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
Status
Thread Closed: Not open for further replies.
You should re read the thread, last I read from Braben was 'its not in the cards, at least not for the foreseeable future' which doesn't mean not.
Several of the posters to this thread admit elsewhere they play solo and while I certainly welcome discussion your post inferred dismissal of the topic, so its not really worth discourse with you beyond this, imo.

EDIT: Meanwhile, in other parts of the forum:

Fair enough, maybe I ought have put a smiley in my first post to you TBF, it was "tongue in cheek" rather than missing the point, ps, yours was the first post I replied to on my mobile, we have a bond now :p.

I have played in Guilds since I have been playing MMO's ~ 8 years, 3 games, 4 guilds, WOW being the one I played the least at ~ 6 months.

Now I am sure you have seen this clip a few times before, but I will ask you to watch it one more time (in honour of our new bond, its a 2 minutes :)) https://www.youtube.com/watch?v=dJzizYUEF9c;t=19m41s

Please watch it on full screen and look at DBOBE's face as the question is asked, look at the change, you might see him say "not in the near future", I see him giving the PR teams answer, I think "over my dead body" might hurt sales a little bit. Let me know what you think of his reaction (and if you watch a few minutes before you will see him smiling as he talks about things he likes too, if you need a frame of reference.)

To quote a British comedienne "So XXX, why did you marry the millionaire XXX". "So Code, why did you chose the rare giving system as home".

If the guilds all picked a system far away from the home worlds I might be a little less disagreeable, for me they don't fit with ED, but that's what I thought I bought.

A few days ago (in here or solo/open/group) someone mentioned it was strange that DBOBE was being asked again about guilds (Robert posted the link to the interview a few days ago IIRC), maybe it was due to the "who are the groups" thread being started later.
 
Fair enough, maybe I ought have put a smiley in my first post to you TBF, it was "tongue in cheek" rather than missing the point, ps, yours was the first post I replied to on my mobile, we have a bond now :p.

I have played in Guilds since I have been playing MMO's ~ 8 years, 3 games, 4 guilds, WOW being the one I played the least at ~ 6 months.

Now I am sure you have seen this clip a few times before, but I will ask you to watch it one more time (in honour of our new bond, its a 2 minutes :)) https://www.youtube.com/watch?v=dJzizYUEF9c;t=19m41s

Please watch it on full screen and look at DBOBE's face as the question is asked, look at the change, you might see him say "not in the near future", I see him giving the PR teams answer, I think "over my dead body" might hurt sales a little bit. Let me know what you think of his reaction (and if you watch a few minutes before you will see him smiling as he talks about things he likes too, if you need a frame of reference.)

To quote a British comedienne "So XXX, why did you marry the millionaire XXX". "So Code, why did you chose the rare giving system as home".

If the guilds all picked a system far away from the home worlds I might be a little less disagreeable, for me they don't fit with ED, but that's what I thought I bought.

A few days ago (in here or solo/open/group) someone mentioned it was strange that DBOBE was being asked again about guilds (Robert posted the link to the interview a few days ago IIRC), maybe it was due to the "who are the groups" thread being started later.

Lol, sorry mate, if it helps picture me as a George Carlin, it comes out hard in text, but meant with gruff humor, apologies. I probably should also read lighter sometimes.
Yes, this is what we are talking about, he is aware there is a demand for this type of content but does not want to implement the kind of grouping systems that cause alienation and strife, but as Power Play and shows and the market bears; he states quite clearly it is something they are looking at. I would not want it to become the same things he does either, Who hasn't had some conflict with players and groups in the past? It is clear he does intend to go forward bringing not only the content that was enjoyed in previous versions of the game, but also adopting some fashions of modern gameplay. We may see nothing more than more social features injecting into Power Play and a smoothing of its complexity, who knows, I'll be seeing just like the rest of us.
 
