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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And with this design decision people realize the only way to win anything is with grind. The only way to combat the negative affect of grind on a single player is to spread the pain over a larger, concerted, group. Anything that will accomplish bringing people together in larger numbers SHOULD be a major focus of the devs. This does not necessarily mean that 'ownership provides exclusivity'* though. Think of Guild Halls in the original Guild Wars. They were a private instance that, over time, had added functionality (market reps, outfitting reps, etc.). The same could easily be done here...a guild owned outpost on planet 3 in system y...that the group can upgrade to full service over time...and that no one else can visit or use.

I see no issue in this type of guild housing. It does not affect the game at large since no one else will see it or use it.



*Exclusivity meaning some sort of negative outcome to PvE players over PvP blocking. Obviously, the 'private ownership' IS exclusive to the guild...but has no 'negative' PvP outcomes that can occur from it.
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Fleshing out that plan could be interesting / challenging depending on your perspective. If the guild hangout started off as an outpost for cost purposes, it would obviously exclude large ships. To upgrade to full station would be orders of magnitudes higher. Then to have facilities there... Would the guild need to provide hydrogen for refuelling, metals for repairs, industrials for outfitting? Would these be "complete once" guild goals, or require constant updates? Would it be unbalancing for a guild to have access to a 100% outfitter offering all modules up to size 8 and all weapons? Would the availability be limited to match the existing system economy?
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As with most things where changes are proposed, the devil is in the detail.
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Also would the exclusivity use something like the guild membership as a chirpsounder? Or would it require a CMDR watchman to sound the general alarm? Would player hideouts be armed to the defense level of an existing Orbis? Could they be attacked and damaged or destroyed?
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So many questions to try and define the scope of the implementation :)
 
No, it's not. I was there, I saw the whole thing while it was happening.




Those numbers certainly suit your argument nicely, too bad they have absolutely no grounding whatsoever on reality.

You can find a more accurate timeline here (with verifiable figures, if you google-fu is up to it)

http://uo.stratics.com/uoherald/newsletterarchive/2003sept/sept2003nl.html

You can also look up "Gordon Walton" (former executive producer at Origin and responsible for the introduction of Trammel) to learn how griefers were driving 70+% of the new players away from the game within their first 60 days, to never come back.

Or don't, if you're easily upset by actual facts.

Your own source quotes 150k subscribers in February of 2000, and Renaissance was released in May. We all know how expansions push sales, so your figures match up perfectly with mine. ;)

Your figure of 70% of new players driven away can't be substantiated. Origin never published copies sold, only number of subscriptions, therefore player retention cannot be verified. It comes from a recent forum post in which he was justifying his decision to make Trammel PvE. Really reliable source, when you've got a dev with a checkered history being put to question about a nostalgic game.

http://community.crowfall.com/index.php?/topic/102-gordon-walton-are-you-the-one-who-brought-us-trammel/

You'll notice in his very thorough explanation, he states clearly that his efforts to stop the problem didn't work, caused the game to fail in the long run, and that if he had to do it again he'd do it differently.

Edit: Definition of Failure for UO is a bit different in this case also. The game is still around, but there are more players playing the private shards without the Trammel expansion than there are in the official game.
 
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How about Guy sees cool looking game, checks to see if game has social structures and guilds before buying, See game says it supports group functions and Wings (Advertised misleadingly as guilds). Buys game, Discovers game has 0 social support functions and no guilds, Guy heads to forum and posts about the game needing more social features and structures, guy gets flamed by anti guild players, who purchased an MMO not realizing MMO means Massively Multiplayer Online, Not Massively single player online with co-op support.....

That work?

Who's in the wrong,

- The guy who bought the game because it was advertised to have groups, and social structure support only to find it it doesn't, and groups loosely translates out of game useless list of friends?

Or

- The guy who bought an MMO thinking it was a single player with Co-Op, and gets upset when people mention the game needs more social support for it to function properly as an MMO (Which is what it is)?

"How about Guy sees cool looking game, checks to see if game has social structures and guilds before buying", doesn't specifically the word guild, try using google or asking some of their guild buddies if they know of any guildy's already playing before buying the game.

Maybe come to the forum and ask first, rather than make a mistake and then join the forum after to complain about it and try to get the game changed.
 
