Maybe now with the article on
tentonhammer about the lack of social features and the removal of the offline mode because of the "multiplayer vision" for the game, it is finally time to get some info's from the devs about this? Why are the social multiplayer aspects of the game being ignored design wise? The DDF and devs are not saying anything about these:
- Local chat (station / system) OPTIONAL!
- Job specific global chat (trading, bounty hunting, mercenary, exploration)
- Guild / corp / wing features and chat
- Parties e.g. spontaneous small groups of players
- Cooperative multiplayer missions
- Shared bounties in wings
- Group interdictions
- Trading between players, credits
- Locating friends and party members on radar / map
There has been some discussion previously about guilds but these threads have all been merged into one unintelligible mega thread, no dev ever offered insight and there was a lot of backlash, so I've given up on the topic after a while.
I'm simply going to quote an excellent
reply to the article from reddit:
Here is a great quote on why we need chats to create a multiplayer experience:
Commonly encountered objections:
Since it's optional you can simply click "disable chat" and be done with it. I think this sentiment against chat is very common but it's not a valid argument against the feature.
Because a) it's clumsy to use b) it breaks immersion with alt-tab and c) it splits the community in those using this or that type of external tool. Even worse there could be several alternatives.
This is such a fundamental "meta" feature that realism doesn't matter. Besides faster than light communication already exists in the game, e.g. information about crimes or call for reinforcement is FTL communication.
Because it will negatively impact how new players receive the game and hurt long term customer base if these features aren't added soon.
Some people can't voice chat because they have no headset or other people in their house would get annoyed (e.g. night). Others don't like voice chat because it's harder to roleplay, less immersion, it's "louder" or because they are shy.
The "private group / shard" feature is actually badly named and implies that it's meant for grouping players together. Instead if splits players apart from the rest of the player base.
The current status on the DDF for alliances / wings is severely lacking. It's not clear if it's a temporary grouping and everyone can invite anyone, and the players can be kicked by voting. It's not a substitute for guilds with a structure. In any case we would like to know more.
There is room for different play styles, and there is no reason why guilds would lead to the detriment of lone wolf players. At least as long as group gameplay doesn't have unbalanced advantages for reaching game goals but that doesn't automatically follow.
About the intended style, taken from the preorder details page:
"Whether you want to trade for profit between systems, take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies, even tip the balance of power in the galaxy (for your own advantage of course), or simply explore the wonders of the galaxy (and who knows what you’ll find out there...) is up to you."
There are two similar threads but this shouldn't be specifically about the ten ton hammer article.
Ten Ton Hammer- ED needs social tools (Smugallo)
The Need for Social Tools - TenTonHammer article (LeiHarper)
DEVS: Why no social features like chat channels, guilds / corps and parties? (Dejay)