Axis & Allies or Samurai Swords or what have you. The more the merrier, and I personally don't enjoy the dynamics of 1v1 games (though I know many others do).Queen_Herpes wrote:2. Restrict (yep, I know most of you don't like that word) the New Recruit to 1v1 games.
Remember that I'm not trying to teach strategy to the New Recruit. I'm just trying to ease them into the settings and maps. AND a 1v1 game is more likely to be completed in a shorter amount of time. More often than not, a 1v1 game will be completed in "rt" and the short-attention span new recruit will get to play in real time without being frustrated that the game "didn't start" or that the other players aren't online to take their turns, whatever it is...1v1 tends to answer those frustrations.
I also believe that the New Recruit who selects "Start a Game" sees all the options and thinks, "Hey, 8-players! Cool, 4-players!" etc., and starts games that often won't truly "start" until well after the new recruit has logged off.
Secondly, points. In a 6- or 8-player game, there are a lot more points out there to win than in a 1v1 player game. I know a lot of folks don't play for points, but I sure do, and to riff on your WoW comparison for a moment, there's nothing better than going up a level in an RPG, even if it means just having some new spells or HP. If I were a new recruit, I wouldn't want to be limited to the amount of points I could go for in my first games.
The argument comes from the fact that all of us who are here playing games and conversing in fora are still here despite the fact that we were gradually eased into each of the new settings and new maps over time. We all stuck around because new facets of the site, new functionalities, new settings, and new maps were introduced piece by piece. Imagine if the new clickable maps built-in was dropped on us + at the same time that the new game-page layout was introduced + at the same time that manual deploy was set in + at the same time that etc. etc. We are all comfortably accepting the new clickable maps built-in because we've received each piece of this conquerclub puzzle one piece at a time over a long time. I'm suggesting that this is less frustrating than dumping a ton of new settings, layouts, etc. upon us as users all at once. I'm suggesting that we do the same for new recruits.Woodruff wrote:It's really not a sound argument to suggest that your idea of limiting maps is good because you were limited from "playing on maps that hadn't yet been developed".Queen_Herpes wrote:You started in one place, I started in a different place, that guy over there started in an even different place, but we all were limited and prevented from playing certain maps. None of us could play the maps that hadn't yet been developed, so we couldn't start there.Player wrote:This is where our long-standing disagreement begins. The REAL truth is there is no clear stair-step ladder to the various CC maps. I began with Age of Merchants and Coral Cairns. For a while, I did pretty well on those. Then Fuedal and AOR came along. They threw most people for a loop, but a lot of people have wound up enjoying them immensely. Now we have such a wide range of play styles the idea that any kind of a specific ladder such as you describe actually helping players to understand the maps just does not make any sense.Queen_Herpes wrote: This recommendation offers a reasonably achievable goal: participate in X games, unlock this cool thing; participate in X more games, unlock these other cool things; etc. A goal of this suggestion is to allow new Recruits to experience this great game with basic, beginner, understandable, game options that don’t give an unfair advantage to seasoned players.
Any new recruit can only play 4 maps at one time, and they can only physically be taking turns on one map at a time. The new recruit is limited to certain maps and restricted from other maps. I think that restriction is a good idea. Why not introduce them to the settings on maps that are less complicated? Remember that a new recruit doesn't know that the system currently restricts maps and settings and they don't know which ones. Additionally, a casual visitor to this site cannot see the maps without creating an account. If a new recruit gets to play on 25 maps when they join, but they are informed that they will "unlock" about 25 more maps after completing a few games, I don't think that would be a deterrent. They know that the maps are there...and they can access them by playing games.Woodruff wrote:You see that as a benefit. I see that as a negative. My view has ALWAYS been that the more maps I can play, the better. In fact, the thing I love about the random map selection is that I can play any map at any time with no regard for any limitation to what I can play. Personally, I would not have stayed at this site if I were limited to so few maps upon joining. I'm personally even against the anti-farming-complicated-map limitation imposed, because I would have hated that restriction to be put on me.Queen_Herpes wrote:The new recruits that join today are confronted with hundreds of maps and several settings whose funcationality is not readily apparent. Why not give new recruits these settings in a piecemeal fashion? We got to try the maps and settings in piecemeal form. I think new recruits should get that same benefit.
