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.
Oh I read your posts and I understand them rather quickly. I'm gifted like that.

I feel sorry for you if my plain English replies are incoherent to you.

You still don't recognise that your last post outlined exactly why Elite should not be turned into a guild-fest(ering pile of rubbish). Sad, really. :)

Actually he pointed out your complete lack of comprehension concerning game development and game mechanics concerning guilds etc......

You still do not recognize that your using circular logic, and can't seem to comprehend that a guild is a social function, and does not determine on it's own what it is used for. People do that, and people will gank you, and terrorize you regardless of whether they have a guild, or not.

So having guilds is irrelevant to your complaints as they are not the "Cause" behind your reasoning for not having them.... People are.
 
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The name open implies the mode to be open. Not closed for group players and hypothetic group features and just open for those that would like to fence in those players into a separate mode.

It's for the good of guilds. If guildies are all in their own mode, the matchmaker will have a better chance of putting them together, and not mixed up with other players from Open who have better matchmaking characteristics, but are not in a guild and so maybe not as likely to want to interact with them as other guild members.
 
Nobody said you HAD to have guilds to do so. Pay attention. The entire point is that guilds would make such activities more common, more easily accessible and easier to organize.

This is why you have groups and now wings. Elite was never or been about guilds/ corporations, to put them into the game will destroy what many had backed the game for in the first place.
 

Robert Maynard

Volunteer Moderator
The name open implies the mode to be open. Not closed for group players and hypothetic group features and just open for those that would like to fence in those players into a separate mode.

New mode for Guild features / new mode for disenfranchised Open players who don't like Guilds - doesn't matter which one is created - each would mean that players who like the game as it was sold to them (i.e. without Guilds) can continue to play in an Open access game mode without Guilds.
 
So you like petty minded individuals and groups of individuals who gank and start wars with other petty minded individuals and groups of individuals, (as long as they are not in a guild).

But you don't like guilds that have petty minded individuals and groups of individuals who gank and start wars with other petty minded individuals and groups of individuals who belong to other guilds?


Right....

if thats what you think i was saying then i'm not going to waste any more time responding to you.

clearly you lack even basic understanding.
 
What you refer to in your post are all part of the game already. Guild support is not. Not being in favour of a set of game features that do not seem to form part of Frontier's vision for the game is quite different from requesting that the game is changed to suit a particular play-style.

I very much doubt that players would have much choice as to whether they were affected (in any way) by a Guild that they were not a member of.

Do that and players will choose carefully which mode to play in - you may meet few who are unprepared.

We've had enough unwarranted fearmongering in this thread. Nothing is going to happen in Open that doesn't already happen in open just because of some quality of life changes.

And that's all it is. Creature comforts.
 
Anything else from my previous post I can highlight for your reading pleasure?

Here's one for your reading pleasure:

The Escapist: Are you interested in seeing Elite: Dangerous move more into the Eve Online space?

Braben: I don't feel like that. The way I see it, the important difference between Eve Online and us is that Eve is an executive control game and Elite: Dangerous isn't.

There. I've even put it in big bold letters so you can read it.

In other words - and this is something which still hasn't quite sunk into the deepest darkest corridors of your mind - Elite is not designed for guilds. The very ethos of the Elite universe - a game which spans 30 years of lore and legacy - just does not have guilds in mind.
 
Here's one for your reading pleasure:



There. I've even put it in big bold letters so you can read it.

In other words - and this is something which still hasn't quite sunk into the deepest darkest corridors of your mind - Elite is not designed for guilds. The very ethos of the Elite universe - a game which spans 30 years of lore and legacy - just does not have guilds in mind.

Your quote has nothing to do with the topic. But thanks.
 
What you refer to in your post are all part of the game already. Guild support is not. Not being in favour of a set of game features that do not seem to form part of Frontier's vision for the game is quite different from requesting that the game is changed to suit a particular play-style.

I very much doubt that players would have much choice as to whether they were affected (in any way) by a Guild that they were not a member of.

Do that and players will choose carefully which mode to play in - you may meet few who are unprepared.

Hmmm

by a Guild that they were not a member of.

Lets fix this

By another person/wing their not friendly with


There all better..

