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 think an instance can barely cope with over a dozen players in one system.
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?
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![]()
Pretty much this.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.
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.
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.
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?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.
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.
It can deal with people in dozens. But YMMV if the participants' networks can cope with it, that's more an issue than what the game would otherwise be capable to lump into same place and instance.
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.
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