Lol, sorry mate, if it helps picture me as a George Carlin, it comes out hard in text, but meant with gruff humor, apologies. I probably should also read lighter sometimes.
Yes, this is what we are talking about, he is aware there is a demand for this type of content but does not want to implement the kind of grouping systems that cause alienation and strife, but as Power Play and shows and the market bears; he states quite clearly it is something they are looking at. I would not want it to become the same things he does either, Who hasn't had some conflict with players and groups in the past? It is clear he does intend to go forward bringing not only the content that was enjoyed in previous versions of the game, but also adopting some fashions of modern gameplay. We may see nothing more than more social features injecting into Power Play and a smoothing of its complexity, who knows, I'll be seeing just like the rest of us.

No need for any apology's mate, we have differing opinions, I am glad you are still talking to me :).

I have never had a problem with a guild in ~ 8 years, the odd player yes, guild, no. But they are different games too, in ED neither so far.

Back to my last post, yes he is "aware there is a demand for this type of content" and has pretty much said "not in my game" as far as the PR/Marketing people allow, just my opinion YMMV.

I have never had an answer from anyone in regard to DBOBE's change of demeanour in the EGX video, what do you think? please do go back 3/4 mins from the link & watch in full screen, let me know what you think.
 
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I for one have changed my mind.

Do allow guilds, but if neccessary use "acts of god" to disrupt a static situation to make sure the last few years of EVE online nullsec doesn't happen.

Cheers.
 
TESTED has 1400 members in our guild (recently renamed Interstellar United), and yet our teamspeak is a ghost town, Every update just alienates us more and more, I think there would be more people on if instancing alone worked, yet we are forced to fly around singularly until we see a wing, then group up our wing to fight or even see another wing.

The way this game plays atm is SOLO with friends. A multiplayer game SHOULD NOT be this way, this game has huge multiplayer potential but it hasn't really grasped that yet. The new combat addon that is coming with the xbox launch, is the right direction, I think Frontier is finally getting it. This game needs to be more dynamic, its too static right now.

Either change or rename this game "Elite: Grind" because that is what it is atm. (and no fighting NPC's has wore off on me and is no longer fun - been playing for almost a year and own every ship. Allied with all 3 factions, was at there top tiers (until they added more recently)), so I have played loong enough. They need to support the groups or all this "multiplayer" code work in this game is just worthless.

I don't think that Frontier is "finally getting it". I think they have always had it, the problem is DB was stuck on releasing the game in the "in the 30th Anniversary Year" and there just wasn't enough time to "finish the game" before the year ran out. If you go back to the original Kickstarter and Youtube videos, and to the DD forums, what we have been getting are the things that were in the original vision for the game. These are not changes that FD dreamed up to make things better. This is the way that ED was originally intended to be, they just couldn't do it and meet the Dec., 2014 deadline. That is not to say that FD hasn't changed or enhanced that vision as time has gone on, but I think that most of what we have been getting, is what was always intended.

To be honest, I would rather have the playable game that Elite has been since Beta. The game that has held your interest, mostly, and is getting better and better. Instead of the Star Citizen model with only the tiny Arena Commander shooting gallery which has been boring since day one.

I think ED is really starting to take shape.:)
 
I have never had an answer from anyone in regard to DBOBE's change of demeanour in the EGX video, what do you think? please do go back 3/4 mins from the link & watch in full screen, let me know what you think.

The man moves in mysterious ways. He goes from L.L. Cool J to Alan Watts. This is him building crescendo on one topic and going to a more humble position for the next, or at least how I perceive it. It doesn't look like he enjoys Public Speaking for the most part, nor would I. I joke about the drugs they must have had at E3, though that looked more a technical issue than anything. :)
 
1. Online member list. (Similar to friends list in comms)
2. Online member icons in galaxy map. (Similar to friends icons in galaxy map)
3. Invite/Roles management system. (Similar to friends/private group management menu)
4. Global Guild chat channel. (Similar to LOCAL chat channel)
5. Guild Identification On Cmdr Info. (Similar to powerplay identification. Optional setting?)

The foundation for guilds is in the game, I think they should add them.
 
