I like when he posts in light colours - means I can skip that part as clearly it's unimportant as it's been faded out by the author himself.![]()
Ha! Very good jabokai...
I like when he posts in light colours - means I can skip that part as clearly it's unimportant as it's been faded out by the author himself.![]()
While people are undoubtedly the issue, facilitating those same people in the management and support of large player groups and then hoping fervently that they behave would seem to be rather naïve, wouldn't it?
While people are undoubtedly the issue, facilitating those same people in the management and support of large player groups and then hoping fervently that they behave would seem to be rather naïve, wouldn't it?
It exists on a small scale using non-optimal organisation tools with no in-game facilitation.
I doubt that *all* Guilds "do the exact opposite" - it's the ones that don't that would cause concern.
Yup opinions - great, aren't they - we all have them....
Provide some examples of massively multiplayer games that did not include permanent player organized groups. As you're so fond of saying, Citation needed.
What would the impoteous be for players to be in a group/guild, and even "own" a station?
What would the impoteous be for players to be in a group/guild, and even "own" a station?
Apologies, I do not have that information. However, as the definition introduced by Malpherion clearly states that "MMOGs often feature in-game support for clans and guilds" the use of "often" rather than something more definitive (like "always", for example) strongly suggests that not all massively multi-player online games include Guilds.
Apologies, I do not have that information. However, as the definition introduced by Malpherion clearly states that "MMOGs often feature in-game support for clans and guilds" the use of "often" rather than something more definitive (like "always", for example) strongly suggests that not all massively multi-player online games include Guilds.
Nothing is slowing them down? That rather defeats the argument that Guild features are necessary (from their perspective), doesn't it?
No - never felt the need to. The fact that they have never formed part of the stated game design for E: D causes me no concern at all.
Not all massively multi-player games support Guilds / Clans / etc. - see the definition brought in to the discussion by Malpherion.
You could also include competitive games under that banner as well, as we have CQC coming which really should have some clan/guild support, even if it's only a TAG.
You can have an opinion that says Guilds are bad for games, great, but the facts and the evidence says otherwise.
Just saying.
Social activities?
What would the impoteous be for players to be in a group/guild, and even "own" a station?
Is ED not enough of an example? It does not matter how many Games do this and that, all ED needs is ED to work. If its the only Game that works without that, or one of 2 or one of 100 - it does not matter.Provide some examples of massively multiplayer games that did not include permanent player organized groups. As you're so fond of saying, Citation needed.
Guild X wants to "own" Station Y. They go about this by shooting everyone not in Guild X. Independent Trader A goes to Station Y in Open. What does the guild do to the trader?
a place to call your home
a place you feel safe
profit sharing
a point of pride
a tangible *thing* to care about, develop and defend
a source of meaningful community (ie. Guild) goals
etc
Let's ban (or rather: not implement) kitchen knives for everyone. Somebody could kill someone using one after all! People will surely be content with spoons, won't they?
That logic doesn't sound any less naive to me. The solution is not to deny basic features to people inclined to enjoy them, independently of their intentions. It's to keep those in check, who abuse the features. Which is a neverending story, of course, but that's an MMO game to you.
In addition, Money is an issue it takes a lot ot run the larger communities and organize them. The average ED player (or even EvE online) player should not be restricted from being able to have a guild of their own simply because some massive groups can afford the means to accomplish the same goals without the in game support.