Possible Introduction of Guild/Fleet/Corp Systems into Elite: Dangerous

Good transcript (interested parties should skip to 19:48 in the video) - but that's specifically what I'm referring to in my comment to Kristov. That isn't a definitive "no" (at least as I interpret it). I think there's room there for a guild/clan/alliance system to be implemented provided that the ossification he refers to can be avoided (and I presume that such development isn't too onerous - that depends on the precise vision being sought).

You may interpret it differently and neither of us can say we're right without further comment from the dev team. So unless there's further comment out there that I'm not aware of, I'm afraid my position on the topic hasn't changed - nor has my objection to players with a clear personal preference to maintain the status-quo to shout down people making suggestions in this area through appeals to authority.

Edit: Sorry - just to be clear. I respect the position that "Elite shouldn't have this functionality, because that's not what the game is about", even if I don't agree with it. You (Genar-Hofoen and Kristov) and I have discussed this on many times on more than a few threads. I believe that there are ways to address this topic which do fit into the ethos of the game to the benefit of all - including (bizarrely) solo/lone players.

There are other comments from David since that date, Elite live streams and such, where he makes clear that we won't see anything like this in the game, which is sad really, an MMO without guilds is just...messed up to me. But David isn't alone in his feelings about guilds either, there's a lot of vocal people who are rabidly anti-guild, many of whom actually have no actual experience with them at all, they just 'know' they are bad for games because their friend's uncle's counsin's sister's brother told them so...

That's why we won't see anything like this going anywhere, David has his own anti-guild mindset and a lot of the vocal playerbase shares that. Again, that's sad, and it's very messed up to me, what's an MMO without social groups?
 
There are other comments from David since that date, Elite live streams and such, where he makes clear that we won't see anything like this in the game, which is sad really, an MMO without guilds is just...messed up to me. But David isn't alone in his feelings about guilds either, there's a lot of vocal people who are rabidly anti-guild, many of whom actually have no actual experience with them at all, they just 'know' they are bad for games because their friend's uncle's counsin's sister's brother told them so...

That's why we won't see anything like this going anywhere, David has his own anti-guild mindset and a lot of the vocal playerbase shares that. Again, that's sad, and it's very messed up to me, what's an MMO without social groups?

Cmon, people can still group up.. I think people do some group events around the game. They group up to support their Factions or Powers (in PP) and also simply flying in wing.. even they made a beam to heal other wingmate's shield.. and there's decals for community achievement (cmiiw) .. look at those bunch of teamspeak svr/chan, reddits, google docs etc. people do for organizing group stuff in elite.. we dont need dev to recreate those tools in game..

What elite doesnt have is guild (player owned space/powers/stations whatever) gameplay. IMO, There's no need to have content locked behind guild stuff and content locked behind massive group play..

Afterall, we're just pilots in our spaceships.. one so insignificant if I may add..


sorry for OOT.. lost interest on the main topic..
 
The fact is that there are currently groups in this game. The fact is that there is already content that solo players are excluded from - Rise to power of a player minor faction for example, and wings for another. Most proposals here (the reasonable ones at least) have very little impact on solo players. Including this one.

+1 for the idea. It's something that the game badly needs imo. The game is great, but I'm not sure that 10 years in the void is going to hold my attention the entire time.
 
Ok resurrecting an old(ish) thread, but I believe it's worth it.

First of all, I have to say I like most of your proposed ideas. The text is well thought and quite thorough.

There are a few exceptions of things I didn't like so much, so I'm making a list with alternate solutions that I prefer:
- Distress Alarm Module: I don't like this being a module. System Security response should be based on the system security level, not on the ship being attacked. In other words, this is standard by now, because when we get attacked, syssec gets immediately informed, even if they take some time to arrive.
- FSD scrambler: No way jose :) The "scrambler" is already in-game and it's called mass lock factor.
- PvE flag and notoriety: I appreciate all the effort put into these ideas, but they are too complex and artificial. I believe the best way to deal with this should be:
* Add a bubble wide wanted mode (details to be discussed).
* Wide wanted mode only happens in systems with security, not in anarchy or systems without government.
* When a wide wanted criminal enters a secure system (low, medium or high), it gets actively interdicted by syssec and attacked on sight (much more actively than it is right now).
* Completely remove insurance to criminals (it makes no sense, and encourages them to stay in anarchy systems).
I think these are more natural mechanics, and would allow both PvE and PvE players to share the Open mode. If a PvE player don't want to get ganked, he simply stays in safe systems. And yes, long trade routes which pass through anarchy systems will be dangerous, so an option for saving and editing routes would be required.
 
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