1. Online member list. (Similar to friends list in comms)
2. Online member icons in galaxy map. (Similar to friends icons in galaxy map)
3. Invite/Roles management system. (Similar to friends/private group management menu)
4. Global Guild chat channel. (Similar to LOCAL chat channel)
5. Guild Identification On Cmdr Info. (Similar to powerplay identification. Optional setting?)

The foundation for guilds is in the game, I think they should add them.

This.

... and make it so the Guild tag can be hidden from view by others, so as not to offend the anti-Guilders.
 
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1. Online member list. (Similar to friends list in comms)
2. Online member icons in galaxy map. (Similar to friends icons in galaxy map)
3. Invite/Roles management system. (Similar to friends/private group management menu)
4. Global Guild chat channel. (Similar to LOCAL chat channel)
5. Guild Identification On Cmdr Info. (Similar to powerplay identification. Optional setting?)

The foundation for guilds is in the game, I think they should add them.

You can kind of do number 1 now.

If you have everyone join a private group made my the guild leader (for example), you can see who is online or not - regardless if they are in the guild private group, solo or open.

I know it is not the same, but it is a bit of a work around for now.
 
1. Online member list. (Similar to friends list in comms)
2. Online member icons in galaxy map. (Similar to friends icons in galaxy map)
3. Invite/Roles management system. (Similar to friends/private group management menu)
4. Global Guild chat channel. (Similar to LOCAL chat channel)
5. Guild Identification On Cmdr Info. (Similar to powerplay identification. Optional setting?)

The foundation for guilds is in the game, I think they should add them.

Initially I was against the idea of guilds, but the more I play the game the more it feels lacking, primarily in the area of global chat / group chat. There are more and more player organized groups and absolutely no facilities in-game to make them feel connected. I think 'Communities' might be a better concept than guilds though, as I don't think you should be restricted to one in-game group.

(Actually Diablo 3 works this way, having both Guilds and Communities, which works really well in-game. You feel part of something bigger, and it promotes sociability and grouping up with other people to undertake some collective activity. )

As well as guilds I think they could expand the chat options as well...
- For un-pledged pilots you could have chat channels based on the Allegiance of the space they are currently in (e.g. Federation Chat, Empire Chat, etc.). Call it "Empire comms:" if it makes it feel less gamey :)
- For pledged pilots they would have a Pledged Power channel, no matter what space they are in (so they can co-ordinate offensives against other powers), and access to the major Allegiance channel whenever they are in controlled space, but they would not be able to access the other Allegiance channels.

My hope is that this would make the game feel more like a populated Universe. Though how it would affect griefing / revenge I'm not sure :rolleyes:
 
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I for one have changed my mind.

Do allow guilds, but if neccessary use "acts of god" to disrupt a static situation to make sure the last few years of EVE online nullsec doesn't happen.

Cheers.
Pretty much. Goonswarm ed up EVE and controls any of the major powers. If you're not a war thrall of the Goons, you're an enemy. I don't even know whats the point of sov when your opponent is that powerful.
 

Robert Maynard

Volunteer Moderator
Pretty much. Goonswarm ed up EVE and controls any of the major powers. If you're not a war thrall of the Goons, you're an enemy. I don't even know whats the point of sov when your opponent is that powerful.

I can only guess as to the word that the filter auto-removed from your second sentence but the implication is that the game experience in EVE is perceived by some to have been significantly adversely affected for players who are not affiliated with the dominant Guild / Corp / Alliance.
 
I can only guess as to the word that the filter auto-removed from your second sentence but the implication is that the game experience in EVE is perceived by some to have been significantly adversely affected for players who are not affiliated with the dominant Guild / Corp / Alliance.

Goonswarm runs a hugely successful propaganda campaign that plays on all of the old harp strings of any significant propaganda push in history. This has drawn a statistical majority of the players to them, and given them major influence over every other faction in the game.

But the thing is that propaganda and metagame is a major part of EvE, and the people playing that side of the game are having fun. Goonswarm is in the big seat right now but the game has gone through several dominant powers during it's history, and they end up breaking up in the end for one reason or another.

