The club idea would be okay if there were more options attached to it., time may tell if this happens?
seems to be a lot of work organising players to join the club yet members have little knowledge of the concept.
do members of the club actually understand why they are in one? seems not as very few have games happening against other club members.
are we going to have other options to the clubs? such as organising games for the members. a link similar to those of tournaments and clans that appears on the game page so members veiw the tables etc.
After all the hard work of orgaising new members would be a shame that it was just scrapped rather than just improved.
Originally posted by ArrakisHow is that related to clubs exactly, sir? I don't understand.
I agree. Our clan, DUNE, is a teaching clan and allowing clans to have separate forums would be extremely useful. For example if a clan had only 4 forums like these:
General
Chess Opening Lessons
Chess Middlegame
Chess Endings
Then people wouldn't have to go thru 200 posts to find a chess lesson which was given about the Sicilian Dragon. The w ...[text shortened]... forums are all lumped together it's very hard to find something from 4 months ago.
Arrakis
We are talking about clubs which is a totally different feature than clans. Please go back and read the original post that Russ posted, sir.
If you have a good idea like this one, you are free to post in in the Site Ideas forum. I like your idea about the seperate clan forums sir. However, it is not really related to this thread sir.
Anyway, I believe that this is a good feature and I disagree with people opposing the idea. I am glad so many people like this new feature too.
There's nothing to exaggarate though. If this club idea works, it works. If it doesn't work it doesn't work.
Why not have patience and see if this will have any merit to RHP and suggest ideas to improve what it is now?
Originally posted by RhymesterThis is a good thought. The smoother the challenge arrangements, the higher the practical upper limit on clan size. Why not bigger and better clans, instead of clubs.
I would have thought it better to just increase the maximum size of clans and improve on the way clan challenges are handled. For example being able to bounce a challenge in which all the pairings are OK but just the time out period isn't.
Clubs!!! Slowly I turned ...
I still think introducing club feature into this site is a good idea.
Clans and Clubs might appear similar to some, but there are distinct differences between two and each can serve for own purposes.
Clans are focused on team works, where people's combined efforts produce positive results. It may work better in small-medium sized groups to maintain team integrity and also to prevent member sharing that can be inconvenient when making clan challenges.
Clubs are more for individual interests. Any member can just play around as they please. Unlike clans, members compete within clubs (as well as being friendly and all) for their own club rating and to get to the top of the table etc. It must be appealing/challenging feature for some competitive players.
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Just one suggestion/request.. Would it be possible to have something like "open invites" in clubs? I guess that involves a lot of work.. but some club members would certainly benefit from it 🙂
Where are the clubs? I can't see any headings for them, not under the "Community" drop bar, and I've even looked on the site map, but they're not there.
Posting a link won't really help other people looking for them, even if they know what they're looking for.
EDIT: I know, I just found... It's that little box thingy next to the "play blitz" button (by the way, was it put sideways like that to please the "Looking Sideways Clan" ? ), but can you put the word "Clubs" on it, so everyone can understand what it is?
Originally posted by kyueExcellent input.
I still think introducing club feature into this site is a good idea.
Clans and Clubs might appear similar to some, but there are distinct differences between two and each can serve for own purposes.
Clans are focused on team works, where people's combined efforts produce positive results. It may work better in small-medium sized groups to maintain t ...[text shortened]... guess that involves a lot of work.. but some club members would certainly benefit from it 🙂
I agree every word and adding "open invites" is a good idea. 🙂
WHAT TO EXPECT
http://gameknot.com/club_forums.pl
Gameknot has had "teams" (similar to RHP clans) for as long as I've played there. After teams had been around for a while, "clubs" were introduced. This was almost three years ago. Since the idea was almost as lame three years ago, I didn't pay much attention to the clubs. Evidently quite a few have been started. Only a handful, however, manage even one (1) post per day to their club message board, even though
1) The clubs were introduced specifically to encourage socializing. "One of the main differences is that teams are for groups of people to compete against other groups of people, whereas clubs are for interaction within a group of people."
2) Until last fall, the clubs had no competition from the teams when it came to chat. The teams had no boards. Team members used to communicate on the site boards, unless, like our team, they had forums elsewhere. Nuts!
3) The site boards have been heavily restricted with respect to the topics allowed. During the endless "rush to war" in Iraq, the site boards got overheated and a couple, at least, were simply abolished. Hence the popularity of the "First Amendment" and "Artsy" clubs. They're subbing for site boards. (As for the British club, well, we all know how gabby the Brits are.)
