I fixed it for you
Sure, 61% two and half years ago.
I fixed it for you
I'm not saying I want guilds, I have nothing to say about this (I already gave an idea for a guild/faction for explorers, read it if you want), but there's something I have to ask:You didn't answer the question! Would you be happy that I could turn off your tags and have no clue about guilds in the game?
I've read about Code in the forums, I have no clue if I've ever encountered them though, and happy about that... That's all I ask to continue. Oh, and no cries for guild content. We can coexist, unaware of each other's guild status (or not) and consuming the same content, as individuals, or guilds.
I'm not saying I want guilds, I have nothing to say about this (I already gave an idea for a guild/faction for explorers, read it if you want), but there's something I have to ask:
Why do you care if a guild tag appear at the end of a players name? I don't see the problem, most times you don't even read the players name if you're in a combat, and even if you are, why would it matter wether the CMDR has a "Code" tag or anything?
I can't understand why a name tag can mean so much, really.
what's the point of said ppl playing open mode if they have no desire for social interaction?
I dont really understand... Are you trying to say that you have concerns for players that fly in Open mode, that could find themselves face to face with....other players? This would force them to play in Solo mode??? My god, what else prevents you from sleeping at night??
Why would any of the contents "blocked" from any players in ED by guilds?
The point of guilds is to provide some contents which are achievable by well organized cooperative gameplay. There are things you can not achieve alone (like building a A380 for example) - even a wing is not achievable alone. Or is it also blocked from me because this very evening I can't find anyone in my instance?
So please don't be scared, nor assume anything here like it was a necessity because you've seen that in other games. It's up to the coders to develop a system which takes care of itself (in which ED again does not shine, but anyway...)
Ah, I just got this in my mind: you are blocked from ED content right now: if you play on PC then you can not access to the X-Box universe and vice versa. Ooops. How many development hours have been "wasted" on this and we are blocked!
LoL.
I'm not saying I want guilds, I have nothing to say about this (I already gave an idea for a guild/faction for explorers, read it if you want), but there's something I have to ask:
Why do you care if a guild tag appear at the end of a players name? I don't see the problem, most times you don't even read the players name if you're in a combat, and even if you are, why would it matter wether the CMDR has a "Code" tag or anything?
I can't understand why a name tag can mean so much, really.
Lol - why should I? I like meeting random people.
If FD is lazy or completely against implementing guilds in ED, it will not work either way. If players want to form guilds so badly, they can form them outside of the game. I'm all for guild/outfit/player support. But regardless of what FD does, they can do nothing about it to stop people one way or another unless they ban players from open. Resistance really is futile in this case.
Maybe it reduces the effectiveness of most guilds, but I really doubt it would in the case of something like Goonswarm or the Enclave. Buzzcut controls people and he controls them very well. Mittani is the same way. In Elite, you don't really need tools ingame to be any more or less effective, the game is pretty simple as is. So most guilds would have some reduced effectiveness, but that method of disallowing/discouraging/reduce effectiveness of guilds ingame by not supporting them ingame doesn't go very far. All it does is make a little bump in the road which might be enough for a lot of people, but after you go over the bump its pretty much smooth sailing.Guilds formed and managed external to the game are clearly inferior to guilds formed internally, otherwise this thread wouldn't exist. By not allowing internal guilds you reduce the maximum effectiveness of guilds. So they are not disallowed, but they are not supported. They are only allowed within very narrow boundaries. Once they add even the smallest official support for guilds they are supporting the concept of guilds. (See "They put guilds in GalNet we should have guilds" argument.)
The concept of guilds is not clear or agreed upon, even among pro-guild players, even on this thread. Adding guild support opens up more debate of "it should be this, it should be that" like the Open/Solo/Group debate - there are many different interpretations of "multiplayer" or "MMO" just as there are many different interpretations of "guild". Drawing a clear line in the sand - "we don't support guilds" - is better, imo, than saying "we allow some definitions of guild, but not others".
Not supporting guilds ingame is a really dumb idea. You're effectively shutting down one avenue of making money. For instance, if goonswarm got interested in Elite Dangerous (lets just use 3000 members as thats when I last remember when I was on EVE), even if HALF of those people bought a copy of Elite Dangerous that would be $75000 in sales not including tax, of course. I'm not saying guilds would necessarily make them come here, but it just a really stupid idea to not offer guild support, especially if you want to make money by attracting players who might be interested in that. And who knows, of those players who might otherwise buy a copy, would spend money on the skins, merch, etc. Its just a really, really dumb move on FD's part.
Play Eve.then play solo mode
Oh for the love off ...Buzzcut controls people
"Blaze the trail your glorious leader has ordered you to blaze"
It's been tried. Turned into starmud.Can someone bring some water please? I'll do the stir.
If that's the game someone is happy to play (like follow a leader) why do you bother? It's optional and your trail is yours still to blaze.
The argument I'm making, or the point rather, is that the fear of guilds because of what people can do is just very misplaced. They don't need guilds to do it. Its very possible to do currently, all it takes are people who are very good at being managers. Thats it. The better detterent to this behavior, rather than not allowing guilds or supporting them, is simply keeping the game with open/grouped/solo. If players can just play with a specific group or by themselves, its less rewarding to put the effort into organizing something like that if people can just log off yet still be able to play the game a different way.
