Leehar wrote:If I remember correctly there's always a seasonal dip at this time of year anyway?
Nope. Dip is in the summer.
Moderator: Community Team
Leehar wrote:If I remember correctly there's always a seasonal dip at this time of year anyway?
drunkmonkey wrote:I honestly wonder why anyone becomes a mod on this site. You're the whiniest bunch of players imaginable.
Ron Burgundy wrote:Why don't you go back to your home on Whore Island?
karel wrote:the way the god damn dice are i can see people leaving,dice are so fucked up,makes me want to
caymanmew wrote:would the dice be better if they always where on your side?
MrBenn wrote:No of 'Results' on Scoreboard
Sep 05 2011: 17315
Sep 22 2011: 16637
Oct 24 2011: 16192
[Oct 24 2011: Conqueror Cup Promo Email Sent Out]
Oct 28 2011: 17000+
Nov 7 2011: 17458
Nov 10 2011: 17423
Nov 14 2011: 17423
Nov 25 2011: 17282
Nov 29 2011: 17055
Update:
Dec 14 2011: 16800
Army of GOD wrote:On April 1 last year there was around 18k players.
CC's definitely dying.
nagerous wrote:Army of GOD wrote:On April 1 last year there was around 18k players.
CC's definitely dying.
Dying seems a bit extreme. There are less active members than previously, but new updates such as the trench mode should bring a rise in the active members again!
natty dread wrote:CC is dying because the admin doesn't care enough about the current players.
CC is also dying because the people who create the content for the site do not get the attention they should.
Instead of concentrating on advertising, trying to lure in new players and useless gimmicks, CC should go back to the basics and improve the user experience. There's tons of things that would actually improve the site but we never see any of those... all we get is conquer cups and novelty game options...
I can quickly think of at least 5 things that would dramatically improve CC.
- new XML features for maps (conditional borders, etc)
- a playtesting feature for mapmakers (we already have this, ie. the test site - lack just doesn't want anyone to use it)
- 12 player games
- game UI redesign (get rid of the stupid sidebar = more room for the map, easier to play bigger maps)
- sort maps in categories
Sadly, I don't think any of these are going to happen in the next 5 years.
Dako wrote:natty dread wrote:CC is dying because the admin doesn't care enough about the current players.
CC is also dying because the people who create the content for the site do not get the attention they should.
Instead of concentrating on advertising, trying to lure in new players and useless gimmicks, CC should go back to the basics and improve the user experience. There's tons of things that would actually improve the site but we never see any of those... all we get is conquer cups and novelty game options...
I can quickly think of at least 5 things that would dramatically improve CC.
- new XML features for maps (conditional borders, etc)
- a playtesting feature for mapmakers (we already have this, ie. the test site - lack just doesn't want anyone to use it)
- 12 player games
- game UI redesign (get rid of the stupid sidebar = more room for the map, easier to play bigger maps)
- sort maps in categories
Sadly, I don't think any of these are going to happen in the next 5 years.
I'd start with the site redesign. New XML features will only complicate gameplay and it is already complicated on many maps.
Also, I would love to have a button "Start a basic game" that will create a normal game in one click that will be ok for most users. Make it one of 5 basic maps, NS C S and most new users will get used to the site easily. The current game creation screen is veeery hard to grasp and should be placed in another tab called "advanced game creation".
But alas, UX is not something lack is willing to concentrate on (or at least he doesn't understand how important it is). Even if we hire more developers we will not get a lot of profit from user stand point because the site itself is outdated and feels like it was created in 90's. Yes, we will get clan database and maps database, and sitting feature and testing tools and support of everything. But in the end it will be hard to use and will have crappy design and UX.
Dako wrote:New XML features will only complicate gameplay and it is already complicated on many maps.
natty dread wrote:New XML features encourage innovation - some of the best maps on the site have taken advantage of at the time new XML features.
If CC wants to stick to plain classical gameplay then it only serves to limit the potential audience, and it will get boring very quick. People yearn for new and different experiences. There's only so many variations of the same basic gameplay you can create before it starts to get repetitive - just more of the same with different graphics. If we get conditional borders, that alone would be a HUGE leap forward for gameplay design, something that would allow for almost limitless options for gameplay design.
We also need ways to code in collection bonuses in a more sensible way - currently, there are some maps that can't be made, not because they require some new features but because of the way they need to be coded currently, their XML would simply be so huge that the game engine couldn't handle it. Incidentally, this small improvement was promised like 18 months ago, at the time it was going to "surely be done in the next 6 months"...
I agree though that the site redesign is something that definitely should be done.
Dako wrote:natty dread wrote:New XML features encourage innovation - some of the best maps on the site have taken advantage of at the time new XML features.
If CC wants to stick to plain classical gameplay then it only serves to limit the potential audience, and it will get boring very quick. People yearn for new and different experiences. There's only so many variations of the same basic gameplay you can create before it starts to get repetitive - just more of the same with different graphics. If we get conditional borders, that alone would be a HUGE leap forward for gameplay design, something that would allow for almost limitless options for gameplay design.
We also need ways to code in collection bonuses in a more sensible way - currently, there are some maps that can't be made, not because they require some new features but because of the way they need to be coded currently, their XML would simply be so huge that the game engine couldn't handle it. Incidentally, this small improvement was promised like 18 months ago, at the time it was going to "surely be done in the next 6 months"...
I agree though that the site redesign is something that definitely should be done.
You are talking from the veteran user standpoint. If you are a new user all you need is an intuitive interface, pretty maps and simple options. Of course in some months you will get bored and will start to explore things. And then XML quirks kick off. But not before. And I think that CC main problem falls under category of people coming and not staying. Old guard stays around the same number, but new people barely stay at the site. And not because they don't see the site in the ads or don't come here but because the conversion is low. So CC has to solver how to transgress a newcomer into a regular member.
Dako wrote:Conditional borders (the example you are using) is a hard gameplay feature.
natty dread wrote:Dako wrote:Conditional borders (the example you are using) is a hard gameplay feature.
It doesn't have to be. It depends on how it is used, just like any other xml feature.
It could be something as simple as "hold X to attack Y from anywhere". Or you could have certain impassables, like walls, and you'd have a territory that when held allows you to break through those walls. It doesn't necessarily have to be hard or complicated - the good thing about an extremely flexible feature like conditional borders is that it allows an incredibly diverse set of different gameplay types.
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