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Freemium Gameplay Changes [Brainstorming]

PostPosted: Sun Sep 04, 2016 7:03 pm
by IcePack
Concise description: Change the Gameplay Options / Set Up for Freemium Players
  • Option 1: Change to unlimited games, but restrict settings to classic risk (Auto, Seq, Esc, Chained, Sunny/Fog, No Trench)
    Option 2: Invert current restrictions, allow unlimited speed games with all settings (only). No casual 24 hr games.
    Option 3: Other (Post in Thread)

Specifics/Details:
  • Option 1: The idea here is to increase overall activity within the site by allowing freemiums to play more games and fill them quicker. The added restriction would be the new incentive to upgrade to premium (playing the other settings).

    Option 2: This would possibly assist in allowing NR and other newer players get the instant gratification they seek instead of waiting for days to play turns and always be seeking RT games. Allows them to play on all settings, and the incentive then becomes to upgrade for 24 hour / casual games.

    Option 3: You suggest something in thread, this is brainstorming after all.

How this will benefit the site and/or other comments:
  • Explained above. Mostly for brainstorming and see if there are other ideas out there that would benefit

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Sun Sep 04, 2016 11:32 pm
by dakky21
Option 3: As I already said ... New Recruits should get a free pack of 5 speed games and that would solve most of the problems. Yes, multi problems arrive here but at least you have a functioning system instead of not having any speed games running.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Sun Sep 04, 2016 11:48 pm
by IcePack
dakky21 wrote:Option 3: As I already said ... New Recruits should get a free pack of 5 speed games and that would solve most of the problems. Yes, multi problems arrive here but at least you have a functioning system instead of not having any speed games running.


I think NR already get the ability for speed game pack

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Mon Sep 05, 2016 4:17 am
by mrswdk
Classic risk is flat rate, not escalating.

Option 1 would be okay, option 2 I'd just stop playing games. Mon-Fri I work and weekends I have other stuff on - what time I have is not going to be spent playing 30-40 min speed games.

If you really want freemiums to play more games, why not just increase the game limit?

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Mon Sep 05, 2016 5:47 am
by clangfield
I don't need speed games, but I prefer manual deployment, and I think for new players unlimited reinforcement is essential because people make mistakes and it gives them a chance to reconsider - it's also easier on a mobile which I find can easily mis-tap.
None of the options would encourage me to play more - in fact, they would prevent me from playing.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Mon Sep 05, 2016 8:11 am
by jcmagno
Maybe make a change and see...?
What about leave the max four casual games... and unlimited speed games, but only in classic map? :?:

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Tue Sep 06, 2016 6:52 pm
by IcePack
mrswdk wrote:Classic risk is flat rate, not escalating.

Option 1 would be okay, option 2 I'd just stop playing games. Mon-Fri I work and weekends I have other stuff on - what time I have is not going to be spent playing 30-40 min speed games.

If you really want freemiums to play more games, why not just increase the game limit?


Umm....not sure what Risk you've been playing, but no....classic risk is escalating.
From the Risk Rule Book:

The first set traded in - 4 armies
The second set traded in - 6 armies
The third set traded in - 8 armies
The fourth set traded in - 10 armies
The fifth set traded in - 12 armies
The sixth set traded in - 15 armies
After the sixth set has been traded in, each additional set is worth 5 more
armies. Example: If you trade in the seventh set, you get 20 armies; if you
trade in the eighth, you get 25 armies, and so on. “First” and “second” set,
etc., refer to sets traded in by anyone during the game. Thus, if you trade in
the third set in the game, you receive 8 armies, even if it’s the first set you
have traded in.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Wed Sep 07, 2016 2:27 am
by mrswdk
Wrong

Anyways this site isn't risk, it's a risk-inspired strategy dice game

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Wed Sep 07, 2016 8:33 am
by IcePack
mrswdk wrote:Wrong

Anyways this site isn't risk, it's a risk-inspired strategy dice game


I proved you using the risk rule book so I'd love to hear how I'm wrong?

Regardless I agree it's not risk, but it still has the basic risk settings we can use as default for this proposal

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Wed Sep 07, 2016 9:02 am
by mrswdk
IcePack wrote:
mrswdk wrote:Wrong

Anyways this site isn't risk, it's a risk-inspired strategy dice game


I proved you using the risk rule book so I'd love to hear how I'm wrong?