See the point here? Guild or no Guild there is no difference. The effect is the same.
 
Congratulations! You've just won first prize for citing the very reasons that Elite should never have in-game guild support!

Your prize is 10 internets - all connected to EvE's servers. Off you go!

P.S. Elite is not designed to encourage such behaviour - and I'm sure FDEV will continue tweaking things like security levels in in habited space to further discourage such behaviour.

Now toddle off :)

You do realize that ED's highsec security levels are a joke compared to EvE right? If FD tweaks their security levels, ED will be *more* like EvE, and not less
 

Robert Maynard

Volunteer Moderator
We've had enough unwarranted fearmongering in this thread. Nothing is going to happen in Open that doesn't already happen in open just because of some quality of life changes.

And that's all it is. Creature comforts.

What about Guild owned stations denying access? The Guild hangar full of loaner ships? The Guild bank to spread financial risk between many more players?

Just creature comforts?

I don't think that there has ever been a clear, concise, agreed, single list of the desired features from Guild proponents....

Until there is, then those opposed don't know the extent of the likely changes to their game - should Guild proponents be successful....
 
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That's called Open, which should stay exactly as it is. If Guildies want to stomp other Guildies - they can have their own special playpen.

The name open implies the mode to be open. Not closed for group players and hypothetic group features and just open for those that would like to fence in those players into a separate mode.

Exactly, open denotes that it is open to everyone. In a game where social interaction is already really low, i don't see how limiting that interaction further would be any better. If the fear is being blown out of the stars by other players, there are other play modes to go to. That's kind of why they are there aren't they? Being attacked by other players for no reason already happens anyways IIRC. If being ambushed by other players is the concern, then perhaps making friends in the game that can help defend you is part of the answer?
 
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Here's one for your reading pleasure:



There. I've even put it in big bold letters so you can read it.

In other words - and this is something which still hasn't quite sunk into the deepest darkest corridors of your mind - Elite is not designed for guilds. The very ethos of the Elite universe - a game which spans 30 years of lore and legacy - just does not have guilds in mind.

I find it funny that you fail to understand even remotely what their talking about in that convo.

As a 13 year EvE veteran, I can say, You have no clue buddy, but I'll tell you, it's not Guilds they are discussing.
 
In a separate mode, give the guildies a tag and a chat room. That is all they seem to have said they want in the past - I don't think that is unreasonable, but that is all.
 
You do realize that ED's highsec security levels are a joke compared to EvE right? If FD tweaks their security levels, ED will be *more* like EvE, and not less

I'm well aware of the debate about raising the levels of security in Elite.

I also remember playing the previous versions of the game and how you used to get absolutely swarmed by police Vipers if you did something to upset the local Law.

Today's version of local system security is nothing like as vicious as what it was like in previous Elite incarnations.
 

Robert Maynard

Volunteer Moderator
Hmmm



Lets fix this




There all better..

See the point here? Guild or no Guild there is no difference. The effect is the same.

One person would result in a one-on-one "discussion" - the player has a chance. Against a Wing, a single player has a chance (to escape, maybe). To be added to a KoS list by a large group of players? Not so much. More players grouped together, more backup for the members of the group - small surprise that single players may consider the odds stacked in favour of groups.
 
What about Guild owned stations denying access? The Guild hangar full of loaner ships? The Guild bank to spread financial risk between many more players?

Just creature comforts?

I don't think that there has ever been a clear, concise, agreed, single list of the desired features from Guild proponents....

Until there is, then those opposed don't know the extent of the likely changes to their game.

You've forgotten again that I'm not throwing my chips in with player or guild owned stations

That list doesn't need to be compiled until people are willing to agree that guilds are an acceptable addition to the game. What's the point in throwing a mountain of information out there when people are tripping over the pebbles at the base?
 
What about Guild owned stations denying access? The Guild hangar full of loaner ships? The Guild bank to spread financial risk between many more players?

Just creature comforts?

I don't think that there has ever been a clear, concise, agreed, single list of the desired features from Guild proponents....

Until there is, then those opposed don't know the extent of the likely changes to their game.

We can't even do basic trades between two players. Guild banks are a long way off...
 
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