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IcePack wrote:
iAmCaffeine wrote:I’m pretty sure anyone can figure out how to play a turn. Set up a couple of 4 player classic flat rate games. Show them the ropes. Or even better play team games with them. Obviously if you went and played all of them in several 1v1s that aint ideal.
IcePack wrote:KoolBak wrote:Yo Icey-P.....
"How fun will it be to play with the same people over and over?"
Lmao. Guess you didn't read my post.
I read it. And do you think it applies to the entire community or just your group?
I’m talking site wide, not you & a few buddies specifically. Most are looking for varied / high level competition not the same thing over and over w the same few people. The topics about the site, not just you.
riskllama wrote:Koolbak wins this thread.
xroads wrote:iAmCaffeine wrote:I’m pretty sure anyone can figure out how to play a turn. Set up a couple of 4 player classic flat rate games. Show them the ropes. Or even better play team games with them. Obviously if you went and played all of them in several 1v1s that aint ideal.
I actually disagree with you on this one.
During my time as a guide, you would be amazed at how many players would say, how do I go, what do I do, and leave.
I estimate over 80% of guide games werent completed, probably due to frustration.
The clunky user interface for a new user sucks ass. It should be off for new users instead of turned on.
xroads wrote:iAmCaffeine wrote:I’m pretty sure anyone can figure out how to play a turn. Set up a couple of 4 player classic flat rate games. Show them the ropes. Or even better play team games with them. Obviously if you went and played all of them in several 1v1s that aint ideal.
I actually disagree with you on this one.
During my time as a guide, you would be amazed at how many players would say, how do I go, what do I do, and leave.
I estimate over 80% of guide games werent completed, probably due to frustration.
The clunky user interface for a new user sucks ass. It should be off for new users instead of turned on.
Dukasaur wrote:xroads wrote:iAmCaffeine wrote:I’m pretty sure anyone can figure out how to play a turn. Set up a couple of 4 player classic flat rate games. Show them the ropes. Or even better play team games with them. Obviously if you went and played all of them in several 1v1s that aint ideal.
I actually disagree with you on this one.
During my time as a guide, you would be amazed at how many players would say, how do I go, what do I do, and leave.
I estimate over 80% of guide games werent completed, probably due to frustration.
The clunky user interface for a new user sucks ass. It should be off for new users instead of turned on.
I think even 80% is wildly optimistic. I think something like 95% of guide games aren't completed. I disagree with you that it has anything to do with difficulty. I think a five year old could figure out this game. If they can figure out all those combo attacks on Mortal Kombat, I'm sure they can figure out that clicking on "Begin" will start their turn, and clicking on an enemy will attack. Hell, I played Mortal Kombat for six months, never did manage a combo attack except by pure luck. I never figured out how to jump on the Sargent Pepper thing in Super Mario, either. Conquer Club is probably at one percent of the difficulty level of most games that kids play nowadays.
Jesus, just try comparing this to a flight sim, or even a NASCAR sim. Is there anything on this site even remotely comparing to the difficulty level of trying to adjust the camber on a race car or adjusting the flaps on a Learjet?
Difficulty is not the reason people quit. Boredom is. This game has only the most rudimentary graphics and no sound effects. Not much happens when you click on something. A little number changes from 5 to 3. You might not even notice if you're not watching closely.
When someone arrives expecting a wargame, they click on London, they expect to see Stukas screaming down from the sky, to hear the plane dive and the bombs drop, to see the billowing smoke from explosions and (in the most modern games) to see realistic blood spatter and dismembered bodies. Nothing about seeing a 5 change to a 3 is remotely close to that. Even the simplest adaptations of board games to computer games have basic stuff like that. Axis and Allies has screaming Stukas and thundering machine guns and great music. Even the very, very primitive online adaptation of Third Reich has martial music from various military marches to announce the beginning of a turn. Even the retarded Windows version of Risk has that stupid horse galloping across the screen. It's not much, but it's at least something.
