Should Elite Dangerous add clans/player factions in the future

Should Elite Dangerous add clans/player factions in the future?

  • Absolutely yes, it is a travesty that the game doesn't already.

    Votes: 223 28.8%
  • Yes but I'd prefer Frontier concentrated on adding a lot more depth to the game in general first

    Votes: 155 20.0%
  • Yes but it doesn't personally interest me so as long as it doesn't affect the game play for me I hav

    Votes: 45 5.8%
  • No, I can't see it being more than a niche feature

    Votes: 12 1.5%
  • No, I'd be concerned that it might ruin the game for those who don't clan

    Votes: 90 11.6%
  • Hell no, Elite Dangerous is better for not having it and cutting its own path rather than being just

    Votes: 250 32.3%

  • Total voters
    775
  • Poll closed .
Y'know, many people have posted about emergent gameplay: Fuel Rats, Code, Mercs, Distant Worlds, etc etc. You are taking the position that the only "emergent gameplay" you'll consider is the clan mode, as especially in ownership of assets. However, other people are busy making "emergent gameplay" while the clannies wander around proclaiming that there is none unless it's their way.


Don
't paint us all that way. I support the current evolution of Minor Faction, aka "Clans" and don't feel it is necessary for emergent play. It is a PIECE, but only one, and not any more important than any other.
 
...the game simply never explains a great deal of stuff. Making missions opaque, having little in-game explanation of Powerplay, never explaining how minor factions work, not explaining the different classes and ratings of modules and so on, those things are not marks of complexity or of the sim-like nature of the game, they are just tedium that new players would be best off learning from veterans.

Isn't that the whole reason these forums, and reddit and others put information out there, including newbie guides and weapons tests and etc.?
 
On the contrary, it's not simply the idea of clans/guilds that's the problem. There are indeed positives to that sort of play .......... for those that like and want that sort of play. The extension of guild play that I object to is the inevitable domination/territorial style of gameplay that follows. If implementing guild playstyles in Elite means that I then HAVE to be in a guild just to survive, let alone some core system that some upstart of a guild has decided is THEIR territory so I can't go there - well, sorry but I will never support that in Elite. Guild play, in the domination/territorial gameplay form some seem to want, in effect usurps the in-game constructs of the major powers (Federation, Empire, Alliance), minor powers (ie the Powerplay powers) and minor in-system factions. WE, as players, don't own anything in this game other than our ship (or collection of ships). Even the player-created factions we have now are not ours - they are an NPC faction inserted at our 'request' that we can align with and support (and hopefully elevate to minor power status), but we don't own/control them. Improved guild tools, such as communication and coordination tools are one thing, but going beyond that though to guild ownership of powers, factions, assets and territory? No thanks.


"The extension of guild play that I object to is the inevitable domination/territorial style of gameplay that follows" then be a terrorist and undermine there work ,smuggle ,pirate,RP do whatever it takes
 
There is so much hostility here. How can having something saying "Hey I'm part of this player group" in game hurt anything? I am part of the Security in my group and sometimes it is hard trying to search up a gamertag in the roster to see if they are suspicious. No I'd never attack on sight but I'd ask what they are doing and/or if there is anything I can do to help. Plus the group tag would allow easy sight of 'hostile' group members when getting interdicted. I'd sure as heck want to know if someone that is dragging me out of supercruise is a pirate or just trying to blow me up.

agreed had that problem the other night, 2 hoodlums pretending to be AA in Eravate when we were around and as soon as our backs are turned there killing noobs ...shamfull dispray
 
I'm still not sure what it is people are actually voting and arguing over anyway.

I bet everyone has got their own ideas of what it should include.

Mr_Foxhound brought up the point about 2 hoodlums pretending to be AA. So... to prevent that, there would need to be some sort of registration system for clans to stop others simply adding identical tags to their own ships and still pretending to be AA. How would this work? FD would have to administer it? Would they want to? Or would player group leaders have some sort of admin system once a tag is claimed? Would this be wise?

I don't particularly want to discuss this in detail, just bringing it up as one of the simpler features that would need some thought and work... one of the simpler features. Well before getting into all extra things that some people would expect as part of a "proper" clan system.

So, back to the original point, what are people actually voting over here anyway?
 
I'm still not sure what it is people are actually voting and arguing over anyway.

