Poll: Reduce Turn Time Limit to 2 Days?
This poll is closed.
2 Days - Yes 28.72% 56 28.72%
4 Days - keep it the same 24.62% 48 24.62%
3 Days - A little bit of A and B 46.67% 91 46.67%
Total 195 vote(s) 100%
* You voted for this item. [Show Results]

Post Reply 
 
Thread Rating:
  • 1 Vote(s) - 5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Reducing Time Limit for Turns
01-14-2014, 04:43 AM (This post was last modified: 01-14-2014 04:45 AM by Mag!cGuy.)
Post: #141
RE: Reducing Time Limit for Turns
(01-14-2014 03:14 AM)jaxxinjr Wrote:  But what is much more important in the stats you post is the fact that 1,000,000 people (!!) downloaded Outwitters but only 6,000 stayed. That should be shocking to the devs and worthy of investigating why, especially because this is one of the better iOS games.

I've been saying all along that I'm fairly sure one of the top reasons is that people are turned off by the fact that a game takes anywhere from weeks to many months to finish. I know that was my very first very disappointed reaction to the game.

That point is further validated by the Over 75% who agreed. Which is why I'm stunned the devs chose to leave it unchanged. They originally presented the poll as them considering a drastic change to two days. In the end, despite overwhelming support, they didn't even go with an incremental change to 3 days. That change would also given them a chance to study the effects of a shorter limit.

Ultimately though, I think the best solution to retain a much larger player base is to rework the game as primarily a live speed-match format, while keeping a "correspondence chess" option on the side.

This perfectly expressed my own thoughts, I couldn't have said it better. I am not as stunned as you, but on the whole you are right, to my mind.

You can ask a...
[Image: 6BmXQqC.jpg]
(drawing by Chemoeum)

[Image: sig.png]
Find all posts by this user
Quote this message in a reply
01-14-2014, 08:27 AM
Post: #142
RE: Reducing Time Limit for Turns
(01-14-2014 03:14 AM)jaxxinjr Wrote:  
(01-13-2014 04:25 PM)Juslas Wrote:  1 000 000 downloads
6 000 daily players
3 000 members
200 votes

But what is much more important in the stats you post is the fact that 1,000,000 people (!!) downloaded Outwitters but only 6,000 stayed. That should be shocking to the devs and worthy of investigating why, especially because this is one of the better iOS games.

The stat is that on average we were seeing 6k uniques per day. Not necessarily the same 6k per day (highly unlikely). The active community is far larger I would imagine, to sustain 6k daily. I'd have to run a monthly report to get a 'wider view' snapshot.

If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan
Find all posts by this user
Quote this message in a reply
01-14-2014, 09:08 AM
Post: #143
RE: Reducing Time Limit for Turns
With that in mind, I'd suspect (read: completely guessing) there are around 20k-40k active players

[Image: sig.png][Image: 2q2lq9y.jpg]
Find all posts by this user
Quote this message in a reply
01-14-2014, 09:28 AM
Post: #144
RE: Reducing Time Limit for Turns
I am seriously considering asking Randall Munroe to do a calculated estimate and put it on what-if.xkcd.com.

[Image: 257k5t3.jpg][Image: 33mq0s8.jpg]
If you don't get my jokes, it's because of Postmodernism.
Visit this user's website Find all posts by this user
Quote this message in a reply
01-14-2014, 09:41 AM
Post: #145
RE: Reducing Time Limit for Turns
(01-14-2014 09:28 AM)TheGreatErenan Wrote:  I am seriously considering asking Randall Munroe to do a calculated estimate and put it on what-if.xkcd.com.

Do it!!!! DO IT!!!!!!
Find all posts by this user
Quote this message in a reply
01-14-2014, 10:35 AM
Post: #146
RE: Reducing Time Limit for Turns
Help me word the question in a succinct and yet sufficiently explanatory way?

[Image: 257k5t3.jpg][Image: 33mq0s8.jpg]
If you don't get my jokes, it's because of Postmodernism.
Visit this user's website Find all posts by this user
Quote this message in a reply
01-14-2014, 01:16 PM
Post: #147
RE: Reducing Time Limit for Turns
I think an interesting concept that really goes along with this idea is to actually let the players choose thier time limit when they set a game, perhaps even giving the option to take a turn every 5 minutes.

With a system like this i would recommend that the game should not end if you miss your time, but rather your turn be forfeited.
Find all posts by this user
Quote this message in a reply
01-14-2014, 02:22 PM (This post was last modified: 01-15-2014 01:30 PM by TheGreatErenan.)
Post: #148
RE: Reducing Time Limit for Turns
(01-12-2014 04:49 PM)QuicheLorraine Wrote:  I am in my residency...I enjoy picking up my iPad, pushing aside some biometrics, and making a move or two while walking from 1 point in the hospital to another.

[Image: WrongKindOfFeedback_zps525050e8.png]

[Image: 257k5t3.jpg][Image: 33mq0s8.jpg]
If you don't get my jokes, it's because of Postmodernism.
Visit this user's website Find all posts by this user
Quote this message in a reply
01-14-2014, 02:25 PM
Post: #149
RE: Reducing Time Limit for Turns
(01-14-2014 02:22 PM)TheGreatErenan Wrote:  
(01-12-2014 04:49 PM)QuicheLorraine Wrote:  I am in my residency...I enjoy picking up my iPad, pushing aside some biometrics, and making a move or two while walking from 1 point in the hospital to another.

[Image: WrongKindOfFeedback_zps525050e8.png]

Epic!

[Image: sig.png]
Find all posts by this user
Quote this message in a reply
01-15-2014, 10:01 AM
Post: #150
RE: Reducing Time Limit for Turns
I can't be the only person who thought about that, can I?

[Image: 257k5t3.jpg][Image: 33mq0s8.jpg]
If you don't get my jokes, it's because of Postmodernism.
Visit this user's website Find all posts by this user
Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread:
2 Guest(s)

Return to TopReturn to Content