The easiest way to (probably) alleviate the concerns of those who do not want Guilds to be added to the game (this late in the development) would be to request that, in addition to Guilds, a new game mode is added that Guilds and all their features are restricted to, thereby ensuring that all players who currently enjoy the Open mode (but don't want Guilds) can continue to play in Open mode unaffected by Guilds....
So how about Robert's suggestion of a new Open-Guild mode then? So current Open is unaffected but all you guildies would be in a new Open mode with all the other guilds - would that work for you?
This is
exclusion of people who'd like to play in a group and therefore an absolute no-go where I'm concerned.
Player groups should be available in open and treated equally to solo players. Full stop. The individual choice to ignore player groups is fine. Nobody should make a choice for all players, whether solo-, Pgroup-player or else. This concrete suggestion would no better than the current implementation (or rather: the utter lack thereof) for that reason.
If the ability to ingore such groups is so tremendously important to some people, those should be given the option to blend out their existence. It should
not be the people desiring to play and organize in groups, who have to retreat to a walled in mode. Neither should the others have to leave open.
As for such options. Taking
my previous post as a hypothetic baseline for Pgroup and station control implementation:
- Pgroups should be aligned to some in game/-lore power. The same goes for players who'd like to control stations (one player Pgroup as workaround?). This would allow to let them blend in with the background simulation.
- Game controlled jurisdiction. I'll repeat this here, as this is the key point to let Pgroups and solo players coexist, imo. Players or Pgroups should, imo, always have to answer to game controlled rules and not be given the ability to block stations, areas etc..
- If Pgroup players were identifyable by their tags, ship scanners should receive the option to not scan such tags (as well as masking any guild decals by not displaying them).
- Players should have the option to see the faction of a Pgroup, rather than the specific Pgroup.
- E.g.: Rather than the Pgroup (or player) name and their decals/tags on a station, players should be able to see the station as belonging to the in-lore faction.
- ...
This is specific to my imaginary Pgroup and station control implementation. In such an implementation however, the only note open-"single"-players would have to take of Pgroups and player controlled station, was by their actions. Everything else would appear to be background simulation for them.
Any concrete implementation is up to Frontier. As is realizing that in any multi player title with a similarily strong role play or persistent world portion as in ED, people potentially want to play and organize in groups.
This is the kind of constructive discussion about the topic I would be really happy to see. Not:
"Fence them in in their own mode and be done with it! Because
I think Pgroup and station control doesn't fit into Elite's legacy and don't want to have Pgroups influence
MY game."