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 .
Status
Thread Closed: Not open for further replies.
How about a paid guild expansion for those who want it, leave the core game as is and allow anyone who's guild inclined to join a dedicated separate guild mode. It would keep the independents out of the line of fire and add to the companies revenues, everyone's a winner.
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Great idea, but I like umm mining so I want the Devs to do an expansion just for mining. And when I get tired of that, I want a paid expansion for just exploration - yep lots of systems and no other players. In fact we could have a competition for the next monthly paid expansion, I am sure people have specific requirements that could be built into an expansion, after all it's not like the Devs have got anything else to do....
 
It's not impossible to solve - if Guilds were ever to be implemented then if a new Guild game mode was created and Guild features only functioned in that mode then those players who don't want to play the Guild game would be able to continue in Open as they do now with little disruption. Simple.

I, and several others have proposed this as an idea which would keep everyone happy. Haven't spotted a pro-guild post stating that they approve of this idea though. Not sure why as it would (to my mind) implement a guild component to the game without causing any detriment to Open mode.
 

Robert Maynard

Volunteer Moderator
I, and several others have proposed this as an idea which would keep everyone happy. Haven't spotted a pro-guild post stating that they approve of this idea though. Not sure why as it would (to my mind) implement a guild component to the game without causing any detriment to Open mode.

It would make the assertion often used by Guild proponents that non-Guild players would be unaffected, if Guilds were to be introduced, a guarantee rather than speculation, wouldn't it....
 
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It would make the assertion often used by Guild proponents that non-Guild players would be unaffected, if Guilds were to be introduced, a guarantee rather than speculation, wouldn't it....

Precisely! It would be the only way to prevent the mechanics of guild play impinging upon open play in any manor......
Would those wishing for the implementation of guilds be happy with this arrangement (if it were ever possible)?
 
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Robert Maynard

Volunteer Moderator
Hot off the Dev Update press:

Player groups was something that came up quite a bit in conversation at Lavecon and in relation to powerplay as well. During the run up to Powerplay’s release we talked about how a player sponsored minor faction can rise to become a power. We’ve been working on the process for this and will be talking about it in more detail next week. For players already supporting a minor faction in game they will be eligible.
 
Pro-Guild poster here. I made a Guild/PvP mode proposal on page 4.

Guilds could do there thing and independent players that don't like mode switching could find their niche pirating, mining, trading or bounty hunting in the mode as well.

Oops... Forgive my missing that (this thread is 86 pages long in my defense)
A separate mode is the best solution all round
 

Robert Maynard

Volunteer Moderator
Doesn't matter now with the news from FD. Minor factions is the direction we are now heading.

Indeed.

It is interesting, to me at least, that the term for player involvement used in the Dev Update was "sponsored" rather than "run", "controlled" or any other term that would imply that players were in control of the Minor Faction.
 
Indeed.

It is interesting, to me at least, that the term for player involvement used in the Dev Update was "sponsored" rather than "run", "controlled" or any other term that would imply that players were in control of the Minor Faction.
Coupled with: "For players already supporting a minor faction in game they will be eligible."
 
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The thing is, most of those supporting Guilds - at least in this thread - have either stated or at least alluded to the fact they don't want Guild Only Mode as they want all players to be involved for umm, errr, now what was that thing they said - ah yes, interaction. Of course it has been explicitly stated that all guilds will behave, and if there is any bully tactics it would be a result of PvP, thus absolving all blame on the guild in question.
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Short version, they want their guilds in Open so they have lots and lots of targets, who else will the fight, themselves???

I just can't see us running into them though. Put them 10000 light years away from currently inhabited space, limited to one system each, even if you had a thousand guilds - you may never even run into them or their system in our whole playing 'career'.

(I have to keep reiterating just in case some one joins the discussion late - I have no interest in guilds blockading or owning real estate but believe there is enough room in the galaxy to cater to their wont, provided it doesn't affect solo players nor how quickly we receive more wholesome content. What I personally want is some better communication tools in game to find a wing and would like FD to consider other types of sim gameplay, like owning a small deepspace mining outpost and hiring NPC's to come and mine nearby asteroid belts while I ferry it back to civilised space, or protect them from pirates and thargoids. Essentially extending the current trading/mining/smuggling/combat design to allow further routes of progression beyond bigger and better ships with larger cargo holds or more expensive outfittings. Still being me and my ship, but having the game offer some varied goals and accomplishments that sit outside of just 'Elite' status.

I have to agree that it is a PVP issue and not a guild one, with adequate gameplay mechanics and preventative measures guilds are not able to war, or blockade any more than groups are currently able to (p2p architecture prevents most of it). I've played a lot of MMO's and only in Eve have I seen wars/blockades and griefing so prevalent. Other games have various methods to prevent this type of behaviour - not because guilds cause it... because human nature causes it.

It would seem to be, although not explicitly stated, what we are discussing now is whether or not this type of mentality should be encouraged, whether it is a slippery slope towards group favoured content and whether or not ownership of guilds detracts from the subtle narrative or genuine lore that is central to the franchise.
 
And if implemented, it will spawn a threadnaught about how separating guilds from open is killing the game :D

I very much doubt those in guild would be wanting to go to regular open because they would consider the guild mode the better choice and those that don't like guild mode would be in open for the same reason.

edit: sorry double post.
 
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I very much doubt those in guild would be wanting to go to regular open because they would consider the guild mode the better choice and those that don't like guild mode would be in open for the same reason.

edit: sorry double post.

One would hope that to be the case.... And we all lived happily ever after.:)

careful! Peace could break out at any moment :D
 
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