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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People in Mobius group don't want to have anything to do with "open" PvP (outside of a conflict zone). Therefore they don't need to be united against others "Guilds" or whatever name it is used for a hostile group of players.

Now, that doesn't mean that some members of the Mobius private group wouldn't be interested in creating their own Guild within their "PvE" game (Mobius).

If guild support had been in from the beginning there would have been an immediate wealth of guilds created for the specific pursuit of PvE in a safe environment, and many of the members of Mobius wouldn't have ever left Open. By joining the private group they have essentially already joined a guild, what you have with groups like Bacon cats within Mobius is a subdivision of the guild, which is pretty common when you have a guild with 11,000 members. Different factions and branches start to emerge as you gain enough members to collectively pursue more niche goals.

Turn a blind eye to it if you want. Mobius is the largest organized group of players in the game, and that puts them in the same category as a guild. You may next try to deny that there is any organization to them, but that is also typical, not all guilds are run like a military encampment.
 
If guild support had been in from the beginning there would have been an immediate wealth of guilds created for the specific pursuit of PvE in a safe environment, and many of the members of Mobius wouldn't have ever left Open. By joining the private group they have essentially already joined a guild, what you have with groups like Bacon cats within Mobius is a subdivision of the guild, which is pretty common when you have a guild with 11,000 members. Different factions and branches start to emerge as you gain enough members to collectively pursue more niche goals.

Turn a blind eye to it if you want. Mobius is the largest organized group of players in the game, and that puts them in the same category as a guild. You may next try to deny that there is any organization to them, but that is also typical, not all guilds are run like a military encampment.

If guild support in open had been in from the beginning I wouldn't have backed the game (or bought it) and I suspect a lot of other Mobius members would have stayed away as well.

Not every customer likes guilds, include a guild mode by all means but don't put it in open.
 
If guild support in open had been in from the beginning I wouldn't have backed the game (or bought it) and I suspect a lot of other Mobius members would have stayed away as well.

Not every customer likes guilds, include a guild mode by all means but don't put it in open.

Say on, brother (or whatever gender you choose for self-identification)!
 
If guild support in open had been in from the beginning I wouldn't have backed the game (or bought it) and I suspect a lot of other Mobius members would have stayed away as well.

Not every customer likes guilds, include a guild mode by all means but don't put it in open.

That's called private groups.
 

Robert Maynard

Volunteer Moderator
If guild support had been in from the beginning there would have been an immediate wealth of guilds created for the specific pursuit of PvE in a safe environment, and many of the members of Mobius wouldn't have ever left Open. By joining the private group they have essentially already joined a guild, what you have with groups like Bacon cats within Mobius is a subdivision of the guild, which is pretty common when you have a guild with 11,000 members. Different factions and branches start to emerge as you gain enough members to collectively pursue more niche goals.

Turn a blind eye to it if you want. Mobius is the largest organized group of players in the game, and that puts them in the same category as a guild. You may next try to deny that there is any organization to them, but that is also typical, not all guilds are run like a military encampment.

"If". Indeed. It wasn't though - as other have said, a not insignificant portion of the backers of the game were quite content to put money forward for a game with no Guilds and no plans for them.

Mobius Private Group is a container, not an organised group. There are a few rules for continued membership of the Private Group but no in-game directions or instructions to the members as to what to do on a day-to-day basis (other than don't engage in PvP outwith the designated zones).
 
Out of curiosity - let's just assume for a moment that we're NEVER getting Guild support.

Let's also assume that MOST of the things guilds want can be done off-game, and the desire for their inclusion is simply quality-of-life related.


What can be done OUT OF GAME to simplify things for these kind of guilders? Is there a way to create a one-stop-shopping kind of webpage that makes things simple and easy for guilders to organize? A template that new guilders can use to create their own. That includes everything they need in easy to access format?

In short, can they be given to tools to improve their quality-of-life out of the game and get what they want now instead of begging for updates that, even if they were added, probably wouldn't be so for a year or more?
 
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"Again"? I wasn't aware you had requested anything of me.
Not yet, but here I go: Why/if you dislike the idea of guilds? Why/if you dislike the idea of player owned structures?

All I see is: PRO camp - actually stating why they want it.
Con camp - Shouting NONONO without any solid argumentation and somehow pulling solo/open debate in here.
 
If guild support in open had been in from the beginning I wouldn't have backed the game (or bought it) and I suspect a lot of other Mobius members would have stayed away as well.

Not every customer likes guilds, include a guild mode by all means but don't put it in open.