Regardless I agree it's not risk, but it still has the basic risk settings we can use as default for this proposal


There's been like a million different editions of risk released over the years. The one I grew up with has little infantry, cavalry and artillery drawn on the cards and those indicate whether a set of cards is worth 4, 6, 8 or 10 troops.

Anyways the headline is that Option 1 is workable, Option 2 sucks ass, Option 3 (just raise the freemium game limit) is the best.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Wed Sep 07, 2016 10:07 am
by IcePack
The one you grew up with does not necessarily mean it's classic / standard risk. As you said there have been many editions, but the standard version is escalating.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Wed Sep 07, 2016 12:42 pm
by owenshooter
so, this would mean no team games included? just want to clarify before i put in my two cents... the black jesus has spoken...-Jésus noir

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Wed Sep 07, 2016 12:47 pm
by IcePack
owenshooter wrote:so, this would mean no team games included? just want to clarify before i put in my two cents... the black jesus has spoken...-Jésus noir


I think both options 1 & 2 would allow team games. As long as they fall under the allowed settings (1) or speed team (2).

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Wed Sep 07, 2016 4:08 pm
by mrswdk
HASBRO wrote:The one you grew up with does not necessarily mean it's classic / standard risk. As you said there have been many editions, but the standard version is escalating.


Sorry bro, don't set your hounds on me or nothin'.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Wed Sep 07, 2016 9:59 pm
by degaston
I made a suggestion a few years ago that I thought might encourage more games by both freemium and paid players:

Unlimited Wait-Lists & Maximum Game Limit

People seemed to think it was a good idea at the time, but like so many other good ideas around here, nothing was ever done about it.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Wed Sep 07, 2016 11:48 pm
by riskllama
mrswdk wrote:
HASBRO wrote:The one you grew up with does not necessarily mean it's classic / standard risk. As you said there have been many editions, but the standard version is escalating.


Sorry bro, don't set your hounds on me or nothin'.

yeah, you'd just eat them, wouldn't you?

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Thu Sep 08, 2016 11:13 am
by owenshooter
IcePack wrote:
owenshooter wrote:so, this would mean no team games included? just want to clarify before i put in my two cents... the black jesus has spoken...-Jésus noir


I think both options 1 & 2 would allow team games. As long as they fall under the allowed settings (1) or speed team (2).


then i think it is a great idea. i only pay for premium when i need to get my poly fix on... however, since i have already proven i am the best/greatest poly player on the site and have very little competition, i have nothing to prove and haven't bought premium... i'm looking at playing more team games with people i haven't played with before... teaching people maps in team games that i know, which they don't know... anyway, i think it is a good idea, but would they ever do it? plus, like all other good ideas, what are the odds of getting it implemented? great suggestion. the black jesus likes it...-Jésus noir

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Thu Sep 08, 2016 11:21 am
by IcePack
I had a long conversation w an admin about it. They were open to it and had already considered one of the two options above (won't say which one) but ultimately they wanted brainstorming / community feedback first before making the change.

They felt it's possible there might be another alternative that hasn't been thought of or maybe one or the other would gather more support.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Fri Sep 09, 2016 1:46 am
by mrswdk
Same as now, but raise the freemium game limit.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Fri Sep 09, 2016 10:28 am
by Dukasaur
mrswdk wrote:
IcePack wrote:
mrswdk wrote:Wrong

Anyways this site isn't risk, it's a risk-inspired strategy dice game


I proved you using the risk rule book so I'd love to hear how I'm wrong?

Regardless I agree it's not risk, but it still has the basic risk settings we can use as default for this proposal


There's been like a million different editions of risk released over the years. The one I grew up with has little infantry, cavalry and artillery drawn on the cards and those indicate whether a set of cards is worth 4, 6, 8 or 10 troops.

Anyways the headline is that Option 1 is workable, Option 2 sucks ass, Option 3 (just raise the freemium game limit) is the best.


The American version had escalating as the default option right from the beginning, so Americans consider escalating to be "normal".

In the rest of the world, it's a bit spotty. Flat rate reigned for much of the time in versions published in the Commonwealth and for a shorter time in versions published in the rest of Europe. Later those switched to escalating also, so it really depends what year you started playing.

