The New Guilds and Player Owned Stations Discussion Thread.

Guilds and Player Owned Stations

  • Guilds and limited player-owned stations

    Votes: 788 54.4%
  • No guilds or player owned stations

    Votes: 506 34.9%
  • Guilds but no limited player-owned stations

    Votes: 155 10.7%

  • Total voters
    1,449
  • Poll closed .
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I would have liked another option in the poll as it is really related to the subject. An option for individual hangers we can place where we want where we can store our ships, modules etc

This could be a first step to stations but since there is no option for this very much wanted feature, even over player owned stations I think, is missing I have to vote no.
 
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It didn't need to the first time since the majority wanted no guilds, and we already had no guilds.

I think it's a legitimate point to say that the demographic of the player base will have changed since the original poll was posted. With more of the "Xbox" generation being involved now, enhanced multiplayer functionality (such as guilds, player ownership, corporations, multiplayer-crewing of vessels, pilot professions etc etc etc) is bound to be more appealing.

There is a point where, if they genuinely want the game to succeed, people will have to accept that the game has to evolve into something fit for the current date - even if that means making it "not Elite" any more.

If FD really want to sample opinion, they should launch referendums from within the game - that'll give a definitive answer. (Actually, that's a great idea.)
 
What would be in the rules of a Guild that could result in a player kicked?


Have you ever played in a well run guild?

Most include rules dealing with how the guild interacts with the community, how the players interact with themselves, etc. Guilds I rep for understand that your actions in the game mean something and should not be intolerant, should be helpful, etc. to the game at large. Same with interplayer actions. Join a few guilds...you'll be pleasantly surprised.

Now many find that keeping a PG 13 guild might hobble their 'player rights'...well then, these types of guilds are not for those players. However, the majority of guilds out there are more 'real people' than ats and megalomaniacs. However, the better guilds do not make the headlines.

How guilds interact with the community...and how single players interact with the community is also more about how well the ToS is maintained by the devs and how well the community reports issues and violations. GW2, although having many issues with the game itself, has one of the best known and even tempered communities. That's because the ToS is observed...people report folks for breaking it and the devs ban folks from playing when they are reported. This certainly would go a long way to fix things in this community if it occured.
 
What I find mildly amusing is that people think this poll will change the course of ED history.

Unfortunately we have multiple examples of whingeing on the forum leading to FD changing their mind (aka caving in to pressure). IMHO, most of those mind changes have been detrimental tot he game: others disagree, of course.
 

Robert Maynard

Volunteer Moderator
If FD really want to sample opinion, they should launch referendums from within the game - that'll give a definitive answer. (Actually, that's a great idea.)

It's been put forward previously as the only way to guarantee that only players vote. However, given that players may not play all the time or may even take breaks from the game, how long should such an in-game poll run? Another point would be that no-one would know which way the result was going until it was announced.
 
Well, if guilds are put into the game then I shall form one.

The "Apathy Guild"

Rule 1: I dont care what you do, say, think or how you play, we dont talk to one another and basically just dont care.
 
Indeed, as it shouldn't.

If we're being honest, all of us know Jack. Who posts here and is a nice guy by the way. My vote is just as nonsense as a zero-day accounter, in the sense that Frontier should not take my say so into account. And of course they won't. I trust FD more than me in deciding the path which the game should take. And if it happens that I don't like it, tough.

Agreed. Imagine if David Braben & Ian Bell had listened to people whilst making Elite.
 
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There have been many zero day accounts today, most of which have had no activity but, guess what, vote on this poll.

ETA - another 10 accounts as I typed the above

I'm shocked, SHOCKED!, to read this!

Perhaps when the poll has closed we can get final numbers based on the final result minus the zero-day voters?

That would be fair, in my opinion.

Regards
 
Perhaps bullying is too strong a term. I am merely pointing out that "Its your game and you play how you want to" translates into "Its your game and you play how we want you to if you join a guild". Which is fine if you want to be heavily regulated like a medical device, but if you want freedom then no. I know this will be countered with "you dont have to join if you dont want to" which again is fine, but, and a big but, when guilds start owning stations and refusing entry because you are not a member of the gang then that is a line crossed as far as I am concerned.

What if guilds were represented in the game just like current factions in the background simulation are, with your denial of entry masked as 'low reputation' and a guild being able to offer jobs that increase this reputation (with reputation shown as is in game, functioning as is in game, without the ability for players to override this). Jobs much like the mission board except that they get to choose them "Kill X people of this faction in this system".