"How about Guy sees cool looking game, checks to see if game has social structures and guilds before buying", doesn't specifically the word guild, try using google or asking some of their guild buddies if they know of any guildy's already playing before buying the game.

Maybe come to the forum and ask first, rather than make a mistake and then join the forum after to complain about it and try to get the game changed.

How about, if you see something that could be improved after buying the game, offering some constructive criticism on the subject instead of grouching about how it is what it is and there's no reason to expect anything else?

Going by the information available on the game by researching beforehand new players who expect everything in the DDA's to be implemented are going to be sorely disappointed.
 
I think you'll find agreement from lots of people that they'd like to see stuff in the DDA implemented. But guilds aren't in there.

There's nothing to stop you asking for guilds - giving examples of how you believe they would benefit you and others - but equally there is nothing to stop people who don't want them from opposing the idea to state their reasons.

There isn't a right or wrong answer no matter how much you try to convince people there is.

Well there is actually - but the people that get to decide i.e. FD have made their stance clear.

I've no doubt they will make some concessions but I seriously doubt they'll ever implement guilds in the way that those most vocal about it would like.
 
I think you'll find agreement from lots of people that they'd like to see stuff in the DDA implemented. But guilds aren't in there.

There's nothing to stop you asking for guilds - giving examples of how you believe they would benefit you and others - but equally there is nothing to stop people who don't want them from opposing the idea to state their reasons.

There isn't a right or wrong answer no matter how much you try to convince people there is.

Well there is actually - but the people that get to decide i.e. FD have made their stance clear.

I've no doubt they will make some concessions but I seriously doubt they'll ever implement guilds in the way that those most vocal about it would like.

They've already made concessions, next step is to just stop messing around and get it over with. The faffing about with a little bit of this here, some imitation that there, etc... is just hurting them in the long run. It's going to make the game seem like a hodge podge of half finished ideas.
 
They've already made concessions, next step is to just stop messing around and get it over with. The faffing about with a little bit of this here, some imitation that there, etc... is just hurting them in the long run. It's going to make the game seem like a hodge podge of half finished ideas.

Well it probably is quite literally half finished at the moment - maybe even only a third or a quarter - given the 10 year development plan they keep mentioning.
 
The unforgiving play environment that made UO so intense was clearly driving away between 70+% of all the new players that tried the game within 60 days.

From the link over at crowfall.

His second post in the thread sounds familiar.

Another interesting thing to note is that the push for bigger audiences leads directly to more "accessible" experiences. (that's code for directed experiences, that are more forgiving, less intense games which cater a broader group of players). There are plenty of big companies out there making those types of games (and plenty of players who want them).

We are specifically making our game for players who will like the kind of experience we will create, not trying to cast a wide net to get a mass market audience. We want the folks who will appreciate an intense gaming experience with real risk, winning *and* losing. While we want as many players who are engaged in our game as possible, we won't need millions of players to make our game work.


So our game won't be for everyone, and we certainly don't want people playing who aren't enjoying the experience. This is supposed to be an activity we experience as fun after all!
 
Your own source quotes 150k subscribers in February of 2000, and Renaissance was released in May. We all know how expansions push sales, so your figures match up perfectly with mine. ;)

Not exactly. Let's not forget that in this universe, effect follows cause.

It's obvious that the gap between your figure (200k) and the one published by Stratics (150K) was bridged AFTER the expansion was released, which means that it brought in a much needed influx of new players, increasing the subscriber base by a large amount, which flies in the face of your argument that it destroyed the game.

Your figure of 70% of new players driven away can't be substantiated.

That's a nice five dollar word for "but you can't prove it", which is a cop-out, not an actual argument.

And that's not my figure, it's from the guy who took the risk and made the call.

There are other sources available, but since you don't seem inclined to dig information to "substantiate" even *your* arguments, I probably shouldn't expect a lot of fact-checking in this discussion.

Mythic never published copies sold, only number of subscriptions, therefore player retention cannot be verified. You're forgetting that Origin was the competition. It comes from a recent forum post in which he was justifying his decision to make Trammel PvE.

What kind of backwards logic is that?

Of course you can verify player retention. Can you name *any* other indicator that's more reliable than the number of active subscriptions?

Number of copies sold has absolutely no bearing on player retention.


Really reliable source, when you've got a dev with a checkered history being put to question about a nostalgic game.

