Moderator: Community Team

All new players are risk lovers, most play classic as first map. But every new player thinks they can play a game start to finish seconds after creating it. Then they drop the game if its not filled in 60 seconds and don't come back.Craig25 wrote:We do know 1 thing, this site ain't making anybody a $ Millionaire.
The way forward is increasing the participation levels of the players that are still here. That means that CC should be placing efforts into incresing participation levels in area's where New Players can join and instantly feel a part of.
You might not belieive this, but I am going to be blunt here Keefie:
- Clans - Nope, playing on Specialist Maps using Specialist settings ain't going to get any NEW PLAYER hooked.
- Tribes - That actually has a chance if the game content is limited to Maps and Settings that NEW PLAYERS can pick up and play. If it goes the way of Clan games, it will suck to.
- CC Tourneys - Soul-less CC Tourneys also Suck. Playing in a Tourney where you don't care if u win or lose is pretty boring.
- Player Led Tourneys - Are the way forwards. But only if each has a CLEAR SCOREBOARD as a minimum and some way to engage the Player. Commentary / Game Chat / Prizes / Active Tourney Forum / Highlights........SOMETHING!
- 1 SITE WIDE TOURNEY - Where 90% of Active Players play it is 100% what is required. Because from that, you would drive additional participation into every other area of CC. (Clans, Tribes, Player Tourneys). There would need to be a hook to get 90% people to play. And this is radical. Ranking Points, you gain Ranking Points if you win games/meet objectives in it. But crucially, every entrant loses ZERO Ranking Points if they lose in it. That brings in so many more players to the Party. NEW MEMBERS are automatically Entered into it. The TO's personally mail the New Player, welcome them and explain what it's all about. Hand Holding for a week or so.
But, what do I know about entertaining people?
That's a very good idea, new players could receive an automated mail highlighting the strong points (like the 24 hour turn), and perhaps some time schedules when speedgames willl be played (new players mostly look for a speedgame but because everybody joins at a different time these games don't get filled) - and if the welcoming part goes well, they get hooked and turn into 24 hour players."The TO's personally mail the New Player, welcome them and explain what it's all about. Hand Holding for a week or so."


Nut Shot Scott wrote:Youre all idiots. Especially anyone who thinks Craig has made any good points regarding how to actually make CC a growing, functional and profitable business.

I too have wondered about the profitability of Conquer Club, I appreciate your effort in taking an educated guess on it.fusibaseball wrote:Was bored at work on this Friday afternoon so I wandered back to the ever-dwindling CC scene. This thread got me thinking...how much is BigWham actually taking home as the owner every year? Let's crunch some numbers (I am a big math guy after all) that are probably totally wrong but I really don't feel like working. Please do tear my numbers apart. I'm curious what people think.
Ok, so if I look at the scoreboard, I see 4,537 active users. Let's say half of those are premium (which is probably overstated but let's be generous).
4,537 * 0.5 = ~2,250
Annual premium is now a whopping $31 (yikes, this was around $10 when I started a decade or so ago).
2,250 * 31 = $69,750
Now there's probably 100 or so members who are very involved and earn lots of credits or get free premium perks (KA?) or something like that, so let's shave off that number to $65,000, which is probably closer to realistic. I don't think CC has any other revenue streams...there is no advertising, no other buy-in options on the site, etc.
What are his expenses? I have no idea what the cost of running a website is, but when I look online I see "software or web hosting renewal" which can range from $5 to $99 a month. Let's say $50 a month. And I see "domain SSL recertification" which is nominal...like $10 annually (let's ignore that). I don't think any of the mods are paid; my understanding is they are volunteers. Maybe his right-hand man or two gets a little paycheck but let's ignore salaries too. So $50 a month = $600 a year. Let's say his expenses in total are $1,000 because I'm probably missing some small items.
So I get a bottom line net income of $64,000 for 2023. Maybe it's only $30,000, maybe it's as high as $80,000, but somewhere in that range. I don't think he's reinvesting any of that income into the site at this point for meaningful improvements. My guess is BW is just taking his yearly distribution of $50k or so every year and waiting until he recoups his investment.

