Large guild question

on the other hand, Hutton has 1600 people who join in now - and some epic fun..... groups are not only possible, but a great part of the game. The tools you need are a. enthusiasm b. the means to communicate (we use a huge FB group and Discord) and c. a great admin team
 
There's no guild features in Elite Dangerous yet. Lots of people requested it, including me. I've played Eve for several years and the deep sandbox and corporations aspect is the heart of the game that makes it fun.

We should get guild features in the future, hopefully season 3.

Now players are limited to private groups, wings of up to 4 ships or pledge for an NPC power in Powerplay. I really want to see player managed guilds and territory control. Some people don't like it, but it will be optional just like Powerplay is optional.

I'm going to be the party pooper and say "Keep the EvE out of E: D please." :)

I hope FDEV never include guild stuff in E: D. It would make it something not-Elite IMO.

So far FDEV have built the game to be entirely BGS Environment play - I don't see them changing this mindset, and I think for Elite - for this particular game - this is the right thing to do.
 
I'm going to be the party pooper and say "Keep the EvE out of E: D please." :)

I hope FDEV never include guild stuff in E: D. It would make it something not-Elite IMO.

So far FDEV have built the game to be entirely BGS Environment play - I don't see them changing this mindset, and I think for Elite - for this particular game - this is the right thing to do.

theres still a lot from eve and dozens of other games that could be inserted into ED with fdevs spin that would add value and attraction
 
I'm going to be the party pooper and say "Keep the EvE out of E: D please." :)

I hope FDEV never include guild stuff in E: D. It would make it something not-Elite IMO.

So far FDEV have built the game to be entirely BGS Environment play - I don't see them changing this mindset, and I think for Elite - for this particular game - this is the right thing to do.

Couldn't agree more.
Eve the game, and ccp's bungling of it is a cancer on gaming.
Catering to the very worst mentalities of Internet ery and ccp just applaud it.
And they run around in such a bubble that they actually think this is something to take pride in.
I played for eight years, and I regret five of them.

Quite interesting if you look at it like a study in community mis-management.

I love the fact that in ED you can't give away money, you can't easily transact goods.
Just think what kind of disaster this game would have been if sothi/ceos was exclusively ran by a single group of players?
 
Couldn't agree more.
Eve the game, and ccp's bungling of it is a cancer on gaming.
Catering to the very worst mentalities of Internet ery and ccp just applaud it.
And they run around in such a bubble that they actually think this is something to take pride in.
I played for eight years, and I regret five of them.

Quite interesting if you look at it like a study in community mis-management.

I love the fact that in ED you can't give away money, you can't easily transact goods.
Just think what kind of disaster this game would have been if sothi/ceos was exclusively ran by a single group of players?

Quite.

David Braben doesn't want EvE gameplay either. He summed up EvE as an "Executive Control" game, which is a succintly perfect description. He doesn't want E: D to be such a game - I should think that 2 years after release, this should have become apparent by now ;)
 
Player groups in ED are very barebones compared to Eve. It's doable, but you've got to be able to motivate yourself to do all of the footwork yourself. There are no social tools in the game to speak of beyond a friend's list.

Creating your own minor faction helps act as a cohesive force to keep everyone focused on objectives though, so it's not hopeless.

- - - Updated - - -

Quite.

David Braben doesn't want EvE gameplay either. He summed up EvE as an "Executive Control" game, which is a succintly perfect description. He doesn't want E: D to be such a game - I should think that 2 years after release, this should have become apparent by now ;)

He said that almost 3 years ago and hasn't repeated it because he was corrected. Unlike many of the players here, David learns from his mistakes. That's why we have player groups.
 
Second thing is that the playable universe is so big that unless you go to a "hotspot" - like where there is a CG happening or a known hot trade route or other example of what I personally call "grindspots" you will see other players a lot less than you will in a game with a more limited playspace. You could spread the entire playerbase evenly through the "inhabited" bubble alone and each could play for weeks without seeing another one.
Pretty much this.
Unless you actively seek out others, the majority of the time you'll just be seeing NPC's. The game world is mind bogglingly huge. Other than the few 'hot spots', you aren't likely to run into other people.
On top of that add in occasional instancing issues, and playing with others is a rather uncommon event.

You could wait until 2.3 drops in about a month and check back. With their new multi-crew feature, it sounds like they're adding a sort of lobby feature for people to game together. Don't know all the details yet, but it does sound interesting from a co-op perspective.
 
He said that almost 3 years ago and hasn't repeated it because he was corrected. Unlike many of the players here, David learns from his mistakes. That's why we have player groups.

Can you point to this correction? I'd like to see that citation - I've obviously missed it.

So, do these player groups have direct control of stations? Direct control of star systems? Or are they merely represented by NPC factions perhaps, and have to influence their factions by way of playing the BGS.
 
He said that almost 3 years ago and hasn't repeated it because he was corrected. Unlike many of the players here, David learns from his mistakes. That's why we have player groups.

Corrected how ?

In game groups are nothing but an instance white-list.
The factions are nothing but normal BGS factions, they are not player controlled in any way, after the point of picking the name for it, players are left merely shepherding their chosen faction through the same environment activities that every other faction abide by.

If you are talking about the Meta player groups, they are just that.
Meta groups organising through third party means and they are still playing the environment, same as the rest.
And they certainly can't lock down great swathes of space like is the norm in Eve, BECAUSE INSTANCING.
 