ED would have to do some serious in-depth investigation into the meta mechanics of Eve and how the game and the players have evolved over the last decade just to try an deliberately reproduce the phenomena that is Eve politics. You'll never just stumble upon it simply by putting guild mechanics in the game. I promise.

Edit: There's also the structure of corporations in Eve, which has a huge influence on how the meta works. Corps mimic the real world structure of real corporations as well as they can manage without detracting from the gameplay. That structure is in no way similar to a simple social guild setup. Corps in Eve are designed to help players become financially successful in the game over just being a social tool for organizing your gameplay with your friends.

Don't try to make guilds in ED mimic a business and you'll be 100% okay.
 
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I apologize for not reading the whole thread in advance, but let me post my idea from another thread in here and tell me how that sounds:

What I (and probably many other players) would love to do is not to own a station and make money with it/have fun with it, but to be able to create a minor faction, then building that one up, getting an outpost at some point (and even later a real station), so that you have a home/base you can return to and meet same-minded people and friends. At the same time, this could be tied to powerplay (player-created minor faction has to be part of powerplay faction).
Of course that would need some restrictions:

1. Player-controlled minor factions don't get NPCs to join them -> they cannot deploy system security vessels, the system would always remain in "control" by NPC security forces (however, in the weapon-free zone of the factions station players from that faction are regarded as system security vessels, giving them the chance to defend against attackers even when those are clean)

2. Player-controlled minor factions are limited to a single system and a single station (however, they may migrate to another - neighbouring - system, destroying their previous efforts)

3.1 First solution: No station belonging to a player-controlled faction can sell ships/cargo/compartments. For getting a bulletin board/repair/refuel/etc. service, the players of the faction must hand over merits from their powerplay faction in order to get assigned the right to build it up by that PP faction, and after getting the right, either pay a lot of money to actually build it or reduce the price by handing over needed resources for building for free. The station behaves exactly as any other station towards it's factions members, except for getting fuel/ammo (not repairs) for free and being the stations security.
3.2 Second solution: Station behaves exactly as any other station towards it's factions members, except for being the stations security. Which services the station offers depends completely on the background system.

4. Because of 1., player-controlled minor factions neither are able to declare war, nor to participate in any (civil) wars.

5. Due to be tied to PP factions, player-controlled minor factions cannot be founded in the territory of another PP faction. Founding such a faction in empty systems (in terms of PP factions) does not make that system part of the PP faction the player faction belongs to.

6. A player-controlled minor faction may be shown in system statistics, but should get a "player-controlled" mark instead of having an influence bar. It would also have the symbol of the PP faction it belongs to.

A player-controlled station automatically gets a prefix/suffix, for example [PC] (player-controlled) to prevent newbies and unknowing players to try to land there and instead getting shot by the controlling players because of the lulz. However, building up your faction to actually get a basic outpost should be supposed to take 2-3 weeks of heavy grinding, if not a lot more, and I don't believe players will invest that much time anyway to just be able to shoot other players legally (because how many times do you think players would land there anyway?). And killing NPCs wouldn't gain you anything, since stolen goods would be forbidden at your own station (I imply here, that taking up any canisters in the station's area should remove your "security vessel" status).

This is optional: When a foreign player of the same PP faction arrives at such a station, he may be greeted as ally by the station even when wanted in that system and be treated as such by station's security, unless that player commits/has commited a crime against a player/the station of the minor faction.

I thought of this system to give players the ability to have a home which also feels like one, and not like any other place in space.
 
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Because I am bored with guild based games - they all boil down to the same old same old and I'm kind of tired of it. I appreciate not everyone is bored of them already which is why I'm okay with guilds IF they can effectively be ignored. Not only that but guilds don't fit in with the Elite galaxy's history and lore. We already have factions and parties that we can choose to align with or not, I don't see player guild "OMG TheZerg" really fitting in with it. And yes, the stupid name highlights another (perhaps petty) issue I have with guilds and that's their silly names. I already have to endure terrible commander names, I'd rather not double that up! ;) There is also a superiority complex with some guilds/clans where you get individuals who think they're something special just because of a guild tag - something else I find less than pleasurable while playing. Finally, I feel that not every game has to have the same old constructs just because it's MMO-like - it is possible to have new things and try a different approach - something I thought ED was going to do. With them giving us boring old tripe like CQC (Deathmatch, CTF - wow, how original) I suspect they're going down the same old same old mechanism route so guilds may well be on their list of things to do. If it is, I'd rather help steer things in a direction where we can all co-exist, hence my desire to make even seeing the existence of guilds as optional.

