Guilds in Elite Dangerous

Would you like support for guilds in ED?

  • No, I would rather ED had no specific support for guilds.

    Votes: 348 61.7%
  • Yes, I would like support for guilds but no guild specific content.

    Votes: 127 22.5%
  • Yes, I would like support for guilds and some extra guild specific content.

    Votes: 79 14.0%
  • Yes, I would like support for guilds and for the game to provide mostly guild centred content.

    Votes: 10 1.8%

  • Total voters
    564
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That's an interesting idea, but I wonder if it would only work as intended if characters were locked to just the one mode of play.

If it were to be implemented at some point, I think it'd be fair to bring in your normal play CMDR until destruction, and then respawn as a ship of your choice from a loadout screen like back in Alpha. Leaving the guild mode back to Open or whatever just puts you back to your regular CMDR save, no loss incurred to anyone. Just my thoughts.
 
How about those players who are playing away merrily in Open at the moment, some of whom will be inconvenienced by guild / gang play? Is it OK to tell those players to move to Solo / Private Groups if a guild mechanic is introduced out of nowhere (i.e. it does not form part of the stated game design that was successfully pitched and funded over two years ago)?

Wasn't this an argument against Wings too?

"Guild / gang play" already exists and happens in the game. Those players who play Gangs currently use Teamspeak, and other out-of-game methods to coordinate their actions.

Providing an in-game mechanic to achieve the same thing as already happens, would be a significant Quality of Life improvement for a big segment of the active player base, without impeding / altering the game in any noticeable way for those player who are not interested in it.

For the record I don't want player-editable "guilds". I personally would enjoy only seeing this sort of functionality via the joining of the existent Minor Factions.
 
If it were to be implemented at some point, I think it'd be fair to bring in your normal play CMDR until destruction, and then respawn as a ship of your choice from a loadout screen like back in Alpha. Leaving the guild mode back to Open or whatever just puts you back to your regular CMDR save, no loss incurred to anyone. Just my thoughts.

PvP arena in short ?
 
As someone who was previously against the introduction of formal guild systems in Elite, I think we have to accept that it actually exists already - just using tools outside of the game.
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If you accept that, then all of the arguments that apply to in-game tools which are currently supplemented by 3rd party community tools (such as Slopey's trading tools, or a civil war finder etc) can be applied to a Guild system.
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The idea has already been mooted that we'll have more substantial interaction with minor or major factions as part of 1.3. I really hope that's the case, as it fits into the ethos of the game very nicely.
 
TLDR: My vote is for guilds too however the current instancing system would limit it pretty much so there's no need to worry about ganging hordes. (Wings can be gangs already if it's configured that way.)

How I would like to see guilds:
- related to a faction/subfaction: this would need a more elaborated background sim to give more characteristics to these factions/subfactions. Without that it's only the name different.
- special guild quests/community goals to build reputation which could be used to get some sort of achievements in game (either political or economical, with a hint of personal, etc. So an aim to go for together)
- some sort of guild property in a station - it could trigger lots of activities (collecting x metals from mining, transporting special goods to supply, etc.)

----> the best guild option I imagine would be optional and the activities would cover all possible roles (fight, trade, mine)

There are masses of MMOs out there having guilds - for a reason. ED has a chance to carefully pick the features which can enrich the gameplay and configure an own kind of guild system. It's not from the devil, use the existing games lore wisely and satisfaction is guaranteed.
 
PvP arena in short ?

Pretty much, but without leaderboards or lobbies, team selection is done via Guild list in the start menu like Private Group, both teams can select the starting options with some randomisation. To make it easier for them, both sides are colour coded so they don't have to figure out who to shoot at, but that can be turned off :D
 
Whilst I am sure this would be the intent of many who would want guilds it would also create guilds who's idea of fun was shooting ANY player not in the guild. Whilst it could be argued this already exists with groups like CODE and others it has not been "organised" from within the game.

My concern would be with the idea of "mission creep", first tags then home systems then banking then player owned infrastructure. This is not Elite, elite is a player who can form temporary alliances to do a job but ultimately is just a very small cog finding their way in a very big machine. This is of course my own feeling on the game, everyone is entitled to their own opinion but at the end of the day only one group of people count: FDev.

