Robert Maynard
Volunteer Moderator
Which is like giving those who'd like to play in a guild the middle finger, considering people have been asking for the feature (295 pages didn't write themselves because nobody wants guilds).
When something is requested or asked for over and over again, usually the message any sensible developer should take away is, that there is a desire for the feature. It doesn't matter if the feature is controversial. In that case, they have to find a solution with which both sides of the argument can live.
Yet, Frontier's stubborn stance on guilds is definitely not a classy treatment of the issue and is foremost among the very few points where I'm decidedly unimpressed by them.
It very much depends on whether the frequently requested thing fits in with the developer's vision of the game though. We could demand rainbow lasers and neon smoke trails for our ships 24/7 - I doubt that Frontier would acquiesce. As well as that, the game design was published over two and a half years ago - to introduce Guilds now would be quite a change - and possibly not a pleasant one for a significant proportion of those who have already bought the game. Another thing to consider is that, regardless of polls here on Frontier's official game forums or elsewhere, there is no poll data that is guaranteed to have only been voted on by players of the game - this forum certainly does not link game ownership with forum membership - so, no-one knows how many players would actually want Guilds to be introduced in to the game - the poll that started today will also suffer from the same ambiguity of result validity, regardless of which way it goes.
An argument could be made that all those "anti-guild" people may complain, but they will not have their enjoyment of the game lessened if guild features are released. I've seen some pretty outlandish scenarios floating around ("all high-profit trade routes will be camped by griefers!"), but realistically it won't make much difference to an independent pilot. At the same time time, not having those features *does* lessen the enjoyment of the game of those who are in player groups.
The way to guarantee that "anti-guild" people would not have their enjoyment of the game lessened if Guilds were ever to be implemented would be to introduce a new Open-Guild mode setting on the matchmaking server and restrict Guild features to this mode - that way any player who wanted to be affected by Guilds would choose to do so on a session-by-session basis. I would expect that adding another game mode setting to the matchmaking server would be trivial in comparison to designing, developing, testing and deploying Guild features.