System / Station ownership by player groups makes no sense in this game...
...
If I have to wear a guild tabbard and grind instanced content with 20-40 other people, and worry about getting kicked out of the regular instanced content rotation because my schedule doesn't match, that isn't cool, and I'm beyond tired of having that story told in every large scope game I play for years.
...
Right on, Commanders!![]()
Call them guilds or corporations or gangs or clans or whatever, it may be important for people to group up under a common banner (besides the Pilot's Federation, don't forget!). I guess FD could allow them to do that.
HOWEVER! This should be nothing but cosmetic, an excuse to clutter up our hard drives with other peoples decals. The whole point of Elite, and what should set it apart from pretty much any other game out there, is that the universe is not revolving around each individual player. Rather, we immerse ourselves into a living universe, lots of wee drops into a vast sea. Were Elite to go the way of, say, EVE, then why don't we add joystick support to EVE and play that instead?
So no thanks to put anything but the ability to pilot ships into players hands. That's what we are in the game for, flying the boats while the game play spreadsheets. Somewhere along the line I would not mind if we got the ability to add player-owned structures such as minor outposts and mining camps. But it should be nowhere near the level that any of the worlds with thousands, even millions, of inhabitants are able to muster.
Get used to the idea of a game where you are not the centre, please.
S
If your backers do not want this game to turn into an MMO, I suggest stop advertising it as an MMO.
The "MMO" tag creates expectations, and you're not going to reinvent the wheel of MMOs with single player "adaptations" of current popular mechanics.
Many feel they got a bit fooled, and this is not a good thing on the long run.
Every "new" MMO had its hype, AoC, SWTOR, Wildstar, GW2 etc., with hundreds of thousands joining, only to quit after a few months.
Ivé been through each of them - and many more - and I'm seeing the same pattern repeating.
If that's ok with you, suit yourself.
Does every game with the MMO tag (i.e. not MMORPG) have Guild features?
Unrelated to any tags the game might carry or not: Can any multiplayer game that aims to create a dynamic persistent world afford to not provide guild features in the long term?
It's one thing to allow the "lone wolf" players to do their own thing. It's another thing to outright prevent more socially inclined players from grouping up in some form. Even if it's just a tag in front of the commander's name and a guild decal on their ships together with a guild forum for internal exchange. Without even having the ingame opportunities for that, any persistent world online game takes opportunities away from such players.
Add the "Look, don't touch (directly)!" doctrine of Elite's universe and what does that yield? Even as mostly a solo player, seeing that a station is controlled by some guild or player, together with a name and logo, and maybe some player controlled direction like: "buying iron at higher price, so the station's shipyard can build T9 transporters", would make the world feel more alive than any NPC related things the automated backround sim generates.
More standardized online gaming conventions like clans or formalized player organizations aren’t in the cards, at least not for the foreseeable future.
Unrelated to any tags the game might carry or not: Can any multiplayer game that aims to create a dynamic persistent world afford to not provide guild features in the long term?
It's one thing to allow the "lone wolf" players to do their own thing. It's another thing to outright prevent more socially inclined players from grouping up in some form. Even if it's just a tag in front of the commander's name and a guild decal on their ships together with a guild forum for internal exchange. Without even having the ingame opportunities for that, any persistent world online game takes opportunities away from such players.
Add the "Look, don't touch (directly)!" doctrine of Elite's universe and what does that yield? Even as mostly a solo player, seeing that a station is controlled by some guild or player, together with a name and logo, and maybe some player controlled direction like: "buying iron at higher price, so the station's shipyard can build T9 transporters", would make the world feel more alive than any NPC related things the automated backround sim generates.
Does every game with the MMO tag (i.e. not MMORPG) have Guild features?
Why would I, when I'm happy to discuss the topic?It would also no longer be "Elite", which has 30 years of its own style and gameplay, and is considered the father of what you appear to want to turn Elite into - EvE (and lots of other similar genre games) - and I don't mean that disparagingly, by the way, it's just that the way Elite has always worked was by being an inherently PvE game with the gameplay driven by NPC's. Elite: Dangerous I'm glad to see is continuing that tradition.
I'm just pointing that fact out so don't be angered or take offence where none is intended.
That's exactly the impression I'm getting from the game and what I've seen of parts of the community. In fear of players exploiting group features, simply no such features are implemented rather than trying to find a middle ground to implement such features, that wouldn't be a complete denial for to players who'd enjoy these features. This strongly reminds me of Nintendo insisting on using mutual registration friend cods and not providing any (voice-)chat features in their systems and games - apparently in fear of players being harassed via the internet. It's frustrating to see, even for someone like me, getting so little play time, that I could never even meaningfully contribute to a guild.I expect that Frontier will decide for themselves if they need to include these features, however from what DBOBE has said on the topic, he seems to have reservations regarding some of the more confrontational behaviours that Guild / Clan / Corp structures can facilitate in-game, e.g. in his live Q&A at EGX 2014, and more generally in his interview at E3 with Arstechnica[...]
Can I also wear a red shirt and suddenly Elite supports a red pilot suit? No. As long as there is no ingame acknowledgement of the existence and actions of such player groups, ED has no guild features.Get a forum server, get a teamspeak server... Suddenly Elite Dangerous has guild features...
Does every game with the MMO tag (i.e. not MMORPG) have Guild features?
I made these suggestions a few days back. I feel that something along these lines would be the best way to implement Guild and player driven content without negatively affecting the PvE players:
I would love people to take a look at it and tell me whether they think it could technically work or not and what would need changing to make these ideas feasible:
https://forums.frontier.co.uk/showthread.php?t=164556