Most people don't stick with CC because, at its core, it is a crushingly dull 2D board game. Even those of us who stick it out do it for social reasons, because we make friends here and feel an obligation to them, not because we enjoy the game, or at least, not much.
riskllama wrote:Koolbak wins this thread.
Dukasaur wrote:xroads wrote:iAmCaffeine wrote:I’m pretty sure anyone can figure out how to play a turn. Set up a couple of 4 player classic flat rate games. Show them the ropes. Or even better play team games with them. Obviously if you went and played all of them in several 1v1s that aint ideal.
I actually disagree with you on this one.
During my time as a guide, you would be amazed at how many players would say, how do I go, what do I do, and leave.
I estimate over 80% of guide games werent completed, probably due to frustration.
The clunky user interface for a new user sucks ass. It should be off for new users instead of turned on.
I think even 80% is wildly optimistic. I think something like 95% of guide games aren't completed. I disagree with you that it has anything to do with difficulty. I think a five year old could figure out this game. If they can figure out all those combo attacks on Mortal Kombat, I'm sure they can figure out that clicking on "Begin" will start their turn, and clicking on an enemy will attack. Hell, I played Mortal Kombat for six months, never did manage a combo attack except by pure luck. I never figured out how to jump on the Sargent Pepper thing in Super Mario, either. Conquer Club is probably at one percent of the difficulty level of most games that kids play nowadays.
Jesus, just try comparing this to a flight sim, or even a NASCAR sim. Is there anything on this site even remotely comparing to the difficulty level of trying to adjust the camber on a race car or adjusting the flaps on a Learjet?
Difficulty is not the reason people quit. Boredom is. This game has only the most rudimentary graphics and no sound effects. Not much happens when you click on something. A little number changes from 5 to 3. You might not even notice if you're not watching closely.
When someone arrives expecting a wargame, they click on London, they expect to see Stukas screaming down from the sky, to hear the plane dive and the bombs drop, to see the billowing smoke from explosions and (in the most modern games) to see realistic blood spatter and dismembered bodies. Nothing about seeing a 5 change to a 3 is remotely close to that. Even the simplest adaptations of board games to computer games have basic stuff like that. Axis and Allies has screaming Stukas and thundering machine guns and great music. Even the very, very primitive online adaptation of Third Reich has martial music from various military marches to announce the beginning of a turn. Even the retarded Windows version of Risk has that stupid horse galloping across the screen. It's not much, but it's at least something.
Most people don't stick with CC because, at its core, it is a crushingly dull 2D board game. Even those of us who stick it out do it for social reasons, because we make friends here and feel an obligation to them, not because we enjoy the game, or at least, not much.
IcePack wrote:Dukasaur wrote:xroads wrote:iAmCaffeine wrote:I’m pretty sure anyone can figure out how to play a turn. Set up a couple of 4 player classic flat rate games. Show them the ropes. Or even better play team games with them. Obviously if you went and played all of them in several 1v1s that aint ideal.
I actually disagree with you on this one.
During my time as a guide, you would be amazed at how many players would say, how do I go, what do I do, and leave.
I estimate over 80% of guide games werent completed, probably due to frustration.
The clunky user interface for a new user sucks ass. It should be off for new users instead of turned on.
I think even 80% is wildly optimistic. I think something like 95% of guide games aren't completed. I disagree with you that it has anything to do with difficulty. I think a five year old could figure out this game. If they can figure out all those combo attacks on Mortal Kombat, I'm sure they can figure out that clicking on "Begin" will start their turn, and clicking on an enemy will attack. Hell, I played Mortal Kombat for six months, never did manage a combo attack except by pure luck. I never figured out how to jump on the Sargent Pepper thing in Super Mario, either. Conquer Club is probably at one percent of the difficulty level of most games that kids play nowadays.
Jesus, just try comparing this to a flight sim, or even a NASCAR sim. Is there anything on this site even remotely comparing to the difficulty level of trying to adjust the camber on a race car or adjusting the flaps on a Learjet?
Difficulty is not the reason people quit. Boredom is. This game has only the most rudimentary graphics and no sound effects. Not much happens when you click on something. A little number changes from 5 to 3. You might not even notice if you're not watching closely.