Well it does already exist with The Code etc, and I'd suggest that FD (and the rest of the playerbase) would be better off if the tools were in-game. If they were in-game then FD have a greater ability and entitlement to monitor what clans are up to, which they don't at the moment.

I'd also suggest that while Elite may be founded on the One Man And His Cobra idea, FD have been very positive towards player groups already - the Mercs of Mikunn, system flipping and community goals spring to mind. I play on my own, in solo or Moebius and occasionally in open, so this is not something that would benefit me directly, but I think it would make the game richer and potentially better if groups are given goals that they don't have to define.

The problem with that is that most guilds wouldn't be happy out in the middle of nowhere. The whole point of guild play is to gather power. The whole point of power is to project it on others. The only sensible place to do that is where there are lots of others to dominate, so they will keep to high-traffic systems in order to recruit and fight other gangs trying to do the same thing.

That's a fair point - but if the locus of power shifts to player-populated systems then guilds will surely want to shift their focus. There is nothing particularly special about Lave from a game perspective - it's busy entirely because of the game's history. And as it stands, players cannot go there in open on their own without expecting to be interdicted and destroyed. That feels awfully like a projection of power that is limiting access to a region.

So if you are against it then surely you can avoid it by being in low population places? :)

No, it ought to be the other way round. Those clans that want the option to control their own system would have to accept that they might be far away from areas that are busy now.

How about those players who are playing away merrily in Open at the moment, some of whom will be inconvenienced by guild / gang play? Is it OK to tell those players to move to Solo / Private Groups if a guild mechanic is introduced out of nowhere (i.e. it does not form part of the stated game design that was successfully pitched and funded over two years ago)?

Absolutely not okay, and I agree that players in Open right now shouldn't be inconvenienced - but I'd say that it's hugely inconvenient for anyone not playing in a clan right now. I don't want to have to develop yet another set of shallow friendships with people I don't know and who are only occasionally in the game at the same time as me, just so that I can join a wing from time to time and fight other people in wings. Having clans and player-run stations would probably make it easier for someone like me to avoid all that stuff because it would move to a different part of the galaxy.
 

Robert Maynard

Volunteer Moderator
Wasn't this an argument against Wings too?

"Guild / gang play" already exists and happens in the game. Those players who play Gangs currently use Teamspeak, and other out-of-game methods to coordinate their actions.

Providing an in-game mechanic to achieve the same thing as already happens, would be a significant Quality of Life improvement for a big segment of the active player base, without impeding / altering the game in any noticeable way for those player who are not interested in it.

For the record I don't want player-editable "guilds". I personally would enjoy only seeing this sort of functionality via the joining of the existent Minor Factions.

Not at all - Wings were discussed in the DDF as "Alliances" and have been part of the game design for quite some time, unlike guilds / corps.

Allowing players to informally work together in separate wings is where we are - encouraging players to form in-game large social groups does not seem to be what DBOBE has in mind for the game, at least to start with....

Affiliation with minor factions sounds quite interesting as an alternative - as minor factions are fixed in space, so to speak, by the planet / station that they exist on.
 
Affiliation with minor factions sounds quite interesting as an alternative - as minor factions are fixed in space, so to speak, by the planet / station that they exist on.

... and their major faction allegiance would be determined by the allegiance of the minor faction - which would lead to in-game conflicts driven by the needs or desires of the minor faction. You could apply that to something like the Alliance vs Independent state of Lave at the moment and really see some emergent gameplay. The beauty of the approach is that it would allow Solo / Group players to play their part also, whereas formal player-created Guilds are only likely to be ever available to Open players.
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Powerplay, anyone?
 
Not at all - Wings were discussed in the DDF as "Alliances" and have been part of the game design for quite some time, unlike guilds / corps.

Allowing players to informally work together in separate wings is where we are - encouraging players to form in-game large social groups does not seem to be what DBOBE has in mind for the game, at least to start with....

Affiliation with minor factions sounds quite interesting as an alternative - as minor factions are fixed in space, so to speak, by the planet / station that they exist on.

