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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I find your later assumptions based on fear-based preconceptions.

Or based on actual experiences in other games with open PvP.

And why do so many people resort to calling people "scared" or tell them "fear" is getting the best of them?
Are peoples egos so fragile they have to make out they are the only brave soul online?

I for one, do not want my immersion breaking with a re buy screen, because I don't have the tag before or after my name. Such was the reason I left EVE.

(Also why PS2 was so much fun, a PvP based game with guilds facing off was fantastic)

Why would people do this if they have better things to do with their clan mates together?

Because no matter how much content there is, groups of people like to pick on innocents.
We see this all ready in ED, guilds will make it worse.

How many threads have we had now that start "I was interdicted by a wing....." or something very similar?

Give them a good motive with guild contents and they'll not waste their preciuos time on mocking "irrelevant" commanders.

Wrong.

How much content is there in WOW now? Yet guilds moan of lack of content.
No matter how much a Dev adds, people can burn through it a lot faster than the Devs can make it - unless people learn to entertain themselves, those bored people will group up and go find someone to torment - like they currently do.
 
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People call others out because their posts are fearful.

They fear that FDev will somehow recreate Eve and the precious Elite series will be no more.
 
I guess that was my fear - guild only content which pulls dev time from the game and blocks significant content from those not in guilds. Or, forces people to be in guilds to experience the content.

This could be an argument for any of the 'professions'.... like I said, I don't Explore, but I wish that Explorers have all their dreams come true.
 
I guess that was my fear - guild only content which pulls dev time from the game and blocks significant content from those not in guilds. Or, forces people to be in guilds to experience the content.

Neither sits well in a 'blaze your own trail' context.

From a personal opinion I don't see what owning a space station adds to the game. You can't fly it, so what's the point? This is, don't forget, about a pilot and his/her ship, not a CEO simulator. That's a different game. That different game may be a great game, but it is still a different game.
what do you about players groups taken from from another perspective like this: https://forums.frontier.co.uk/showthread.php?t=162706
 
Because no matter how much content there is, groups of people like to pick on innocents.
We see this all ready in ED, guilds will make it worse.
I feel the positive side needs to be told as well, allowing bigger groups in one way or another, (and I still believe all we need are group names/tags, chat and of course a guild member list for easy invite to wing and such), groups would make it possible for people to get help faster against the griefers though, though yes it would also allow them to coordinate better though they are already doing this, so I would say it is more a positive for people that don't have big groups around them already, if we got groups, heck could work with our current group system, join a group, and in open, group members would have own color and be possible to find and such? and a chat channel?
 
Guilds would be good for the game and relatively easy to implement. Guild tag (like the current powerplay tags), guild chat (like the current local but diff channel), online member list (like friend list on comm panel), guild management screen (like the current friend / private group management menu), and different colored "friend" icons on the player map would be all we need to start having guilds. It would prevent players from being forced to organize outside of the game.

All the framework to add it to the game is here now.
 
What is a guild.Is it like a clan or some such. A bunch of folk working together or do they like hand out magic swords and stuff to new players?

When I used to live role play I was the leader, Marigold Pixiedust, of the Dufflecoat Collectors Guild, the DCG! We used to pick up new players and 'teach' them. Our adversaries were the Black Cobra Assassins. They said we were taking the P and not taking things seriously. Have guilds changed much?
 
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What is a guild.Is it like a clan or some such. A bunch of folk working together or do they like hand out magic swords and stuff to new players?

When I used to live role play I was the leader, Marigold Pixiedust, of the Dufflecoat Collectors Guild, the DCG! We used to pick up new players and 'teach' them. Our adversaries were the Black Cobra Assassins. They said we were taking the P and not taking things seriously. Have guilds changed much?

Not really
 

Robert Maynard

Volunteer Moderator
I find your later assumptions based on fear-based preconceptions.
Why would people do this if they have better things to do with their clan mates together? Give them a good motive with guild contents and they'll not waste their preciuos time on mocking "irrelevant" commanders.
The habit you are talking about is already there in open and for the very reason of not having any meaningful progression in the gameplay.

Not fear - an expectation of gang-type aversion to those who choose not to play that way.

There's an implicit "keep the Guild content coming or the Guilds will get restless and make mischief with other players" in your statement. It's interesting those who would choose not to play in Guilds are already being called "irrelevant".

Of course that type of behaviour is already in Open - I don't expect that it would change for the better on implementation of Guild features.

For instance, don't promote Guilds to powers, but provide Guild Tags so that the Guilds can play with and against each other easily. That's a significant form of recognition to player groups and would be a great step in the right direction.

Guild tags would need to be controlled in some way - so Guild management would presumably need to be implemented as well.
 
Ok, what significant content do explorers block?

None.
What significant content would Guilds block?

Guilds would be good for the game and relatively easy to implement. Guild tag (like the current powerplay tags), guild chat (like the current local but diff channel), online member list (like friend list on comm panel), guild management screen (like the current friend / private group management menu), and different colored "friend" icons on the player map would be all we need to start having guilds. It would prevent players from being forced to organize outside of the game.

All the framework to add it to the game is here now.

Yup.
 
Well then I votes! Perhaps!

See, to me, there are too many things to consider.

Firstly, how many people should a guild hold?

10, 25, 50, 100, more ?

Would there be a point to letting more than a single instance limit call themselves a guild? Because then they'd not be able to team up properly and be divided over multiple instances - and of cause, that will cause an argument within the guild in meet ups, who gets relegated to the 2nd "lesser" instance at Lave (for example).

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None.
What significant content would Guilds block?

What ever the Devs are currently working on - as they'd have to stop what they are doing and work on guilds.
 
None.
What significant content would Guilds block?
If it's limited at organized comms, none, since that's not significant.

If it's game content, that game content.
So, you're telling us that its a simple matter of you don't want to share?
Development costs time and money you know.

Are you telling me you wouldn't mind content that was planned being taken off the board in favour of guild content? If so, then that's also an answer to your previous question.
 
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See, to me, there are too many things to consider.

Firstly, how many people should a guild hold?

10, 25, 50, 100, more ?

Would there be a point to letting more than a single instance limit call themselves a guild? Because then they'd not be able to team up properly and be divided over multiple instances - and of cause, that will cause an argument within the guild in meet ups, who gets relegated to the 2nd "lesser" instance at Lave (for example).

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What ever the Devs are currently working on - as they'd have to stop what they are doing and work on guilds.

The limit isn't related to how many can play together in an instance...most guild sizes in other games are either arbitrary due to storage necessities or programming/technical issues in the management software.

In this game guilds and groups make perfect sense, since it's all about organizing people to work together to gather PvE treasures. I would bet that most of the Powers/guilds are currently organizing hundreds of people....without any support in the game...to the games detriment.

The fear that people have related to eve like PvP is silly in this game...and the dislike of groups is evident in many of the threads that relate to this idea. Not sure why folks think they would be able to fly in space 'lone wolfing' and be able to ignore the galaxy around them..but hey..they always can make choices to avoid others...so no harm no foul.
 
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