Not suggesting I want that, although such a system would undoubtedly be fun to join in with.
 
I think it's a legitimate point to say that the demographic of the player base will have changed since the original poll was posted. With more of the "Xbox" generation being involved now, enhanced multiplayer functionality (such as guilds, player ownership, corporations, multiplayer-crewing of vessels, pilot professions etc etc etc) is bound to be more appealing.

There is a point where, if they genuinely want the game to succeed, people will have to accept that the game has to evolve into something fit for the current date - even if that means making it "not Elite" any more.

If FD really want to sample opinion, they should launch referendums from within the game - that'll give a definitive answer. (Actually, that's a great idea.)
If you can be bothered to crawl back through the thread, you will see that I made the same point. Indeed, I also noted my surprise that the poll result was little changed compared to the old poll (the old poll was 61.66%, at the time I made that comment, 'no' on here was at 59.xx%). The change in this poll all happened with the influx of new first time posters, presumably largely from the reddit thread.

As an 'old timer' who bought into the vision DBOBE was peddling, I am far from delighted that the game being built moves further and further away from that vision at every release. Had they 'finished' that vision first, then no complaints. But they have not, and it is hard not to feel at least somewhat suckered.
 
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Scudmungus

Banned
http://www.computer.org/csdl/proceedings/hicss/2009/3450/00/07-08-05.pdf

This study focuses on the relationships in which socialsupport influences flow or game loyalty through charactercontrol, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG gameenvironment. The facts discovered are as follows. First, effects of social support on character control, character identity, guild identity and self-esteem are proven to bestatistically significant. It was found that character controlimproves character identity, guild identity and self-esteem.Among the seven variables, social support, which is derivedfrom FGI, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them.

Second, character identity has a positive effect onself-esteem and game loyalty, while guild identity has asignificant effect on self-esteem, flow and loyalty. Self-esteem affects the flow. It was found that the higherare the character and guild identities, the greater is theself-esteem that is established. Contrary to the findings of prior research [32][38], it was found that the relationship between character identity and flow is not significant. Rather, it was found that character identity directly affects game loyalty. Even though character identity had no directeffect on increasing flow, it secondarily affected flowthrough self-esteem. The significant relationship betweenself-esteem and flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement, through socialsupport.

Several important implications of this study should benoted. First, both qualitative and quantitative methods were used to conduct this study. Through FGI, it was observed that both social support and self-esteem are important variables. Second, research relating to guilds has rarely been carried out. This research has focused on the guild[37], which is expected to play an important role in theonline community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) which weresetup based on FGI, were statistically significant; so, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Fourth, social support, self-esteem and identity are important variables that affect flow and game loyalty in the MMORPG game. Fifth, game developers should provideextra communication functions for the guild community sothat gamers can play online games in collaboration witheach other. It is suggested that positive self-esteem, whichis built up through social support, can help gamers toachieve flow and reduces negative motivation. Sixth, on the basis of FGI, we suggest that gamers have strong loyalty towards WoW, as all respondents agreed that they would consistently play WoW, even if new RPG games arereleased by other companies.

So, on de plus side, accordin to 1 paper takin outta de Ether, wi be lookin at increase in self esteem an loyalty, be makin fah longer playin/betta gamin motivation. Don righti wid right mons an minds, den wi in fah a gud ride.

On negative side, wi be lookin at increase in loyalty to guild structure wid self-esteem bein connected to relation wid guild (an character but hey). Now, mi got control of mi character - dis no problem. Mi not got control of mi guild? Den mi be havin problem - dem control de guild impactin on me self esteem an impact on mi flow (pleasure an excitment). Dis can be problem for aal .

Tuff call. Som gud, lot bad - but bad dependin on mons an minds. Ting is, anonymity of gamin not be famous for bringin de best from mons and minds. Mi? Mi not wantin to give up dat kinda control any many a mon may be findin dem in a bad situation, leadin to negativity, in game, on boards an IRL. So playin safe, not wantin guilds if 'guilds' be WoW strucutre an representin - an wot I seein above? Dat remindin me of aal dat. Mon be offerin solution to de negative, aal gud - dey betta be bold an right solution to protect gamin pleasure an excitment! :D
 
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