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No just looking for persistent universe only.....Don't care much for the single player or private server stuff, I like MMO's and a full and crowded universe.
Given that, all of you can join Open if into PvP or Mobius if you want to PvE, establish a base or bases in a common area and go for it. What else is there to talk about?
 
Working the Background Sim and Powerplay are probably the main large group activities (or focus), except if you consider groups like the fuel rats.

This is mostly large scale PVE that effects the galaxy (PvP by proxy of the game mechanics). Direct PvP has only a marginal effect on these. Powerplay is more visible and better supported than the BGS. Organisation of large scale groups & activity has to be done out of game.
 
Can we move past the idea that by using one concept/idea from another game that automatically means we have to make it a clone?

How short sighted can someone be?

it is very clear that large groups can and do exist in elite. Mobius being one example, AEDC another. Not to mention whatever groups are forming on xbox +ps4.

There needs to be greater support than just Wings and private groups.

I'm not suggesting we focus the whole game on guild play. I'd be happy with..

Title of player guild displayed at basic scan
Custom decal / paintjob.
Guild chat.
In house guild cqc lobby.
Ability to set admins/officers to assist with management of group.
Message of the day, from Hq.
More detailed guild description / galnet style webpage.
Publicly searchable member list.
Some sort of GUI interface to assist forming wings with logged in members.
Guild bookmark / distress beacon. Displayed in galmap.

Personally those are some basic features that won't affect game play much, but will assist with guild management.
 
tbh, right now I'd just settle for just being able to wear our minor faction tag in game. I'm not a complicated person and that would make me very happy :)
 
Can we move past the idea that by using one concept/idea from another game that automatically means we have to make it a clone?

Nope.

How short sighted can someone be?

Depends on who's being short-sighted. The one with a good bead on what Elite is and sees more than 2 years worth of evidence that FDEV are keeping to their stated modus operandi by specifically not introducing direct player control of systems and stations and instead having the BGS represent player groups? Or the one who wants to change the game into something not-Elite?

it is very clear that large groups can and do exist in elite. Mobius being one example, AEDC another. Not to mention whatever groups are forming on xbox +ps4.

Large groups of players are forming outside of the game using out-of-game methods to do so, yes.

There needs to be greater support than just Wings and private groups.

In your opinion.

I'm not suggesting we focus the whole game on guild play. I'd be happy with..

Title of player guild displayed at basic scan
Custom decal / paintjob.
Guild chat.
In house guild cqc lobby.
Ability to set admins/officers to assist with management of group.
Message of the day, from Hq.
More detailed guild description / galnet style webpage.
Publicly searchable member list.
Some sort of GUI interface to assist forming wings with logged in members.
Guild bookmark / distress beacon. Displayed in galmap.

And that would ruin the game from being Elite into something not-Elite. No thank you.

Personally those are some basic features that won't affect game play much, but will assist with guild management.

I'd really not like to see that at all.
 
The very lack of guild mechanics generally mean that the player groups that exist are actually more cohesive and genuine due to the real effort required to coordinate.
 
Can we move past the idea that by using one concept/idea from another game that automatically means we have to make it a clone?

How short sighted can someone be?

it is very clear that large groups can and do exist in elite. Mobius being one example, AEDC another. Not to mention whatever groups are forming on xbox +ps4.

There needs to be greater support than just Wings and private groups.

I'm not suggesting we focus the whole game on guild play. I'd be happy with..

Title of player guild displayed at basic scan
Custom decal / paintjob.
Guild chat.
In house guild cqc lobby.
Ability to set admins/officers to assist with management of group.
Message of the day, from Hq.
More detailed guild description / galnet style webpage.
Publicly searchable member list.
Some sort of GUI interface to assist forming wings with logged in members.
Guild bookmark / distress beacon. Displayed in galmap.

Personally those are some basic features that won't affect game play much, but will assist with guild management.

Blimey for the first time a list of guild features I think are great.

Are you sure you do not want to take over stations, ignore the operational costs anf ban everyone else from using it on pain of death?

Simon
 
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Nope.



Depends on who's being short-sighted. The one with a good bead on what Elite is and sees more than 2 years worth of evidence that FDEV are keeping to their stated modus operandi by specifically not introducing direct player control of systems and stations and instead having the BGS represent player groups? Or the one who wants to change the game into something not-Elite?



Large groups of players are forming outside of the game using out-of-game methods to do so, yes.



In your opinion.



And that would ruin the game from being Elite into something not-Elite. No thank you.



I'd really not like to see that at all.

Good job captain negativity. Can you actually back your opinion on something other than just disagreeing for the sake of it?

Please quote the part where i said players should control stations or systems! AFAIK NO ONE WANTS THIS. But yet constantly used as an argument against further multi player support.

If you have no intention of using these features, how will they impact your game, please do explain.

More than likely further multi player support will increase sales, justifying further effort to develop the game.

Short sighted?... If you say so
 
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Good job captain negativity. Can you actually back your opinion on something other than just disagreeing for the sake of it?

Please quote the part where i said players should control stations or systems! AFAIK NO ONE WANTS THIS. But yet constantly used as an argument against further multi player support.

If you have no intention of using these features, how will they impact your game, please do explain.

More than likely further multi player support will increase sales, justifying further effort to develop the game.

Short sighted?... If you say so

Ah. Insults. Good job o7
 
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