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.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.blakebowling wrote:I'll admit, I've skimmed the majority of this thread. But the main conflict seems to be that some users don't think this should be forced, while others think it would be extremely helpful. Why don't we make this optional when you join? "Would you like to go through the New Recruit Tutorial? NOTE: Pressing 'NO' will not allow you to return to the tutorial later".
Conquerclub is unique among games: Yet, it is a game, a pseudo-simulation, a statistical gamble, a strategic endeavor, etc. We "play" the game. There are similarities in this game to other games and other gaming and so on. I like playing this game. I like gaming this game. What I don't like is getting an easy win from a new recruit who doesn't have a clue how to play by the particular settings. I also don't have a ton of time available in my day to "teach" every new recruit in teh game chat. I often get questions from new recruits or players who have barely dropped the "?" rank like, "How did you get all those troops?" "How do I turn in the spoils?" "Why did you get so many more armies than I did?" "What do the white question marks mean on the board?" "How did you just attack me there?" and so on and so forth. Occasionally I have time to answer their questions. Most of the time, I don't! This suggestion is geared towards helping those new recruits learn each of the settings of this game in a piece-by-piece fashion. By "unlocking" certain elements, the new recruit gets and opportunity to be entertained and challenged to move forward. We are essentially saying, "hey, pay your dues, unlock these cool settings and maps so that we can play you in an open format! We want you to learn how to play without frustrating you!"Woodruff wrote:ConquerClub really cannot logically be compared to WoW or Farmville. The very nature of those games is entirely different than this is.Queen_Herpes wrote:I agree that there are plenty of surfers out there who are looking for a quick game and realtime. I've tossed around the idea in the suggestion that a single speed game would be awarded (a-la lackattacks awarding of them in the past) at each unlock level. It would add an additional carrot-on-a-stick for each unlock level and would introduce the new recruit to the speed games. The stages and unlocking are part and parcel to any gaming online whether a video game or an online game. I play "games" online all the time where the unlocking is simply part of advancing in just about every game I've played. A player who buys WoW doesn't get to be level 99 right away, a facebook user who loads Farmville doesn't get a fully loaded farm right away, etc. I think that adding some stages/unlocks/levels to the new recruit "experience" will make the experience more compelling.TheForgivenOne wrote:This whole stages thing, won't help. People that join this site usually don't comprehend that this is a casual gaming site, considering most of the other websites out there are Real Time. They join and expect a quick game. Not a casual game that takes a few days.
Yes, if the Join a game had the newest games, the old games that no one in their right mind would play get buried on the LAST page.Woodruff wrote:It really puts the oldest first? I guess that's another reason not to use the Join A Game page. So yes, I would definitely see this as an improvement, personally.Queen_Herpes wrote: You are correct about the time factor. Here are two things that could benefit the new player, IMO:
1. Re-order the "Join a Game" pages so that the top of page one is the most recently "started" game. (As opposed to the current system where the most recently "started" game is on the bottom of the last page.)
I agree that it is not the most interesting way to play on conquerclub. However, it is potentially fast and satisfies the likelihood that most new recruits are looking for as-close-to a realtime experience as possible. It is more likely (because of fewer participants in the game) that a 1v1 game will be finished in a shorter period of time. By giving the new recruit this option and essentially directing them towards 1v1 games by limiting them to 1v1 games, the new recruit may stick around a little longer by playing those games that likely will be finished in realtime.Woodruff wrote:Oh heavens, bad idea. I personally don't care for 1-vs-1 at all (I put up with them in tournaments because I love tournaments) and would certainly have never considered staying if I was told I had to play a certain number of games in that mode. I certainly understand that would get the new recruit their turns more quickly, but I don't think the tradeoff there would be a benefit to the site overall as far as numbers who stay.Queen_Herpes wrote:
2. Restrict (yep, I know most of you don't like that word) the New Recruit to 1v1 games.
Well, this comes from the concept that there are plenty of new-recruit-started-games that get lost in gamefinder where the majority of participants in teh game end up getting kicked for missed turns.Woodruff wrote:I don't have a particular problem with this one, necessarily...but I'm not sure there's much of a benefit to it either.Queen_Herpes wrote:
3. This one would never fly, but I am also keen on the concept of not allowing the new recruit to "start" games, at least for a short while.