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Review of Conquer Club
Posted:
Sat May 07, 2011 1:42 pm
by DoomYoshi
http://www.playriskonline.net/Obviously there is some HUGE bias here (note that MajorCommand has a 70+ score in maps for under 10 maps for instance) but it is still a good site and worth a read. He raises some interesting points. Enjoy the read and please leave comments:)
Re: Review of Conquer Club
Posted:
Sat May 07, 2011 2:06 pm
by Qwert
Well mine map its still in these section, i dont understand why he dont even try to contact me to ask,if he can use mine map to be example.
>How to win at Risk online (beginners strategy)<
well in first look on majortom, its look similar to conquerclub, i need to login to see if he have same system like conquerclub,or if hes maps its similar to conquerclub. Also i notice many famous usernames there,who are same like in conquerclub.
edit:
mibi,rjbeals, they some kind of map foundry Command. The more i look,its seems some kind of ConquerClub clone. to much similarity.
One thing what i dont like,its how they compare our maps with hes maps(its related on north america).
Re: Review of Conquer Club
Posted:
Sat May 07, 2011 6:57 pm
by greenoaks
i believe majcom was founded by CCers that were fed up with the way things were progressing here. they have invited their friends over, who have invited their friends, etc. there are many who are on both sites that have used the same name for convenience.
the maps over there are far more beautiful than the maps here (think Tisha's north, south & combined) but that extra graphic and the much larger map size means they take forever to load.
they also have 12 player games as an option which seems great but my turn comes around almost every fortnight.
i could go on as it is a great site but i spend almost all my time here, not there.
Re: Review of Conquer Club
Posted:
Sat May 07, 2011 7:20 pm
by shieldgenerator7
yeah there's a ton of other risk sites. I first found this one, then I romped around on War Gear a little, didn't like it as much, quit, then went to MajorCommander, but I couldn't get in because the beta was full (?!?!). Then I went to Landgrab (still there). Some cool sites but I like CC because... well... I'm used to it. And the community here is awesome.
Re: Review of Conquer Club
Posted:
Sat May 07, 2011 7:41 pm
by greenoaks
shieldgenerator7 wrote:yeah there's a ton of other risk sites. I first found this one, then I romped around on War Gear a little, didn't like it as much, quit, then went to MajorCommander, but I couldn't get in because the beta was full (?!?!). Then I went to Landgrab (still there). Some cool sites but I like CC because... well... I'm used to it. And the community here is awesome.
you have to be invited to play at MajCom.
it is very exclusive.
Re: Review of Conquer Club
Posted:
Sat May 07, 2011 7:46 pm
by shieldgenerator7
greenoaks wrote:shieldgenerator7 wrote:yeah there's a ton of other risk sites. I first found this one, then I romped around on War Gear a little, didn't like it as much, quit, then went to MajorCommander, but I couldn't get in because the beta was full (?!?!). Then I went to Landgrab (still there). Some cool sites but I like CC because... well... I'm used to it. And the community here is awesome.
you have to be invited to play at MajCom.
it is very exclusive.
oh that explains it.
Re: Review of Conquer Club
Posted:
Sat May 07, 2011 11:05 pm
by Army of GOD
There's no reason MajCom should be ranked higher than CC. I mean, I don't think CC is even that great, but MajCom has a long way to go.
I've played on MajCom but I don't really feel like getting used to the gameplay there. It's different than CC and I just don't feel like learning a new system. I'll post on the forum though.
Re: Review of Conquer Club
Posted:
Sat May 07, 2011 11:23 pm
by angola
greenoaks wrote:shieldgenerator7 wrote:yeah there's a ton of other risk sites. I first found this one, then I romped around on War Gear a little, didn't like it as much, quit, then went to MajorCommander, but I couldn't get in because the beta was full (?!?!). Then I went to Landgrab (still there). Some cool sites but I like CC because... well... I'm used to it. And the community here is awesome.
you have to be invited to play at MajCom.
it is very exclusive.
Should I feel bad that I'd never heard of that site until today? Guess I'm not a cool kid.
I really enjoyed that the pictures the reviews used were so old that Classic Shapes was still in use and King Herpes was still ruling the land.
Re: Review of Conquer Club
Posted:
Sat May 07, 2011 11:27 pm
by jrh_cardinal
angola wrote:Should I feel bad that I'd never heard of that site until today? Guess I'm not a cool kid.
me neither
Re: Review of Conquer Club
Posted:
Sat May 07, 2011 11:42 pm
by army of nobunaga
To be honest... and this is a subject I may be an authority on.