The one we played in high school was definitely flat rate like the one you played. For me, too, it was a bit of a shock when I came to CC and found most people considered escalating to be "normal".

About half of CCers are American, and about half of the non-Americans also grew up with escalating, so overall you will find 3/4 of CCers consider escalating "normal" and only about 1/4 consider flat rate "normal".

I have to say, that although I had never played escalating before coming to CC, I've become a convert and treat it as normal now.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Fri Sep 09, 2016 10:35 am
by IcePack
I grew up "in the commonwealth" and escalating was normal/standard version there as well.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Fri Sep 09, 2016 10:38 am
by mrswdk
Given that Risk was invented in France and then bought by a British company, I guess that means we can call the British/Euro rules the real standard. And my (fairly old) British board comes with instructions that say the cards are flat rate.

mrswdk - 1,000,000, IcePack - 0

Yeahhhhh!!!! I win again!!!

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Fri Sep 09, 2016 12:15 pm
by Donelladan
IcePack wrote:Concise description: Change the Gameplay Options / Set Up for Freemium Players

Option 1: Change to unlimited games, but restrict settings to classic risk (Auto, Seq, Esc, Chained, Sunny/Fog, No Trench)
Option 2: Invert current restrictions, allow unlimited speed games with all settings (only). No casual 24 hr games.
Option 3: Other (Post in Thread)[/list]


As it has been said by the freemiums that post before me, Option 2 is probably not a good idea. I don't think many freemium would have time to play speed.
I see as myself I sometimes play tons of speed, and sometimes for weeks I don't because I don't have the time for it. I assume freemiums would probably sometimes also not be able to play speed for a long period, and then they might just forget about CC because they wouldn't log in to play the 24h games.
The very good thing with 24h games is that it "force" you to log in once a day at least, then it becomes an habit,( then an addiction, then you take premium and play hundreds of games :D ).

Option 1 could be interesting - I guess it would strongly depends on people. Probably many freemiums would be pissed that they are unable to play some settings/maps they like, and we may end up losing some freemiums. But for the new people signing-up they may appreciate to have as many games as they want.
I am not really up for it either, I dunno if I'd have stick on CC if it wasn't for the large variety of maps.

I would think of kind of mixed of it :D
What about allowing freemium to play speed games on the classic map with the classic settings you mentionned ?
( NB: flat rate is also the "normal risk" for me, but escalating is way better for speed games, if we do that we should go with escalating chained sunny classic games).

So option 3, imo :
Don't change anything for the 24h games.
Allow freemium to play speed on classic map escalating chained no sunny.

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Fri Sep 09, 2016 12:18 pm
by Metsfanmax
IcePack wrote:
dakky21 wrote:Option 3: As I already said ... New Recruits should get a free pack of 5 speed games and that would solve most of the problems. Yes, multi problems arrive here but at least you have a functioning system instead of not having any speed games running.


I think NR already get the ability for speed game pack


Didn't we have that for a few months, and then the 'promotion' was cancelled?

Re: Freemium Gameplay Changes [Brainstorming]

PostPosted: Fri Sep 09, 2016 4:12 pm
by Dukasaur
IcePack wrote:I grew up "in the commonwealth" and escalating was normal/standard version there as well.

Well, you might be a lot younger. But the board we played on in high school (a normal Risk board with the wooden lozenges, not the stupid-looking plastic tokens) definitely gave flat rate as the standard rule, and only had escalating in the back of the book as an "optional" rule.

Metsfanmax wrote:
IcePack wrote:
dakky21 wrote:Option 3: As I already said ... New Recruits should get a free pack of 5 speed games and that would solve most of the problems. Yes, multi problems arrive here but at least you have a functioning system instead of not having any speed games running.


I think NR already get the ability for speed game pack


Didn't we have that for a few months, and then the 'promotion' was cancelled?

There was such a promotion which was cancelled. I think that was before BW, under El Jefe.

I think something new like that is now being done, also. I'm not sure if it's just guide games or if they get an actual speed game pack at the end of it. Somebody would have to find out for sure, but I did here in Global Chat not too long ago that some new kid said he had speed games which he didn't know how he got.