In other words, after nearly three years, with very little in the way of alternative social opportunities, the clubs equal close to nothing.
Now, RHP clubs will differ in a couple ways, at least. They will include non-subs and they will have separate ratings. Since Russ, I'm sure, pays closer attention to the fortunes of other sites than the rest of us do, he must be aware of the GK club scheme's failure. Why does he want clubs, then, unless it has to do with the comprehensive membership and the new ratings?
What
are
the
clubs
for?
Originally posted by luctrucI'm trying to understand why clubs would bother you so much...
[b]WHAT TO EXPECT
http://gameknot.com/club_forums.pl
Gameknot has had "teams" (similar to RHP clans) for as long as I've played there. After teams had been around for a while, "clubs" were introduced. This was almost three years ago. Since the idea was almost as lame three years ago, I didn't pay much attention to the clubs. Evidently quite a f ...[text shortened]... he comprehensive membership and the new ratings?
What
are
the
clubs
for?[/b]
If you don't like them, don't join them and just play normally. Do you think the concept will detract from normal site operations? I don't.
Are you worried that Russ is wasting time that could be better spent on other projects/features? If so, what?
Surely any feature introduced here that may generate more interest in the site and possibly more subscriptions is a good thing for everyone involved?
Originally posted by CrowleySee last part of long post on page 2 for objections
I'm trying to understand why clubs would bother you so much...
If you don't like them, don't join them and just play normally. Do you think the concept will detract from normal site operations? I don't.
Are you worried that Russ is wasting time that could be better spent on other projects/features? If so, what?
Surely any feature introduced here tha ...[text shortened]... interest in the site and possibly more subscriptions is a good thing for everyone involved?
Thread 89024
For other projects Russ could be spending time on, see the forum threads that keep rising from the dead (games explorer, conditional moves, etc)
Going by the GK experience, nothing much is generated in the way of interest.
Originally posted by luctrucGood point again!
For other projects Russ could be spending time on, see the forum threads that keep rising from the dead (games explorer, conditional moves, etc)
There are so many points that have been brought up as Site Ideas, but somehow that's just ignored.. instead something's developed which was never asked for (haven't seen it in the Site Ideas section prior to the introduction by Russ himself).
And another good point that you brought up:
Oh, and if we're going to have multiple forums in each club, how about programming that option for clans, too. You know, the ones that people actually pay for.
I dont know witch side to be on here...
All of you have valid points and if all could simmer down a bit to let admin work their magic before making snap judgements I would be great. I know how much work this really is, since I work with chess evry day, it is a hard jobb to keep evry one happy. Trust me.
I for one think they are doing a great jobb. I do reallize that a lot still needs to get done but you know the saying. The one who waits...
Originally posted by RussThe club idea does not bother me. This way people can join a club instead of creating a clan just for a club.
This is a consultation thread for 'clubs' with some (rather rough, but mostly functional) live code behind it to make things more interesting. (Example Club 1)
The 'clubs' concept can go forward in any direction, adopted wholeheartedly, or be [b]erased completely if it proves to have no merit. So please don't be too upset if this all gets old back. I don't think even Chris is sold on this, so no need to be polite...
-Russ[/b]
The club rating system does not bother me either. But in no way do I see how it is going to curve cheating.
If two club members play each other, the rating points from that game are still going to stay within their own club no matter who wins. leaving the club rating almost unchanged. Such as our private clan tournaments, The over all clan rating remains almost the same when our players finish a game between them selfs, because the rating points just went from one player to the other within our own clan. Even if one of the players is cheating. So at this time I see no benefit from this separate club rating. Unless I'm missing something. Which is very possible since I'm still a little confused about the idea behind this and your explanation on how it's going to help curb engine use.
My opinion is to pursue engine users as always. With the same ZERO tolerance policy.
Cheaters are going to cheat wither in a club or clan or tournament or league game. They just can't accept to lose whatever it is their trying to win, so they have to cheat and convince themselves that they would move just as their engine does, therefore always giving themselves the win. Until caught. Then everyone knows their a cheater and they really can't play chess as they have been trying to appear to everyone, And their gone once caught.
I think if any game on RHP is matched 100% to a engine by either player that the game should be void and a red flag go up for that player, and a warning sent to that player to let them know their being watched and why.. If it continues with that player it's clear their cheating and they should be banned.
Clubs are good for the social butterfly's here at RHP. But my opinion is to let everything else remain pretty much the same. Except to ban engines users quicker if possible.