Yeah, I expect you can appreciate my dillema.

As information source, a former employee beats the living crap out of random dudes on internet forums any day of the week.


You'll notice in his very thorough explanation, he states clearly that his efforts to stop the problem didn't work, caused the game to fail in the long run, and that if he had to do it again he'd do it differently.

That's not what he said at all, regarding his efforts and its effects. What he actually said is that they were losing players at an astonishing rate, and after the expansion, they doubled their subscriber base, so it was a very savvy move for the company.

How you can construe that as "it didn't work and made the game fail" is truly beyond me.

While he admitted that given the opportunity and knowing then what he knows now, he probably would tried a different solution, he also said that in the grand scheme of things, the players who complained the most against the change were just a very vocal minority of their player base.

And even if he had said the things you said he did, it wouldn't change in the least the fact that at the time, SOME change had to take place PRONTO in order to prevent that very vocal minority from destroying the game.

I find it funny that when his arguments don't further your case, he's a "dev with a checkered history", but when they fit, then his words are "a very thorough explanation". Cherry-picking is all fun and games but it doesn't really hide the holes in one's logical reasoning.

The argument that "they changed it out of the blue and destroyed the game for no reason at all, just to **** with us" is silly.

First, because the player base doubled after the changes. For me, turning a bad situation around like that is the definition of sucess.

Second, because they're a company. They don't do stuff to be nice or evil. Every move they make is in the pursuit of PROFIT.

When the players' actions prevented the game from being profitable, changes had to be made. It's simple as that.
 
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Not exactly. Let's not forget that in this universe, effect follows cause.

It's obvious that the gap between your figure (200k) and the one published by Stratics (150K) was bridged AFTER the expansion was released, which means that it brought in a much needed influx of new players, increasing the subscriber base by a large amount, which flies in the face of your argument that it destroyed the game.





That's a nice five dollar word for "but you can't prove it", which is a cop-out, not an actual argument.

And that's not my figure, it's from the guy who took the risk and made the call.

There are other sources available, but since you don't seem inclined to dig information to "substantiate" even *your* arguments, I probably shouldn't expect a lot of fact-checking in this discussion.



What kind of backwards logic is that?

Of course you can verify player retention. Can you name *any* other indicator that's more reliable than the number of active subscriptions?

Number of copies sold has absolutely no bearing on player retention.




Yeah, I expect you can appreciate my dillema.

As information source, a former employee beats the living crap out of random dudes on internet forums any day of the week.




That's not what he said at all, regarding his efforts and its effects. What he actually said is that they were losing players at an astonishing rate, and after the expansion, they doubled their subscriber base, so it was a very savvy move for the company.

How you can construe that as "it didn't work and made the game fail" is truly beyond me.

While he admitted that given the opportunity and knowing then what he knows now, he probably would tried a different solution, he also said that in the grand scheme of things, the players who complained the most against the change were just a very vocal minority of their player base.

And even if he had said the things you said he did, it wouldn't change in the least the fact that at the time, SOME change had to take place PRONTO in order to prevent that very vocal minority from destroying the game.

I find it funny that when his arguments don't further your case, he's a "dev with a checkered history", but when they fit, then his words are "a very thorough explanation". Cherry-picking is all fun and games but it doesn't really hide the holes in one's logical reasoning.

The argument that "they changed it out of the blue and destroyed the game for no reason at all, just to **** with us" is silly.

First, because the player base doubled after the changes. For me, turning a bad situation around like that is the definition of sucess.

Second, because they're a company. They don't do stuff to be nice or evil. Every move they make is in the pursuit of PROFIT.

When the players' actions prevented the game from being profitable, changes had to be made. It's simple as that.

Player base didn't double after the changes, nor was the game hurting for subscribers to begin with, it had seen constant growth since release. It's all right there in the same source you provided. What is quite evident is that it went from growth to stagnation with the expansion in question.