Not supporting guilds ingame is a really dumb idea. You're effectively shutting down one avenue of making money. For instance, if goonswarm got interested in Elite Dangerous (lets just use 3000 members as thats when I last remember when I was on EVE), even if HALF of those people bought a copy of Elite Dangerous that would be $75000 in sales not including tax, of course. I'm not saying guilds would necessarily make them come here, but it just a really stupid idea to not offer guild support, especially if you want to make money by attracting players who might be interested in that. And who knows, of those players who might otherwise buy a copy, would spend money on the skins, merch, etc. Its just a really, really dumb move on FD's part.
Game modes are fine, thats not really an issue I've ever had. I only care about myself. But as for metrics/finances, I was using Goonswarm as a number. There are more gaming groups other than just Goonswarm, but you're still alienating groups by not including it. Planetside 2 has one of the worst systems in place in regards to guild management. There is nothing to it other than a system to add people to a group, assign them a rank, and have officer/outfit voip/ingame chat options. But besides this, outfits offer nothing extra. However, even in its basic form, it gives a lot of players an option of entry to play Planetside 2 and enjoy it more so than if they were playing it on their own.Of course players do not need to have in-game support for Guilds to harass other players. You do raise the interesting point - management - Guilds would probably result in less of a "one pilot, one ship" game and more of a "joined a Guild, expected to do what one is told to do" game. Mentioning the modes, I don't expect that there are any plans to change the three game modes and mode switching - these are core game features. Also, Open belongs to all players, not just those who need to group up and are trying to change the game to accommodate their play-style. The fact that players who want features like these often use the "if you don't like <insert proposed game mechanic that does not exist in the known design for the game>, go to Solo" trope would tend to suggest that, while considering those who are quite content with the status quo and are resisting such changes to be selfish, are at least as selfish themselves.
Given that on the first day of the GPP release of the Elite: Dangerous preview on Xbox One sales of the game jumped by about 30,000 with the game as it is (i.e. no Guild features), the 3,000 players that you consider *might* (no guarantees, of course) join the game if Frontier were to undertake a significant amount of development work to implement Guild features and, at the same time, commit to providing ongoing Guild content to ensure that the Guilds, once formed, don't get bored and cause mischief, looks quite paltry by comparison. I don't expect that $75,000 (less tax and probably Steam's cut) would go very far in paying for that extra development work.
The NPC leaders don't 'control their people'Blazing the trial your glorious leader has ordered you to blaze is applicable to whats already in the game, PP. Just like players can pledge to NPCs, so do players pledge to actual people. Its the same concept, just applied to real people.
Game modes are fine, thats not really an issue I've ever had. I only care about myself. But as for metrics/finances, I was using Goonswarm as a number. There are more gaming groups other than just Goonswarm, but you're still alienating groups by not including it. Planetside 2 has one of the worst systems in place in regards to guild management. There is nothing to it other than a system to add people to a group, assign them a rank, and have officer/outfit voip/ingame chat options. But besides this, outfits offer nothing extra. However, even in its basic form, it gives a lot of players an option of entry to play Planetside 2 and enjoy it more so than if they were playing it on their own.
What I'm saying is, you don't have to invest much into it. I don't know what kind of work you would have to do in order to employ it, but for the work required, the very little and most basic form, would go a long way. Planetside 2, although a different game/genre, has gone for as long as it has only because it has this option of gameplay. It forms a foundation and gets people to play and to stay playing. I was an outfit leader and eventually became a member of one of the best outfits in the entire game. I hated the game eventually, but I stuck around (and spent A LOT of money) only because I loved the people I got to play the game with. And the game offered very little in outfit support other than a means to 'belong' to a group with a structure of leadership to command and control parts of the game.
I think you are thinking way too far ahead in terms of what you can or may do in regards to guild development. But the most basic form of being able to be a part of a group with options to talk to a group of players at will, an internalized communication network, would go a very long way and its touches nothing at all in any other aspect of the game.
Trust me, I know about guild voip. With Planetside 2 in mind, a huge issue was the voip ingame because Level 3 had issues somewhere. I forgot when but it eventually got resolved but a lot of times it was really flakey, but yes, definitely part of the running costs. Either way, it was just an example. Even if the game didn't have guild voip, guild text-based chat is still an option (I prefer this). Its still the same concept which still would offer a lot. I can only imagine how much a guild chat option would make people feel. Some would hate it, but I know there would definitely be people who would adore it. Otherwise dull trading routes would not be so boring with a group of people to talk to or listen.To clear up what would seem to be a bit of a misconception, Moderators on these Forums are not Frontier employees - we are unpaid volunteers drawn from the user-base here. We share the same privilege of expressing opinion on these Forums that all other members do and do not represent Frontier in that respect.
As to thinking too far ahead, if potential pitfalls are not considered at the earliest stages of the proposal process for a new game feature then nasty surprises may be waiting around the corner if the feature is eventually implemented.
An internal VOIP network for Guilds would presumably be a popular addition - this would require additional bandwidth that would need to be paid for and would add to the running costs of the game. At the moment with OOG tools being used, Frontier are not responsible for the costs associated with Guild chat.
The NPC leaders don't 'control their people'![]()