Moderator: Community Team
why should they? what problem do you see that needs to be rectified by limiting them to only Classic ?clangfield wrote:Concise description:
New players should be limited to playing the classic map until they have completed a set number of games.
I'm trying to limit the number of games in which new players join then fail to make any moves at all. In particular manual assassin games (especially 3 player) just become pointless.greenoaks wrote:why should they? what problem do you see that needs to be rectified by limiting them to only Classic ?clangfield wrote:Concise description:
New players should be limited to playing the classic map until they have completed a set number of games.
they play differently to me is not a good enough excuse.
I guess it's subjective as to what a good or bad map might be, but I'm happy to take a consensus. I suppose it might depend on the reinforcement and deployment restrictions.DoomYoshi wrote:Classic is the worst map. Why not limit them to a good map like Eurasia Mini?


I'm not sure that it's that much of an imposition to ask a newcomer to complete one test game before unleashing them on the rest of the site - I certainly wouldn't have minded.macbone wrote:Sorry, but I think this idea is a terrible one. As koontz says, we want new players to join. If someone joins up only to see they can play on 0.5% of our available maps, they'll take their time (and future premium memberships) to the sites that have no such restrictions.
We already restrict some of the more difficult settings and don't allow new players to play those settings, which makes sense. We don't want to throw them into the most complicated games right away.
You don't entice someone to stick around by giving them access to only a small sample of the site. Many people do join this site because they're looking for a place to play a map very similar to the Classic map, but a ton of players stick around because of the varied selection of maps and settings.
I like your second and third points, OP. But as far as the first point, what's the difference between a new player joining a game and then never coming back and an experienced yet clueless player ruining the game through poor play? I'd say the second is more common, and we do have a system in place to prevent a new player from joining games with tricky settings, but there's nothing to keep a noob like me out of a foggy Assassin game. =)
We want Conquer Club to be appealing enough that new players keep coming back, not hamstring the site so much that they don't see much worth sticking around for.
A new player in this context is one who has just joined the site, has a question mark symbol and has no completed games in which they have made any moves.koontz1973 wrote:Hate this idea for one reason only.A new player is just that, new, how can they learn if they cannot play?
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If players do not want to play them, they can set up private games.Even experienced players with high ranks can be a noob at settings if they start to play it for the medal.
So should we restrict them as well?
So what is a new player? Someone who is new to the site or new to the setting
How do you figure the new settings when we get them
This would deter players from staying around.
Imagine coming to a site to find 200+ maps and only being told you could only play one map for certain settings.
This whole idea smacks of a freeium player tying to make the most of their limited games.


How many tons of anecdotal evidence make an ounce of direct evidence?DoomYoshi wrote:There is anecdotal evidence - and tons of it.

I think the conversion ratio is something like 1:2, but I'm not around my measuring cups right now.Funkyterrance wrote:How many tons of anecdotal evidence make an ounce of direct evidence?DoomYoshi wrote:There is anecdotal evidence - and tons of it.