You want it brimming with potential prey...![]()
You 'as me all wrong guv'na ...
You want it brimming with potential prey...![]()
This comment sums it up nicely.
I played WoW for years, a monthly fee game, as it was hard to leave and say goodbye to people.
The throwback of "oh, it's Elite" isn't enough for todays generation as they don't know what that was .. We did, that's why we pledged, but there's only 30K of us and I so want a server brimming with life that FD have to expand!![]()
A key element to online gaming and why people often continue playing is group play and supporting the friends they make in a game.
By not providing strong ways for multiple people to organise and form their own particular community within the game we risk people dropping out because its too hard to make friends and be part of a fun group. It also makes it much much harder to find new friends and stay connected as a group.
This area of the game might seem like a nice thing to have but its far more important that most people think.
as i am sure you know friendships require work , not just clicking the 'apply to this guild' button.
to me guilds seems like a very bad thing to have.
in most games 80%+ guilds only have 1-4 members anyway , accounting for over 50% of the total guild memberships
guilds would mould the in game dynamics for play style , which would be away form an adventure of discovery especialy with the easy of passing of info.
i know guilds are usefull and have their place in most online games , i just cant see how there could be benifit from them in ED.
That all said if you find yourself a part of something like more dots...(warning strong language). leave for your own sanity.
Plenty of 3rd party software to help people to come together to make guild like groups.
Don't think Frontier will bother including guild chat since it would need a central server, which really doesn't fit in the P2P model.
In addition to the groups presented above a player can be a part of an Alliance with other players. This is a separate entity that operates within the boundaries of whatever group the players are in:
- A player can only ever be in a single alliance at a time
- Alliances allow players to indicate trust between themselves so they:
- Can freely jettison and pick up cargo between themselves
- Can fire upon each other without criminal implications
- Gain the same criminal fine/bounty if one or more other members commits a crime
- This only occurs if the player is in the same vicinity as the player committing the crime
- Have the ability to slave hyperdrive systems together to make travel easier
- Get matched as a whole during slaved hyperspace travel and if not possible spawn in their own instance at a location rather than splitting the alliance up
- Alliances in the all players group allow those in the alliance to come across other human players as normal except the game is explicitly trying to keep the alliance together when they arrive at the same location through match-making
- This is in addition to the normal preference system and operates by giving a much higher weighting to alliance members when determining preferences over friends for example
- Alliances in a private group would only meet other players in that private group
- Depending on the size of the group, players may typically be in an alliance with everyone else in the private group but multiple alliances can exist in a larger private group if desired
- Creating an alliance is handled exactly the same way as creating a private group with the caveat that anyone in the group can invite other players (including non-friend players) into the alliance and no one is the leader
- In the all players group any player can be invited into the alliance by any alliance member
- In a private group only the players in the private group can be invited into an alliance by alliance members
- Players can vote to kick an alliance member out of the alliance
- After a set time limit the vote is closed and the majority is taken to decide the outcome unless all members have already voted or the required number of votes is reached
- Players can leave freely of their own accord
- Any criminal status or reputation earned as a consequence of other alliance members behaviour is kept after leaving an alliance
Player to Player
- Players can lock onto and hail any other player’s ship that is not ignoring them
- Players can also select players from their friends list to open up direct communications with
- Players can accept or decline communications
- They have three ways of communicating:
- They can choose to type messages to each other freely
- Voice chat
- Preconfigured messages
- These will cover all common interactions between players like asking for assistance, offering trade and declaring piracy
- These will allow players to carry out deals and agreements quickly and easily by picking presets
- New preset options will arise from having higher reputation values in certain areas
You will be able to hire wingmen (Player or NPC) for this, this way it's all seamlessly integrated within the gameplay.My experience with the half dozen guilds of which I've been a member in the various games I've played have been very positive. They have all been oriented towards increasing the chance that you'll find a friend the share your online time, organizing raiding parties to complete difficult quests that cannot possibly be undertaken by a solo player, giving help and assistance to new guild members, etc.
What is all this fuss about? Isn't the alliance thing mentioned in the Groups proposal together with the Communication proposal a guild system?
Where is it stated that Alliances are temporary?This Game and its grouping system doesn't really facilitate cooperation directly. You need to ask strangers for help in the All group or enter into TEMPORARY groups (Alliances) which cease to exist the moment the last player leaves the game. All fine if everyone is friendly...
It is pretty unclear, as the document compares alliances to groups and groups are specifically said to be temporary.Where is it stated that Alliances are temporary?
Nowhere in the groups proposal are alliances compared to groups, they are a separate entity that operate within the boundaries of whatever group the players are in, so if you have an alliance in the All Group, nothing implies that that alliance would be temporary.It is pretty unclear, as the document compares alliances to groups and groups are specifically said to be temporary.
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
It is clearly implied by this:Nowhere does it say that Groups are temporary, for all we know the group might still exist on their server when the last player has logged off.
Players can save private group settings including players to invite to allow quick selection and set up of groups
It is clearly implied by this:
Creating an alliance is handled exactly the same way as creating a private group with the caveat that anyone in the group can invite other players (including non-friend players) into the alliance and no one is the leader
There are other reasons for criticizing the alliance/groups system than that (and I don't want to play a corporation clone either).I don't want to play an EVE corporation clone thanks (been there, done that).