Sorry, I didn't closely follow the development of the game pre-release, but my comment about Wings referred more to the reaction of some users here, claiming the introduction of Wings would push solitary-playstyle CMDRs out of Open and into Solo. Worried they would be "ganked" etc.

I note in the clip you linked that DBOBE said "at least to start with" about not having guilds or corps. This suggests to me that FDEV will cater to this feature request if they think they can do it in a setting-sensitive way, and if there is demand for it. The demand for it is fairly clear.

I think the recent inclusion of references to Cosmic State and CODE on the Galnet is also the ultimate form of confirmation from the devs that this kind of playstyle is legitimate. I just worry that if this is the case they are backing themselves into a corner by making references to "name assets" that are not explicitly related to Minor Factions, but my concern is because I really really want the Minor Faction-joining to be implemented :p
 
No Guilds please. Or I will have to roll a Druid and RP as a Drama Queen and before you know it I will be shouting at people not to fly in fire, follow the kill order and turn up with ship fully repaired. When I'm not posing in front of the Bank of Zaonce in my Epic Ship, of course.
 
... and their major faction allegiance would be determined by the allegiance of the minor faction - which would lead to in-game conflicts driven by the needs or desires of the minor faction. You could apply that to something like the Alliance vs Independent state of Lave at the moment and really see some emergent gameplay. The beauty of the approach is that it would allow Solo / Group players to play their part also, whereas formal player-created Guilds are only likely to be ever available to Open players.
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Powerplay, anyone?

Yes, that's a great idea.

Although I was quite looking forward to running large trades in solo in an attempt to undermine the influence of a player faction I disliked.
 
Interstellar rivalries flare as galactic super powers fight proxy wars. Some may know you as ......... fly alone or with friends , fight for a cause or go it alone. How can you truly fight for a cause if you can't join the cause ?
 
Sorry, I didn't closely follow the development of the game pre-release, but my comment about Wings referred more to the reaction of some users here, claiming the introduction of Wings would push solitary-playstyle CMDRs out of Open and into Solo. Worried they would be "ganked" etc.

Slightly off-topic, but I think it's pretty clear that that has been happening to at least a limited degree. I think that it's unavoidable though - players in an online game will always find ways to group up/gang up.

Although I was quite looking forward to running large trades in solo in an attempt to undermine the influence of a player faction I disliked.

I'd hope that something akin to a community-event on behalf of the minor faction would direct you on what the faction needs to accomplish (let's call it a faction-event). That's not to stop you doing that, but you'd not have the directed energies of the other faction-associated players behind you.
 
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I really hope they don't introduce any guild MMO stuff at all. Grind 100 Sidewinders, Daily Tasks in Lave, Raid Boss Anacondas dropping purple laser loot, no thanks. Not to mention the whole guild v guild drama, it's bad enough as it is.

What in the ? does any of that stuff you listed have to do with Guilds? And if you don't like guild drama, don't join one.
 
Slightly off-topic, but I think it's pretty clear that that has been happening to at least a limited degree. I think that it's unavoidable though - players in an online game will always find ways to group up/gang up.

I suppose your milage may vary. I play predominantly solitary, always in Open and I've not had any problems I couldn't handle by ad hoc Winging up at stations when needs be.
 
How about those players who are playing away merrily in Open at the moment, some of whom will be inconvenienced by guild / gang play? Is it OK to tell those players to move to Solo / Private Groups if a guild mechanic is introduced out of nowhere (i.e. it does not form part of the stated game design that was successfully pitched and funded over two years ago)?

Well here's one kickstarter backer who backed the game to realise the dream of Elite 4 not WoW in space!
 
What in the ? does any of that stuff you listed have to do with Guilds? And if you don't like guild drama, don't join one.

The problem is the "Guild Drama" spills out into surrounding space and affects everyones game.

Anyone suggesting guilds would keep to the less populated areas must not understand human nature, guilds buy there very nature are power based organisations and as such will congregate in the MOST frequented space as has been ably demonstrated by CODE in the Lave cluster. They chose that area BECAUSE it was worth dominating as it had high traffic, no-one will want to set up in a system that has 1 ship a day pass through. Where is the kudos in that.
 
In theory when the factions work better Fed, Imp and Ali etc this will effectively be guilds with smaller groups/Wings within I suspect.
 
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