Eve Online went through the same thing. They lose about 60% of their players, that's just 60% of the people buying the game didn't do enough research to realize they wouldn't enjoy it. They still enjoyed 10 years of steady growth until the subscription MMO model started to fail for everyone in the industry. Other MMO's experience similar rates of turnover PvE or PvP, doesn't matter.

http://steamspy.com/app/230410

http://steamspy.com/app/323370

http://steamspy.com/app/39210

http://steamspy.com/app/306130

http://steamspy.com/app/113400

http://steamspy.com/app/39120

It's part of the industry. A significant amount of people will try an MMO and ditch it within a few weeks after deciding it isn't for them. I wouldn't mind this same rule applying to ED as it appears to be doing, except that the MMO side of ED isn't what draws people in. It does however have strong potential for keeping them here if it's properly supported.
 
How about, if you see something that could be improved after buying the game, offering some constructive criticism on the subject instead of grouching about how it is what it is and there's no reason to expect anything else?

Going by the information available on the game by researching beforehand new players who expect everything in the DDA's to be implemented are going to be sorely disappointed.

As I am pretty sure those expecting guilds will too.
 
So If I understand it correctly guilds are bad because a guild powerbase could cause a toxic environment of PVP and needless harassment of players that just want to be left alone and play the game? (Please notice the question mark there as it is a question)

If guilds or "Fleets" are in the game would they be their own entity or would they be aligned with a faction? I can only assume aligned with a faction
If a player not in a guild flys into an area that has a guild present I would think that.
1. if that player is aligned with the guilds faction that that player's goals would be in line with the guilds and actually helping further them... Proceed by all means
2. the player is aligned with an enemy of the guild and would be shot on site
3. the player is neutral, he is trading with your faction and thereby helping your faction... proceed by all means.

Isn't the above PVP mechanic basically how it works now with powerplay?
 
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So If I understand it correctly guilds are bad because a guild powerbase could cause a toxic environment of PVP and needless harassment of players that just want to be left alone and play the game? (Please notice the question mark there as it is a question)

If guilds or "Fleets" are in the game would they be their own entity or would they be aligned with a faction? I can only assume aligned with a faction
If a player not in a guild flys into an area that has a guild present I would think that.
1. if that player is aligned with the guilds faction that that player's goals would be in line with the guilds and actually helping further them... Proceed by all means
2. the player is aligned with an enemy of the guild and would be shot on site
3. the player is neutral, he is trading with your faction and thereby helping your faction... proceed by all means.

Isn't the above PVP mechanic basically how it works now with powerplay?

Well, for start, Uncle Li doesn't order me about in terms of what I am to do this week to meet the Power's objectives. He doesn't kick me from the Power if I don't follow the Power's objectives. He doesn't kick me from the Power if I don't log in for weeks at a time. He doesn't 'require' me to log in at a particular time whether I want to or not (only that I carry out support tasks if I WANT to retain rank). He doesn't kick me from the Power if I refuse to participate in Power activities.
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Essentially, a Power is an NPC construct and not the same as player-run guilds at all. Sure, it provides some similar aspects but that was by design as it is Fronter's compromise to not including player-run guild mechanisms. Of course it was going to look similar to guild content because that's exactly what it was supposed to do. And that's somehow a surprise? Arguing that because Frontier offered it as a compromise INSTEAD of guild mechanisms, and therefore it of course offers some similar aspects, that ergo we must have guild mechanics? What the....? Do people not understand that Powerplay was deliberately intended to provide guild-like aspects (in NPC powers and goals for groups to get behind) but without actually going down the path of player-run guilds?
 
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Well, for start, Uncle Li doesn't order me about in terms of what I am to do this week to meet the Power's objectives. He doesn't kick me from the Power if I don't follow the Power's objectives. He doesn't kick me from the Power if I don't log in for weeks at a time. He doesn't 'require' me to log in at a particular time whether I want to or not (only that I carry out support tasks if I WANT to retain rank). He doesn't kick me from the Power if I refuse to participate in Power activities.
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Essentially, a Power is an NPC construct and not the same as player-run guilds at all. Sure, it provides some similar aspects but that was by design as it is Fronter's compromise to not including player-run guild mechanisms. You're arguing that because Frontier offered it as a compromise INSTEAD of guild mechanisms, and therefore it of course offers some similar aspects, that ergo we must have guild mechanics? What the....? Do you not understand that Powerplay was deliberately intended to provide guild-like aspects (in NPC powers and goals for groups to get behind) but without actually going down the path of player-run guilds?

How would a guild "kick you from a power?" A guild leader would not be a NPC power leader.

I think you read my post and you interjected what you thought you saw into it not what is actually in it!