SoN!c wrote:You are a great player
You can find every payment you have made under Personal Menu --> Referral Program --> Account. In 2007, annual premium was $20. In 2008, it went up to $25.Keefie wrote:I haven't got the figures but I do know that statement is absolute poop. The cost of annual premium hasn't risen in years, it's NEVER been as low as $10.fusibaseball wrote: Annual premium is now a whopping $31 (yikes, this was around $10 when I started a decade or so ago).
That was to Nut Bag and yes, i respect him. He knows his maps and yes i think he is a great player. But also he goes berserk way too fast and he is a sore loser too.. still nothing to comment on his gameplay, top notch stuff on any map. Way better than Caff the decaf felcher and a lot of others. Awols finest with Trafa on gameplay. Disaster on good sportmanship (unlike trafa, t-law is an ace monster any way you look at him)BaldAdonis wrote:SoN!c wrote:You are a great player![]()
You can find every payment you have made under Personal Menu --> Referral Program --> Account. In 2007, annual premium was $20. In 2008, it went up to $25.Keefie wrote:I haven't got the figures but I do know that statement is absolute poop. The cost of annual premium hasn't risen in years, it's NEVER been as low as $10.fusibaseball wrote: Annual premium is now a whopping $31 (yikes, this was around $10 when I started a decade or so ago).

Yeah, I think he's significantly underestimating the costs. I suspect the complexity of the software is greater than most people assume, and your "$99/month" hosting won't cut it.Ark_Angel_NZ wrote:I too have wondered about the profitability of Conquer Club, I appreciate your effort in taking an educated guess on it.fusibaseball wrote:Was bored at work on this Friday afternoon so I wandered back to the ever-dwindling CC scene. This thread got me thinking...how much is BigWham actually taking home as the owner every year? Let's crunch some numbers (I am a big math guy after all) that are probably totally wrong but I really don't feel like working. Please do tear my numbers apart. I'm curious what people think.
Ok, so if I look at the scoreboard, I see 4,537 active users. Let's say half of those are premium (which is probably overstated but let's be generous).
4,537 * 0.5 = ~2,250
Annual premium is now a whopping $31 (yikes, this was around $10 when I started a decade or so ago).
2,250 * 31 = $69,750
Now there's probably 100 or so members who are very involved and earn lots of credits or get free premium perks (KA?) or something like that, so let's shave off that number to $65,000, which is probably closer to realistic. I don't think CC has any other revenue streams...there is no advertising, no other buy-in options on the site, etc.
What are his expenses? I have no idea what the cost of running a website is, but when I look online I see "software or web hosting renewal" which can range from $5 to $99 a month. Let's say $50 a month. And I see "domain SSL recertification" which is nominal...like $10 annually (let's ignore that). I don't think any of the mods are paid; my understanding is they are volunteers. Maybe his right-hand man or two gets a little paycheck but let's ignore salaries too. So $50 a month = $600 a year. Let's say his expenses in total are $1,000 because I'm probably missing some small items.
So I get a bottom line net income of $64,000 for 2023. Maybe it's only $30,000, maybe it's as high as $80,000, but somewhere in that range. I don't think he's reinvesting any of that income into the site at this point for meaningful improvements. My guess is BW is just taking his yearly distribution of $50k or so every year and waiting until he recoups his investment.
Whilst I have no problem with your assumptions on revenue, I think perhaps you are underestimating the costs associated with running a website. I think the administrative costs are certainly going to be part of it, but the amount of data that is stored somewhere (past games, logs, chat, snapshots) must be vast. It's hard to know how much this data storage does cost, because how it is stored will influence the total cost tremendously, but my assumption is that this would be in the thousands annually.
One thing is for sure, currently in this format of subscriptions and costs it is beneficial financially for Conquer Club to exist to the owner. I am grateful for that, I am sure many others are also.
Yes. I was going to say it started at $20 in 2006. But I didn't know the Account showed the data. I was going to link lack's original announcement:BaldAdonis wrote:You can find every payment you have made under Personal Menu --> Referral Program --> Account. In 2007, annual premium was $20. In 2008, it went up to $25.Keefie wrote:I haven't got the figures but I do know that statement is absolute poop. The cost of annual premium hasn't risen in years, it's NEVER been as low as $10.fusibaseball wrote: Annual premium is now a whopping $31 (yikes, this was around $10 when I started a decade or so ago).
I know. The game logs are public, and the plays are not good. He's lucky to have a decade of point inflation.SoN!c wrote:That was to Nut Bag