CC does a lot right. It will still be the best risk gaming place. Are there a LOT of fixable things that could increase revenue and excitement here? Yes. many many many
But speaking as one of the most successful guild/tribe/clan creators of explorer games on the web, CC does a lot right. a lot.
This new risk site is good, they do a few things better... but overall CC will keep slowly improving I feel and keep outpacing competition.
If I was to rank this game with the others Im more known at like AE CN TW others... well CC is nice because it is as intense as you need it to be for that time in your life. And it is stable.
STabilty rocks in the world of explorer games. Noone wants to spend 2 years making stats and a site dies.
Think about it.
more Malta more Duck and cover.
AoN
Re: Review of Conquer Club
Posted:
Sun May 08, 2011 1:36 am
by jefjef
Well I see woodruff found a new home there. lol
looks like the site reviews were written with some bias towards MajCom. I may complain about some of CC and not trust what the call random to actually be non manipulated but CC does a lot right. I would give CC 95 on maps.
Vitality is rated a low. This site is dynamic and prosperous.
Thank you CC for a fine site and putting up with a lot of bs from many of us. Keep moving forward and upward!
Re: Review of Conquer Club
Posted:
Sun May 08, 2011 1:49 am
by Army of GOD
Looking over it a bit more closely, I have no clue how MajCom beat CC in Interface and Vitality. MajCom's Interface is a lot harder to understand and now with the development of clickies in CC (I know that ranking site hasn't been updated in a while, but whatever) there's no way it should be lower than MajCom.
And I trust a 6-year running site with a good, consistent flux of money than a newborn that's still in Beta. I'm not saying MajCom can't ever beat CC, I'm saying there's no way it should be ranked higher currently.
The CC Community ranking should be a lot higher, as the forums are a lot more active with clans, usergroups, etc.
Maps is no contest in favor of CC. While the MajCom maps look nice, they're nowhere near the best maps at CC. Though, CC really has to do something about the recent poor quality of maps. It seems like any stupidly confusing gameplay makes it through the foundry even if the graphics make it look like a fifth grader used his penis to draw the map (no pedo).
Re: Review of Conquer Club
Posted:
Sun May 08, 2011 3:13 am
by safariguy5
Never played on any other site, but fun rated higher because of a built in diplomacy feature? We have one too, it's called the chat box. Backstabbing an opponent and breaking a truce is part of the game too, diplomacy can change like the tides, for better or for worse.
And I'm guessing they don't have a mafia forum, so I'll definitely give CC the edge on fun too.
Re: Review of Conquer Club
Posted:
Sun May 08, 2011 6:15 am
by greenoaks
safariguy5 wrote:Never played on any other site, but fun rated higher because of a built in diplomacy feature? We have one too, it's called the chat box. Backstabbing an opponent and breaking a truce is part of the game too, diplomacy can change like the tides, for better or for worse.
And I'm guessing they don't have a mafia forum, so I'll definitely give CC the edge on fun too.
they do have a built in diplomacy feature but i rarely use it.
you send a message stating the border and number of rounds and if accepted it keeps track of how long the truce has to go. everyone else gets a message to say you sent a message to player x but they have to guess at the content.
it doesn't allow general truces between players as a whole. you have to send a truce request for each and every region you share a border with the other player. it is very cumbersome.
Re: Review of Conquer Club
Posted:
Sun May 08, 2011 9:04 am
by sdh
myself,
niceman74,
VioIet,
shm78,
sekretar,
ADBEELINHO,
answa,
joofro,
vaz2103,
IrishGreek,
saudi-boy,
hogman1,
Kelvis all met on RiskAttack.com. The site use to be really good but it's completely messed up now, which is why we all came here. We had a big group of players who always played real-time big games, but spam took over and the chat boxes got replaced by advertisements
Re: Review of Conquer Club
Posted:
Sun May 08, 2011 9:25 am
by DoomYoshi
Army of GOD wrote:Looking over it a bit more closely, I have no clue how MajCom beat CC in Interface and Vitality. MajCom's Interface is a lot harder to understand and now with the development of clickies in CC (I know that ranking site hasn't been updated in a while, but whatever) there's no way it should be lower than MajCom.
And I trust a 6-year running site with a good, consistent flux of money than a newborn that's still in Beta. I'm not saying MajCom can't ever beat CC, I'm saying there's no way it should be ranked higher currently.
