They're not reinventing terminology, they're just using English... but this appears to have confused some people.
I do realize that Elite: Dangerous enjoys a rather mixed demographic of supporters, and admirers, and any degree of confusion that's endured may also vary. I do hope things weren't made worse by my bumbling remarks.
My reply was only toward the continuance of a previous post. I am at present concerned with understanding how players will interact in a persistent universe, and how, or when I may encounter them. I enjoy multi-player gaming, period; and in my mind, the vastness of space and the possibilities of an Elite sandbox are very desirable to that end.
While I have no want of a single-player campaign, I would not discredit, or discourage those that do. Single-player gaming can be very rewarding, and depending on the quality of content, may also provide the richest of rewards in gaming.
My real questions are simple ones.
1) Normally in an MMO or an online multi-player game, the game-world where players meet is called a server; or if many player instances exist on one server those instances are called "shards". So that:
a) If a game world only exists on one server, that single server may have many "shards". In this case you may know someone that plays on "shard A" and someone else plays on "shard B". Those two players will never see each other because they are on two different shards.
b) Each shard can have it's own set of "instances". Players on a single shard can move to different instances to "see" other players in other instances. They can do this because they are on the same shard.
c) FD are using different terminology, and yes, it is English. I want to know more about it. The following quote explains the group types, and I thank you for the link.
the original is here
Hello you lovely backers!
Here's the skinny on our player grouping system. It's been through the DDF (thank you!) and internal debate. Have a gander.
The usual caveat applies - any paper design is bound to change during implementation/as issues ariese - these documents are statements of intent.
Groups
A player can only exist in one of the following groups at a time:
- All Players Group– Players in this group will be matched with each other as much as possible to ensure as many human players can meet and play together
- A player’s Friend List and Ignore List is used automatically to indicate preferences in match making so that friends will be matched instead of others if a choice exists(though this is a fuzzy system so there are no guarantees)
- E.g. In a nearly full session a player with more friends in the session than that of another arriving at the same time would mean the first player getting in and the second spawning a new session instead
- Players can use an option to indicate they would like friends of friends to be included in the preference system described above (which basically expands their friends list for the purposes of preferences under the hood only)
- Players playing on ‘Iron Man’ mode will only be matched with other ‘Iron Man’ mode players
- Private Group – Players in this group will only be matched with other players in the same private group
- Players can create their own private group and invite people into it
- To help facilitate inviting players into a private group, players can be indicated as friends in game and can be selected easily for sending invites out too
- Any player can be invited into a private group regardless of friend status so player name searching and direct in-game selection is possible
- A player who accepts such an invite will be removed from their current group upon the next hyperspace jump and be placed in the private group of the inviting player
- A player who refuses such an invite will remain in whatever group they were already in and the option to ignore future requests from that player during the current gaming session is presented
- Players can only invite other players of the same type (normal, iron man) to a group
- Players can save private group settings including players to invite to allow quick selection and set up of groups
- A player can set an option to allow friends to “quick join” into their private group
- They can change this option at any time
- Players will be able to see on their friend list that other friends are in private groups and that some may have a symbol indicated they’re free to “quick join” into the group without needing an invite
- The “quick join” option can be extended to allow friends of friends in freely also
- A player wishing to join another player’s private group will have to message them asking for an invite as there is no way to formally request admission into the group
- Players will thus typically set the “quick join” option if they don’t want the hassle of their friends having to message them when they want to join in with the group
- Only the original private group creator can invite others into their group. They can also do the following:
- Kick other players out of the group
- Disband the group resulting in all the other players entering their own individual private groups with “quick joining” disabled (gives them the opportunity to play solo or decide to join the all players group)
- Pass their leadership and thus all these options to someone else in the group
- Upon disconnecting, logging off or leaving the group automatically passes leadership to the oldest private group member, i.e. the first player to accept an invite into the group that is still present
- When creating a group the player creating it can decide how the group will react to crimes committed by players while in the group
- The player can decide to either count only crimes committed against other players, or against AI ships
- The player can decide if a player who earns a bounty is either kicked back into the all players group, or can be kept in the private group
- Solo Group – Players in this group won’t be matched with anyone else ever (effectively a private group with no one else invited) with the following properties:
- Players in this group are effectively indicating they want to be left alone and not disturbed by anyone else
- By default group and friend invites are ignored but this can be enabled if desired
- By default a player’s online status is hidden (set to offline) from others but this can be change if desired
- A player in this group can still see when other friends come online and can message them
- A player in this group can still receive messages from friends (possibly revealing the fact that they are online by virtue of return messages but still indicated as being offline)
After reviewing the developer outline my previous reply seems to work rather well.
Anyway, I think I've got it. An "Alliance" is a private group within the public multi-player "Group". Playing "Solo" is all alone and separate from the multi-player game.
So that:
All Players Group (I called it group) = The multi-player server.
Private Group ( or Alliance) = A "private group" on the server (see above)
Solo Group ( or Solo) = Single-player with the ability to still communicate with "friends" if the "soloist" has that enabled.