TrafalgarLaw01 wrote:Want to retain players? Easy. Give all newcomers 1 week premium. Most people end up finding the site cause they like risk and want to play online. Usually 1 speed game at least. So 1 week they will be able to see what the site has to offer without waiting 24hrs just 4 games. I am sure more people would then buy premium than just dont finish first games.
Pd: I do think Craig comments are ridiculous. Why take all strat away from a a strat game and leave it all to luck 1v1, flat rate, small map? But he still thinks it requires skill. Lol


I think you are on the right path but would suggest it be done slightly differently.TrafalgarLaw01 wrote:Want to retain players? Easy. Give all newcomers 1 week premium. Most people end up finding the site cause they like risk and want to play online. Usually 1 speed game at least. So 1 week they will be able to see what the site has to offer without waiting 24hrs just 4 games. I am sure more people would then buy premium than just dont finish first games.
Pd: I do think Craig comments are ridiculous. Why take all strat away from a a strat game and leave it all to luck 1v1, flat rate, small map? But he still thinks it requires skill. Lol
Dukasaur wrote:There's no chance of giving free premium, even on a short-term basis. The site has no identity verification, it would be super easy for someone to play on a premium level forever, simply creating new accounts every time the free premium expired.
We chase multis, of course, but it's volunteer work and not very reliable so lots of multis get through, and that's without any real incentive. Given a strong incentive like a week of free premium and the flow of multis would be an unstoppable deluge.
Installing some serious identity verification software would be expensive and would tend to scare away a lot of people too.
My proposal for introducing freemies to speed games is to have a Happy Hour (actually 16 hours) from noon Friday to 0400 Saturday morning. Friday night is our weakest night and could do with a boost. I drag out the definition to 16 hours so that every time zone on earth has a crack at it either Friday night or in the case of our Far Eastern members on Saturday morning.