I bet everyone has got their own ideas of what it should include.

Mr_Foxhound brought up the point about 2 hoodlums pretending to be AA. So... to prevent that, there would need to be some sort of registration system for clans to stop others simply adding identical tags to their own ships and still pretending to be AA. How would this work? FD would have to administer it? Would they want to? Or would player group leaders have some sort of admin system once a tag is claimed? Would this be wise?

I don't particularly want to discuss this in detail, just bringing it up as one of the simpler features that would need some thought and work... one of the simpler features. Well before getting into all extra things that some people would expect as part of a "proper" clan system.

So, back to the original point, what are people actually voting over here anyway?

I really don't know, either, so far I've observed some severe anti-social tendencies and some that don't enjoy group gameplay therefore wanting no one to have it.

Oh well...
 
could we not have a template like this https://www.youtube.com/watch?v=6P1ni27iqrY

Well, it's just a typical guild system in pretty much any MMO:

1. Rank system-

Different rank have different authority/access right.

2. Public Announcement-

Daily message/objective that administrator-ranking members can access to edit/publish for the members of the guild.

3. Guild Storage-

Items shared around, I suppose materials would be a good start, and obviously credits can be deposited, too. Of course, access right has to be granted before access different levels of the storage.

4. Guild Chat-

Chatting between members of the guild that is currently online.

5. Guild member tab in the communication panel-

Easy access to communicating/wing up with members of the guild.

6. Guild tag-

Issued to distinguish themselves.

Then just go from there, these are pretty much the basics.

For the advance stuff, if applicable, create things like guild missions/guild base/starport. Then there's base building, territorial warfare, tag decal uploading, blah blah blah.

FD can probably even monetize off from this...

These features are pretty common in any MMO, how many of these should be implemented is up to FD.
 
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Well, it's just a typical guild system in pretty much any MMO:

1. Rank system-

Different rank have different authority/access right.

2. Public Announcement-

Daily message/objective that administrator-ranking members can access to edit/publish for the members of the guild.

3. Guild Storage-

Items shared around, I suppose materials would be a good start, and obviously credits can be deposited, too. Of course, access right has to be granted before access different levels of the storage.

4. Guild Chat-

Chatting between members of the guild that is currently online.

5. Guild member tab in the communication panel-

Easy access to communicating/wing up with members of the guild.

6. Guild tag-

Issued to distinguish themselves.

Then just go from there, these are pretty much the basics.

For the advance stuff, in applicable, create things like guild missions/guild base/starport. Then there's base building, territorial warfare, tag decal uploading, blah blah blah.

FD can probably even monetize off from this...

These features are pretty common in any MMO, how many of these should be implemented is up to FD.

why not all it would be...interesting
 
it attempts to feature MMO gameplay...not make it exclusive game play...it was not advertised as an MMO but rather MMO features...aspects to allow for emergent game play.

Again, you're incorrect, as I've showed you a couple of pages back. The game is advertised on Steam as an MMO. There's no room for interpretation there.
 
About the noob killing, I started playing several weeks ago and I was indeed killed several times without any attempt to communicate or anything...but it is a dangerous universe out there (as the title suggests) and to be honest I think that even if there will be a few rotten apples among us it will be better if we will have more options to interact and thus the game will be truly a "Definitively Multiplayer Epic" as advertised, not a "Sort-of Co-Op" as it is now.
 
I'm still not sure what it is people are actually voting and arguing over anyway.

I bet everyone has got their own ideas of what it should include.

Mr_Foxhound brought up the point about 2 hoodlums pretending to be AA. So... to prevent that, there would need to be some sort of registration system for clans to stop others simply adding identical tags to their own ships and still pretending to be AA. How would this work? FD would have to administer it? Would they want to? Or would player group leaders have some sort of admin system once a tag is claimed? Would this be wise?

I don't particularly want to discuss this in detail, just bringing it up as one of the simpler features that would need some thought and work... one of the simpler features. Well before getting into all extra things that some people would expect as part of a "proper" clan system.

So, back to the original point, what are people actually voting over here anyway?