So it's because they break the inmersion a little more?
 
Dear Frontier - grouping and direct player influence on the GALAXY is key to emergent gameplay (and still won't turn Elite into Eve if you go about it the right way!)

Dear Frontier - grouping and direct player influence on the GALAXY is key to emergent gameplay (and still won't turn Elite into Eve if you go about it the right way!)

First things first: Thanks for this great game! It rekindled my love for space ship games, that was originally wakened when I cheated as a kid through Wing Commander 3 (no damage :( ). Yet, there are a lot of smaller and larger areas, where ED could improve tremendously. One area that gives me the impression that the galaxy is lifeless, is the extremely limited influence players have on the galaxy and the lack of anything notable emerging from CMDR's actions that is not limited to the ships they're in or their bank accounts.


Admittedly, as CMDR Noobie Noobson bounty hunting in his Viper, I didn't follow the whole Powerplay development and tutorials much. :rolleyes: What I understood, is that it targets mainly advanced and very active players, aiming to give them a group identity and ways to influence the galaxy by contributing with their ingame actions to the tactical requirements of their chosen power. Unfortunately, it seems to mostly motivate players to seek out the faction aligned with their personal play style and to exploit that power's benefits for the maximum personal income boost while doing more of what they've been doing before. As well as to write bitter forum posts.

How would it be different? How are powers players to even communicate and discuss their strategy within their factions, when the game doesn't offer an ingame group communication option? How would they identify with some figurehead that only exists as a single picture, a motto and some brief profile? There isn't a single direct (named) NPC to player communication within a power as far as I'm aware. How would they identify with any of the powers or make the game feel alive, when the most profound effect they have on the Galaxy is colored frogspawn moving across the map once every week?



As such, I consider Powerplay a sadly failed attempt to add a layer of depth, long term motivation for very active players and opportunities for emergent content to the game.



The lack of emergent gameplay is what it hurts the most here. Let's face it: For as long as you, Frontier, are trying to eject life into the game with Galnet Posts, community goals and an automated systems like Powerplay, you are fighting a losing battle. A four paragraph text doesn't exactly add life to the human inhabited space, consisting of thousands of space stations, nor does hauling a lot of stuff from A to B for somewhat more profit than usual. Why do you rely on these things though? 500k players that can potantially drive the narration if you provide them with the right tools, will create more content than your team can ever dream of doing. If you want players to drive a game with a persistent world component, you have to either provide them with authored content or with the tools to make their own content. Content would be PvE/PvP battles. Think WoW boss fights. Instanced, well designed group battles, that give a context to the work players invest into receiving specific ships and equipments. And the tools to create emergent content? I can't imagine anything less than direct and notable influence on the galaxy will do.



Yet I'm getting the impression that the game is stuck in a limbo between the 1984's Elite and a modern mutliplayer game with persistent world component. You seem to be desperately trying to avoid giving the economy into player hands. No player controlled stations, no crafting, no trade between players. Dropping cargo canisters doesn't count and without crafting there is no incentive for player to player trade in the first place. The reason I suspect, is that you (at least some of you?) are clinging to the notion that the game should be just like 1984's Elite with added multiplayer. No players should own control and block off a certain part of space. At least that seems to be the big fear of people opposed to the notion of Elite becoming like Eve and maybe also of those clamouring for an offline mode. It's not 1984 anymore though.


This self restriction also seems at odds with wanting to develop Elite for a longer span of time. If you can't provide authored content on a regular basis, you'll have to rely on emergent gameplay to keep people engaged after they've explored what the game has to offer now.