The CC Community ranking should be a lot higher, as the forums are a lot more active with clans, usergroups, etc.
Maps is no contest in favor of CC. While the MajCom maps look nice, they're nowhere near the best maps at CC. Though, CC really has to do something about the recent poor quality of maps. It seems like any stupidly confusing gameplay makes it through the foundry even if the graphics make it look like a fifth grader used his penis to draw the map (no pedo).
One thing about the interface that I like is the fuller instructions, which includes a brief on the maps. The rest of the interface is a ripoff of CCs though.
Re: Review of Conquer Club
Posted:
Sun May 08, 2011 9:42 am
by VampireM
just looking over the majorcommand site there is a couple of things that they really worked toward to make the site easier for a new player... though by doing this it takes a min or two just for the map to load... i dont want to sit around waiting for that on cable internet if i have 20 games going like i do here...
what i do like there is when the map is finally loaded u can go to a section and it shows u all the bonuses, what they are worth, and notes any strange connections.. makes for a clear view of the map and less stuff to jam into a map... the other very cool feature was there clickable maps.. when u hover over a region, the regions it connects to turn right.. very simple to see what is connected and what isnt... pretty cool feature...
but again it took way to long to load one map.. and that alone will be the reason i stay here at CC
Re: Review of Conquer Club
Posted:
Wed May 18, 2011 11:26 am
by mibi
Thanks for the feedback guys. We are obviously still in beta and have tons of improvements to make. We haven't even gotten to load optimization yet, but it's a priority.
We also have love for CC, as our entire team came from CC and were part of building the greatness here. We just had too many ideas and suggestions to get done around here in a reasonable amount of time. I am sure both MajCom and CC will prosper in the future.
Re: Review of Conquer Club
Posted:
Wed May 18, 2011 2:01 pm
by oVo
This is an excellent game site with a fabulous selection of maps. Some of the comparisons
and criticisms in the reviews have a curious bias towards things that I don't find necessary.
I like this game a lot as is and don't require any major improvements to enjoy playing. BOB,
clickies other mental crutch add-ons aren't important to me because plain and simple...
it's a good game.
Having said that it would seem all those reviews are good promotion for everyone,
since most gamers will form their own preferences after playing a few times.
Re: Review of Conquer Club
Posted:
Thu May 19, 2011 3:28 pm
by shieldgenerator7
yes I agree ovo. this game is fun as it is, however lack has been making improvements that make it more fun.
Re: Review of Conquer Club
Posted:
Tue May 24, 2011 11:38 am
by greenoaks
i was on MajCom earlier today.
including myself, there were 3 people on the forums at that time. not a topic or thread, the entire forum.
a vibrant community is important.
Re: Review of Conquer Club
Posted:
Tue May 24, 2011 11:55 am
by shieldgenerator7
greenoaks wrote:i was on MajCom earlier today.
including myself, there were 3 people on the forums at that time. not a topic or thread, the entire forum.
a vibrant community is important.
whoa... sounds like a ghost town. I think they could get a lot more people on their forums if they didn't limit how many people could join.
Re: Review of Conquer Club
Posted:
Tue May 24, 2011 12:23 pm
by greenoaks
shieldgenerator7 wrote:greenoaks wrote:i was on MajCom earlier today.
including myself, there were 3 people on the forums at that time. not a topic or thread, the entire forum.
a vibrant community is important.
whoa... sounds like a ghost town. I think they could get a lot more people on their forums if they didn't limit how many people could join.
i don't mind their 'you have to be invited' policy. they don't get the hundreds of signs in & deadbeats each month that this site does. although if this site had that policy i would never have gotten in the front door.
Re: Review of Conquer Club
Posted:
Tue May 24, 2011 12:56 pm
by Pedronicus
i wish who ever rated all the sites took the time out to give points out of 100 for the dice served up. I'd play on a black and white, square pixelated pile of shit, if the dice were like real life.
Re: Review of Conquer Club
Posted:
Tue May 24, 2011 1:12 pm
by mibi
shieldgenerator7 wrote:greenoaks wrote:i was on MajCom earlier today.
including myself, there were 3 people on the forums at that time. not a topic or thread, the entire forum.
a vibrant community is important.
whoa... sounds like a ghost town. I think they could get a lot more people on their forums if they didn't limit how many people could join.
Indeed, the forums dwarf ours in sheer size, however the posts per user stat is about the same, 5.8 for MajCom, 5.5 for CC. Great communities take time to build, which is why the forms here at CC are such an asset.