Give group leaders a certain number of alpha-numeric "keys". They can then distribute these keys to group members who could "redeem" them via their account in the Frontier store. This would then give them the group "tag" and, possibly, access to a group designed decal that could be applied to their ship and/or their avatar's flight suit.
The group leader could "revoke" a key if they discover a player is acting outside the group's interest and, if a player redeems another group's key, they would the previous key would die. This way a single user can't jump back and forth between opposing groups without the group leader knowing about it.

Frontier could charge for the keys, maybe something like $1.00 per key. The group leader could then purchase them outright or have individuals pay the fee when they redeem the key.

--------------------------------

As far as what people are voting for here... I'm not entirely sure either.
I don't think the game needs a really robust clan system... we do quite well organizing outside the game and via direct chat/wing chat while in game. Having an identifying tag would be nice because as a group grows it starts to become hard to tell who is part of your group.
 
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It would not worry me because I play in Solo but I voted No because I would be worried that it would affect others who play in Open and who didn't want to 'clan' up. Which might be me if I decided to play in Open.
 
It would not worry me because I play in Solo but I voted No because I would be worried that it would affect others who play in Open and who didn't want to 'clan' up. Which might be me if I decided to play in Open.

I don't think that it would be of great affect to people who don't want to "clan up". Power Play is already one way that allows people to group together and it really has no effect on those of us who don't participate.
 
It would not worry me because I play in Solo but I voted No because I would be worried that it would affect others who play in Open and who didn't want to 'clan' up. Which might be me if I decided to play in Open.

Which is where you are segregating between NPC generated content and player generated content for no other reason than the fear of not utilizing a mechanic will somehow disadvantage you so you want no one to have it.

Great mindset...
 
3. Guild Storage-
Items shared around, I suppose materials would be a good start, and obviously credits can be deposited, too. Of course, access right has to be granted before access different levels of the storage.

Then just go from there, these are pretty much the basics.

For the advance stuff, if applicable, create things like guild missions/guild base/starport. Then there's base building, territorial warfare, tag decal uploading, blah blah blah.
These features are pretty common in any MMO, how many of these should be implemented is up to FD.

I've underlined these, because these are the ones that start having an effect on other people.

The materials one for example. Player A is mining materials on a planet. Player B benefits from those materials, on account of being in the same guild. Player B thusly has access to the extra damaging ammunition, without necessarily having to collect any materials themselves. This puts them in a somewhat better position than Player C, who mines their own ammunition.

Territory, means "this is our space", and is something apparently Frontier is against.

So those things have to be thought about very carefully.
 
I've underlined these, because these are the ones that start having an effect on other people.

The materials one for example. Player A is mining materials on a planet. Player B benefits from those materials, on account of being in the same guild. Player B thusly has access to the extra damaging ammunition, without necessarily having to collect any materials themselves. This puts them in a somewhat better position than Player C, who mines their own ammunition.

Territory, means "this is our space", and is something apparently Frontier is against.

So those things have to be thought about very carefully.
Materials: as a solo player is harder or maybe near impossible to make all the things solo, a team is always better. This is normal.
Territory owned by players: as a solo player (meaning you play in open but without clan/guild/corporation), one of the best things is to hunt and shot down players in their "own" territory. Now the closest thing we have in game, for me is to hunt power play enemy commanders in their systems.
 
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I've underlined these, because these are the ones that start having an effect on other people.

The materials one for example. Player A is mining materials on a planet. Player B benefits from those materials, on account of being in the same guild. Player B thusly has access to the extra damaging ammunition, without necessarily having to collect any materials themselves. This puts them in a somewhat better position than Player C, who mines their own ammunition.

Territory, means "this is our space", and is something apparently Frontier is against.

So those things have to be thought about very carefully.

Materials should still has a limit of 300 on each player, but one can visit a station to withdraw more if they have the access right.

And no guild in the right mind will open it up to just anyone, so people still have to earn it.

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Kind of "Dog in a manger" sort of affair? If you get my drift.

Lol... I prefer to be the ox in that case :p
 
Implement that, and I'm sure some enterprising 'guild' will see that anyone who can come up with the necessary real-world cash will 'earn' materials.
 
Implement that, and I'm sure some enterprising 'guild' will see that anyone who can come up with the necessary real-world cash will 'earn' materials.

You think that people aren't doing it already with cargo transferring...?

Edit:

People were selling accounts with certain amount of money in them long before collectors were introduced, you either haven't been here for long or you're purposely ignoring it for the sake of argument.
 
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