There should be a middle ground providing players with direct control, while still not giving them the power to prevent others from enjoying the game. All within the game's current framework and assuming that Peer2Peer instancing paired with a background sim is and will always be an integral part of it:

  • Introduce guilds. Players will probably identify with a human-formed group more than they will ever with an NPC.
    • Communication options within guilds are a must of course. Chat, forum, whatever is necessary to organize Wings in the short term and strategies in the long term.
    • Guild logos, guild homepage for representation, viewable from within the game.
    • Guild logo as decal for ships. Players should be identifiable as guild members.
    • Guilds could be aligned to a Powerplay power or another major/minor power - with varying passive benefits, if that additional complexity is desired.
    • Guilds have storage (see guild stations) of ingame wares and a guild bank account. Control over those should be grantable to a member with treasurer privileges.
  • Keep the jurisdiction under control by the game. The game will decide which players receive bounties, just as it does now.
  • Introduce a system for guilds to "take control" of stations. Stations are the only player accessible human reference points in the game at this point and therefore pretty much the only point to show that players are having lasting influence on the game world.
  • Control changes are clocked in realtime ticks, e.g. one week apart, as in powerplay.
    • Control: Stations are held by a NPC power until a guild takes over. Having control means gaining a fixed tax for every transaction in that station. Ship sales, players buying goods, the taxes for all transactions are added to the guild account. Guild players can receive discounts on ship sales in the stations. The guild's logo is displayed at the station, and it is declared as belonging to the guild. It also belongs to any (sub-)factions to which the guild belongs.
    • Taking control: Could be realized with instanced and scored group battles between guilds over the span of one tick, by the end of which the scores are compared and the faction with most points is granted control over the station. Indirect actions are also imaginable, e.g. providing a starving station with food supplies. Could also be a combination of the two.
    • As jurisdiction and execution of which are still controlled by the game, guild players with a bounty in the system will be attacked by security just as any other player.
    • Stations have maintenance cost, and require food/resource supplies according to the system they're in per tick. The guild has to provide the station with the goods by hauling them there and the cost is taken from the guild's bank account at the end of the tick.
    • If the guild failed to provide the station with the upkeep cost and/or couldn't pay the maintenance cost at the end of the tick and no other guild made a takeover attempt, it loses control of the station to the minor/major power to which the guild is aligned (or to the most influential NPC power in that system?).
  • Options to develop stations, build certain ship according to development tier, produce certain non-basic goods...
  • ... (this could be extended almost endlessly)

I believe such a system would provide players with a lot of tools to engage them in their own game stories. It would also leave solo players to do their own thing as they wish, by not penalizing them for not partaking in guilds, while those partaking are rewarded if they're willing to invest. It isn't at odds with the games instanced nature either.

At least in my head (doesn't have to mean much :eek:) this sounds sooooo much more motivating than what powerplay currently offers. Alas, I'm not a game designer, so this doesn't make for a good design document. Many interlocking elements would have to be specified and thoroughly thought through, which I didn't.

Well, one novel later, I would like to say that Frontier, from what I saw and read of them in interviews seem to be a refreshingly humble people. Contrary to many others here, I believe that they're hard at work on and very enthusiastic for the game and am happy that the console crowd is getting the chance to enjoy the game (port to PS4 already, Frontier! ^^). Also looking forward to CQC. Still, I would appreciate if you people at Frontier did give the players real tools to create emergent gameplay at some not so distant point.

Right on, Commanders! :p
 
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I fully support. It would be great if all of this (and many other ideas) was added to the game. It would have breathed life into the game. And it would be much more interesting than a powerplay.
 
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No guilds please. System / Station ownership by player groups makes no sense in this game, and I can see this getting merged with the main guild thread. It's all discussed in great depth there - ad nauseum :)
 
Hurrah. Even completely overlooking any use of the 'G' word your post has a community sentiment which I find endearing. It would be nice if such a connection, in game, would extend across the Modes and allow for player socialization at all levels. Probably sounds impossible. Things, to me, that don't make sense are not putting things into the game.
 
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