True, the expenses likely are understated...and your last point is on the money, Ark.Ark_Angel_NZ wrote:I too have wondered about the profitability of Conquer Club, I appreciate your effort in taking an educated guess on it.fusibaseball wrote:Was bored at work on this Friday afternoon so I wandered back to the ever-dwindling CC scene. This thread got me thinking...how much is BigWham actually taking home as the owner every year? Let's crunch some numbers (I am a big math guy after all) that are probably totally wrong but I really don't feel like working. Please do tear my numbers apart. I'm curious what people think.
Ok, so if I look at the scoreboard, I see 4,537 active users. Let's say half of those are premium (which is probably overstated but let's be generous).
4,537 * 0.5 = ~2,250
Annual premium is now a whopping $31 (yikes, this was around $10 when I started a decade or so ago).
2,250 * 31 = $69,750
Now there's probably 100 or so members who are very involved and earn lots of credits or get free premium perks (KA?) or something like that, so let's shave off that number to $65,000, which is probably closer to realistic. I don't think CC has any other revenue streams...there is no advertising, no other buy-in options on the site, etc.
What are his expenses? I have no idea what the cost of running a website is, but when I look online I see "software or web hosting renewal" which can range from $5 to $99 a month. Let's say $50 a month. And I see "domain SSL recertification" which is nominal...like $10 annually (let's ignore that). I don't think any of the mods are paid; my understanding is they are volunteers. Maybe his right-hand man or two gets a little paycheck but let's ignore salaries too. So $50 a month = $600 a year. Let's say his expenses in total are $1,000 because I'm probably missing some small items.
So I get a bottom line net income of $64,000 for 2023. Maybe it's only $30,000, maybe it's as high as $80,000, but somewhere in that range. I don't think he's reinvesting any of that income into the site at this point for meaningful improvements. My guess is BW is just taking his yearly distribution of $50k or so every year and waiting until he recoups his investment.
Whilst I have no problem with your assumptions on revenue, I think perhaps you are underestimating the costs associated with running a website. I think the administrative costs are certainly going to be part of it, but the amount of data that is stored somewhere (past games, logs, chat, snapshots) must be vast. It's hard to know how much this data storage does cost, because how it is stored will influence the total cost tremendously, but my assumption is that this would be in the thousands annually.
One thing is for sure, currently in this format of subscriptions and costs it is beneficial financially for Conquer Club to exist to the owner. I am grateful for that, I am sure many others are also.
Also interesting points. You are probably closer to right. Maybe he takes only $20-$30k home annually at this point. Very much in hobby territory at that stage.Dukasaur wrote: But other than that:About five or seven years ago when I was still CC-obsessed, I did a detailed calculation with as much data as I could gather, and back then I estimated BW's take as around $60,000. That was five or seven years ago. It can only have gone down since then, since membership is about half of what it was then. I imagine it's seriously into hobby horse territory now.
- Credit card costs. For a small business, the banks rake off minimum 3%, often more.
- Taxes. It is a legally-registered business. Small, maybe, but too big to fly under the radar.
- Don't forget we do have one paid staff -- KA. No idea what his salary is, a lot less than he's worth, for sure. But still something.
So it was still $25 when I started? Wow. Funny how we tend to look on the past with unwarranted fondness. Rose colored glasses are real.BaldAdonis wrote:You can find every payment you have made under Personal Menu --> Referral Program --> Account. In 2007, annual premium was $20. In 2008, it went up to $25.Keefie wrote:I haven't got the figures but I do know that statement is absolute poop. The cost of annual premium hasn't risen in years, it's NEVER been as low as $10.fusibaseball wrote: Annual premium is now a whopping $31 (yikes, this was around $10 when I started a decade or so ago).

This is actually a great idea. But, having 24-36 hours every fortnight (if worried about giving too much free hours) would benefit more people around the world. 16 hours every week won't hit all timezones. Not everyone would be able to play.Dukasaur wrote: My proposal for introducing freemies to speed games is to have a Happy Hour (actually 16 hours) from noon Friday to 0400 Saturday morning. Friday night is our weakest night and could do with a boost. I drag out the definition to 16 hours so that every time zone on earth has a crack at it either Friday night or in the case of our Far Eastern members on Saturday morning.
Thank you!Shannon Apple wrote:This is actually a great idea. But, having 24-36 hours every fortnight (if worried about giving too much free hours) would benefit more people around the world. 16 hours every week won't hit all timezones. Not everyone would be able to play.Dukasaur wrote: My proposal for introducing freemies to speed games is to have a Happy Hour (actually 16 hours) from noon Friday to 0400 Saturday morning. Friday night is our weakest night and could do with a boost. I drag out the definition to 16 hours so that every time zone on earth has a crack at it either Friday night or in the case of our Far Eastern members on Saturday morning.
They should make an event out of it and see how it goes down. Maybe winning x number of games gives you a token that you can use to enter tournaments or something.
I'm loving the idea. Might even encourage more premium players to try speeders.
SoN!c wrote:Nut Shot Scott wrote:Youre all idiots. Especially anyone who thinks Craig has made any good points regarding how to actually make CC a growing, functional and profitable business.
That is why people call you Nut Bag
You need more subscriptions, so the more new players stay, the more new subscriptions.. people die every day nut bag.
You are a great player but also you can't stand losing so you go berserk when you do.
If you know better then let's hear your proposal to thrive the site again.

I hear ya... I'm pretty sure I lose more points in speed land than I gain tho. Speed land is for the junkies, count me in.ConfederateSS wrote:-People are trying to win a million games a second....Ooh...you can take turns ,turns in a millisecond... you're so Kool...I had fun when it was just 5 minutes a turn...[/size]...