Exactly. Guild-based play only benefits those who want it. Those who are opposed get nothing. Those who are neutral don't care either way. Fact is this game was developed from the start AVOIDING the inclusion of guild-based play. But some are incapable of adjusting to that philosophy and instead insist that in-game guild support is a must, deriding anyone who disagrees. THAT'S what I disagree with the most - the insistence that guild play is the only way and if the rest of us don't like it we're the one's who should adjust (ie don't like it? switch to solo then), even though we already have the guild-less game we want. It strikes me that that's exactly why Frontier DELIBERATELY (ie by design, people) refrained from going down the path of in-game guild tools. They wanted to avoid polarising the community IN-GAME exactly the way this thread demonstrates would happen. Was a good move in my opinion.

I've said it before and I'll keep saying. Basic social and communications tools I'm fine with. It's what comes after that from the more aggressive, arrogant, egotistical and dictatorial guilds tht I object to.
 
"If". Indeed. It wasn't though - as other have said, a not insignificant portion of the backers of the game were quite content to put money forward for a game with no Guilds and no plans for them.

Mobius Private Group is a container, not an organised group. There are a few rules for continued membership of the Private Group but no in-game directions or instructions to the members as to what to do on a day-to-day basis (other than don't engage in PvP outwith the designated zones).

And until you can prove that not one person backed down from buying the game because it had poor social networking, it doesn't matter why those people bought it, because just as that theoretical group exists, so to is there a theoretical group of people who would have bought the game BECAUSE it supported guilds.

What you just described about Mobius is a Guild. Only difference is that it is separated from everyone else.

- - - Updated - - -

Exactly. Guild-based play only benefits those who want it. Those who are opposed get nothing. Those who are neutral don't care either way. Fact is this game was developed from the start AVOIDING the inclusion of guild-based play. But some are incapable of adjusting to that philosophy and instead insist that in-game guild support is a must, deriding anyone who disagrees. THAT'S what I disagree with the most - the insistence that guild play is the only way and if the rest of us don't like it we're the one's who should adjust (ie don't like it? switch to solo then), even though we already have the guild-less game we want. It strikes me that that's exactly why Frontier DELIBERATELY (ie by design, people) refrained from going down the path of in-game guild tools. They wanted to avoid polarising the community IN-GAME exactly the way this thread demonstrates would happen. Was a good move in my opinion.

I've said it before and I'll keep saying. Basic social and communications tools I'm fine with. It's what comes after that from the more aggressive, arrogant, egotistical and dictatorial guilds tht I object to.

The same way that PowerPlay only benefits those that support and participate, and has no benefit to anyone else. The same way that Community Goals only effect people that participate, and no one else. The same way that Exploration, Trading, and Bounty hunting only benefit their participants.

And in so doing they only proved that the absence of guilds wouldn't prevent the polarization of the community.
 
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The same way that PowerPlay only benefits those that support and participate, and has no benefit to anyone else. The same way that Community Goals only effect people that participate, and no one else. The same way that Exploration, Trading, and Bounty hunting only benefit their participants.

And in so doing they only proved that the absence of guilds wouldn't prevent the polarization of the community.

Powers headed by NPCs, supported by players, but NOT run by players. Player run guilds have completely different ramifications and you know it. Powerplay, Community Goals etc were designed such that ALL can choose or not choose to participate. If guild content stayed at simply improved comms, that woud be fine. But you know as well as I do that it won't stop there - there are guilds out there (in game even now) that will insist on 'owning' their territory. That will dictate to others what we can or can't do (or they'll try to at least). That creates a toxic atmosphere that few want, IF the introduction of guilds were to follow the path many if us expect. Go down the path of HAVING to be in a guild just to survive because the guilds rule and we're in very different territory to PP, CGs and such.
 
Powers headed by NPCs, supported by players, but NOT run by players. Player run guilds have completely different ramifications and you know it. Powerplay, Community Goals etc were designed such that ALL can choose or not choose to participate. If guild content stayed at simply improved comms, that woud be fine. But you know as well as I do that it won't stop there - there are guilds out there (in game even now) that will insist on 'owning' their territory. That will dictate to others what we can or can't do (or they'll try to at least). That creates a toxic atmosphere that few want, IF the introduction of guilds were to follow the path many if us expect. Go down the path of HAVING to be in a guild just to survive because the guilds rule and we're in very different territory to PP, CGs and such.

No. They don't. They only have different ramifications if you GIVE them such. Stop fearmongering.
 
No. They don't. They only have different ramifications if you GIVE them such. Stop fearmongering.

So why add them to the game when we already have them? You have a choice of powers to follow, or you can abstract it a little and just go alliance/fed/imperial/indep or nobody at all. You don't need guilds to have a game. Gamers that need guilds to have a game may need to reflect upon that for a bit.
 
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