I am merely stating that likely as not in ED guilds would be aligned with powers and in being so aligned that the PVP mechanics of who shoots who when would likely be in line with the current Power Play model of who shoots who when, no more, no less
 
Player base didn't double after the changes

Well, if you read his post, it can't possibly have escaped you that the first thing he states is that they went from 125k to 245k subscribers after the expansion.

Kinda hard to have a meaningful debate if you just keep denying the information that's right in front of you.

nor was the game hurting for subscribers [citation needed] to begin with, it had seen constant growth since release.


Yeah, no. UO had a most impressive growth rate... while it had no direct competitors.

Then EverQuest was launched (march, 1999).

UO immediately started to lose ground and within about eight months EverQuest already had more paying customers than UO.

Since that point in time it grew ever slower.

It's all right there in the same source you provided. What is quite evident is that it went from growth to stagnation with the expansion in question.

Yeah, no. Never doubt my faith in your ability to read (and count), but I'll have to disagree.

* UO reached 150k players in 30 months.

* After the expansion, throught the next 3 years, the player base (that had dwindled to 125k) grew again, reaching 245k players.

That's a 96% increase.

Although they'd never take the lead again, they did manage to revert a losing situation and keep almost the same growing rate they had before the expansion, despite the fact that they now had to contend with a very strong competitor.

Maybe it's me, but that scenario doesn't really fit any definition of the word "stagnation", regardless of how much you stretch it.


It's part of the industry. A significant amount of people will try an MMO and ditch it within a few weeks after deciding it isn't for them. I wouldn't mind this same rule applying to ED as it appears to be doing, except that the MMO side of ED isn't what draws people in. It does however have strong potential for keeping them here if it's properly supported.

What happened was quite simple. Without direct competitors, UO dominated the segment with a steady growth. In 1999, EverQuest was launched and was gaining subscribers at a much faster rate than UO, right off the bat. By the time Renaissance was launched, UO already had about 70k fewer subscribers than EQ.

UO was a very harsh environment for new players; with another option available, the retention rates plummeted.

They could either make it more attractive to new players and expand their customer base or let it dwindle.

And since it happened, people stopped quitting en masse and actually stayed around. And they even started to grow again, peaking at 250k in 2003. Then WoW came along in 2004 and the rest is history.

Free Market killed UO, not Trammel.
 
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I would go so far as to say guilds are already here in game. I wouldn't say that Mobius is a guild as someone else stated but I would say that the Fuel rats are a guild. I would say that once you align yourself with a power you are in a guild as you have teamed up with other players to accomplish a common goal.
What isn't present in game is a way to get together in game and organize to better effect that goal. You have to use third party tools such as IRC, TeamSpeak or Mumble to force in features that aren't present in game. One of the key features missing is a friend or foe indicator for who is in your group or on your team. This too can be forced in using your friends list but I would like to add joe the pilot that wanted to wing it up and trade with me or battle in a conflict zone with me to my friends list and the steady group of players that team up to a guild list. As Joe the pilot can change factions at will and undermine my faction all the while being friendly on my screen. A guild member should not have that privilege without dropping guild.
 
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Originally Posted by Windscreen Smudge It's part of the industry. A significant amount of people will try an MMO and ditch it within a few weeks after deciding it isn't for them. I wouldn't mind this same rule applying to ED as it appears to be doing, except that the MMO side of ED isn't what draws people in. It does however have strong potential for keeping them here if it's properly supported.

It didn't draw me to the game but I absolutely without exception DO NOT BUY SOLO GAMES
There are plenty of games that look kind of cool but when I see they are single player only I do not purchase them.
If the Massive Multiplayer was not listed I would have never bought ED!
 
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As Joe the pilot can change factions at will and undermine my faction all the while being friendly on my screen. A guild member should not have that privilege without dropping guild.

As Joe the pilot can change factions at will and decide wether or not to undermine your faction (or anyone elses) whilst being friendly on your screen - that's the way it works.

Until you employ or contract Joe - he can do anything he likes, wether you like it or not. Say you own a McDonalds, and Joe is a regular customer, and he comes in a few times a week. Suddenly he vanishes, but reappears a few weeks later. You find out he's been going to Burger King. Are you going to shoot him in the face for disloyalty?
 
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