When someone arrives expecting a wargame, they click on London, they expect to see Stukas screaming down from the sky, to hear the plane dive and the bombs drop, to see the billowing smoke from explosions and (in the most modern games) to see realistic blood spatter and dismembered bodies. Nothing about seeing a 5 change to a 3 is remotely close to that. Even the simplest adaptations of board games to computer games have basic stuff like that. Axis and Allies has screaming Stukas and thundering machine guns and great music. Even the very, very primitive online adaptation of Third Reich has martial music from various military marches to announce the beginning of a turn. Even the retarded Windows version of Risk has that stupid horse galloping across the screen. It's not much, but it's at least something.
Most people don't stick with CC because, at its core, it is a crushingly dull 2D board game. Even those of us who stick it out do it for social reasons, because we make friends here and feel an obligation to them, not because we enjoy the game, or at least, not much.
This is not my experience, at all. Like zeus, I've tried bringing dozens of friends to this site / others who play very similar online strategy games. They aren't expecting flashy graphics and sound effects and leave because its boring. They know what to expect, how flashy and crazy can you really make a risk game? In fact most risk games that try to make it flashy etc make the playing experience worse with it. In fact, most had the opposite expectation, they wanted Risk and knew that there wasn't going to be much flashy stuff, and were totally fine with it. Granted most searching for online games might not be looking for that, but most looking for a RISK game certainly aren't expecting mortal combat level graphics and what not from a risk game.
No, people left cuz after several hours onsite they couldn't figure it out. The few who were willing to give me a few hours to explain it lasted a little better, but even then most things weren't very intuitive. Rules are hard to find, explanations have to be searched for, there is nothing explaining the different settings that can be easily found by the new comer (yes, its there...hidden away if you know where to look).
The few out of that group that are willing to hear someone explain it, or stick it out eventually gave up because of 1) dice (almost exclusively) 2) bad experiences with others 3) still having a hard time finding information on game settings, map xml (killer neutrals), etc.
Comparing CC to flight sims, Mortal Combats, Nascar sims...not really apples to apples. But even those far more complex games things are made far more intuitively, and come with instruction manuals, youtube videos explaining strategies, walking through first turns, games, etc. so that complexity is made ACCESSIBLE to the common game player, and clearly illustrated by its creators / owners through various means and methods.
CatchersMitt14 wrote:
1. The other huge issue I see routinely with guide games is they take way too long to fill. People want an instant start game, not one that sits in GC for half an hour before it starts or a game that starts quickly but has two other NRs in the game who will DB and slow the pace.
2. Also, I'd like to add, I think there is a significant part of our demographic who aren't gamers. I look at my parents and their friends, none are gamers but are all always looking for board games and will play the basic card and board games online. They in no way expect the flash and gore of a modern game, but more importantly for our purposes, they have no gaming background to draw on and they aren't looking to learn. They just want to play a classic board game. No expectations of cities burning and animations of people screaming and dying as blood flies everywhere. Just basic, old fashioned like they played in their dorms, Risk. I'd argue that is a significant portion of our demographic along with the older, retired generation who are looking for ways to spend some time. They for sure aren't looking for a complicated interface when they're happy if they just remember their password.
zeus111 wrote:so let me see if i understand this ..you expect gramps or grandma to log on and grasp concept . that generation is not so savoy online mine just learned to skype ,,,ip u say " people left cuz after several hours onsite they couldn't figure it out." how can we expect older new recruits too ..on site that has the violent graphics also has just normal risk no zombies is offered just old fashion risk ...but the common ground all sites but cc club have is a video tutorial covering there sites basics how to play it ...its really simple to see here its soooooo desperately needed ..that plus the site starving for real time players also has the foe option ,,if you dont play baltic fog trench u dont play very many other speed multi player games in that our competition has our site crushed in daily user numbers playing real time games ,duk says 98 percent of new recruits are leaving if i read that correct theres were site has to start thats crazy we retain 2percent of new recruits loosing as ice pack says 20 percent of paid members last year alone ...
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