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 .
Marvelous idea!!! I will buy a second account, i will transfer some credits to buy a reasonable fitted ship, vulture around 30mil for example, join a player group, then i suicide the vulture again and again until i leave all the members of the group without credits. All of this preferable when the other players are offline :D


Sounds good to me! Of course, all payments are to be approved by a voting council, each who wears a special hat! Or perhaps one hat, with Guild Master apon it. Now wait..

Ok fine. Let's just stick with the Pilot's federation. They have all the money in the galaxy it seems!

To be honest, I'd be ok with this. It'd mean groups are less likely to recruit en masse (eg. Goons) and would require careful managment and screening. We could always add system that flags and implements a cool down after a certain number of claims/minute/hour, which can be levied with vote. Or possibly have folks like you and your Vulture shot. Repeatedly. :D

(But really, this highlights the problem with group owned & supplied assets in a game where there's no real economy and exploits that generate huge sums of credits are not retroactively addressed, through removing said assets. We either have to conceed control to designated members within the group, with all the drama such a system can create, have some kind of lock out or approval system which suffers similar problems or simply ignore the system entirely, and all players can happily recieve payouts from the Pilot's Federation, while belonging to and advancing another, entirely different group. Which would be up to Pilot's Federation and those guys? They're not nice guys!)
 
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My apologies. I started by quoting your post but didn't mean your post specifically when I said the argument was bonkers. So I shall break down my thoughts on your idea now.

I'll break it down for you.
We're all, by default, affiliated with an existing group. The Pilot's Federation. Ergo, we should either need to leave said group to join a new one or be able to join two or more groups. I'd prefer the first option.

Makes sense. However, as we would (in lore) continue to do missions for entities who rely on the Pilot Federation's rank system to judge our worthiness as pilots, making players leave the pilot federation to show their affiliation with either a minor faction or player made faction (The secondary being something we could actively name, beyond the current "submit a name and system" setup that's going on) would mean Frontier would have to come up with some entirely new piece of lore to justify "my word on ranking" being good enough for the people I would continue running missions for. I think I can see your motivation for this but will reserve that assumption for later and just say that it's not a good idea.

As the Pilot's Federation are the ones supplying us our insurance, after we leave them we'll need to find another way of paying for our insurance.

Guild banks, in their many forms, are a source of drama and I believe they should be avoided. Above and beyond the issues of ownership, access and control they woıuld also provide a simple source for those wishing to sell credits for real money. I'm sure folks can work out how.

So how to cover the insurance? Having players pay a membership fee seem tricky, as we could have dormant/inactive accounts providing funding. So I propose the existing group members absorb the insurance costs from their own wallets. The more members, the lower the insurnace cost. The less members, the less of an insurance discount recieved. Sure, smaller groups will have it tough.

Large groups could potentially have it tough as well. If you've got a group of say, 100, with only the top 5-10 players being true million/billionaires then one of those players losing something like a Corvette or Cutter would be catastrophic for the younger, less financially stable members of the group. I think Frontier has it cornered already by forcing players to cover their rebuy costs with the pilot's federation.

Chat, tags and cosmetics are the reward for getting the group together and staying together.

Personally I'd say chat tags aren't needed at all. That's just a piece of vanity flair that could be done away with and replaced with something else, something organic to the game already.


Scanning members to reveal membership provides transparency and promotes accountability. Again, I hope folks can understand why such values are important.

Now this was where I scratched my head a bit, because in your original post you said the following:
"- the number and the names of current group members can be identified through scanning a group member with a Kill Warrant Scanner."
Which made me scratch my head because "why does it matter?" No scan should be able to give you faction member names / the amount of members as it's not relevant information to the game.



So yes, I'd like a player faction to come at a real cost. Once we've established them and we've gathered data on how the game world responds, we can approach additional complexities such as player owned bases, markets and the like.

As for the rest, I am already a member of a rather large gaming group of over hundred members, one that has been around for many years. We have no problems with organising ourselves in Elite, communicating with each other or establishing our presennce. We have our own Minor Faction in game and it growing well.

So really, and this is directed at the OP: Elite already has clans/player factions. That we are smart enough to utilize third party software, run and maintain our own site and organize our members without having to rely on Frontier to develop and provide us with our own tools to do so is hardly unique. In this way we save development time from being wasted on tools and systems that already exist. And for those that can't make use of them or run such a group? Chances are they are not going to enjoy much success with their group, in game, even if Frontier wasted development time in giving them the tools to make and attempt to run one.

So here's where I shall expand a bit more:
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1: Yes, we already have player factions in game. I fly for one as well and we're also well organized between a number of forums and third party tracking/communicating tools. However, what I think would really put these questions and debates to heel would be the ability to affiliate yourself with said player faction via the same method used for power play.
a) This solves your need to KWS scan a target, as their faction affiliation would be displayed the same way your power affiliation is.
b) This eliminates the need for any extensive changes to the game itself in order to integrate some type of clan/guild system.
c) I think this is really what players would like. The ability to make it known to whoever is targeting them/scanning them/flying around that they are a member of said faction. This would also be the stepping stone/foundation for better control over private groups, adding in more administrative type commands for a group leader(s) to control his/her group and remove troublesome players if needed.
2: Why is there a need to establish a "real cost" on the faction beyond what's already there? There's no need to add player owned objects to space, no maintenance needed. This screams to me "MAKE THEM SUFFER FOR TRYING TO PVP!" and nothing else, as that seems to be the underlying theme of the dissenting opinions gathered in this thread. "Oh woe is me, player factions will make pvp more prevalent, gods no!" It feels like that may be part of your reasoning. Feels. There is no game mechanic advantage that faction-aligned players will have over anyone else and therefore no reason to impose further costs on them for wanting to say, "hey! I'm a part of Emporers Grace!" or whatever other faction they've chosen to help prop up in game.
3: There is no reason to do away with the Pilots Federation when joining another faction as they are a neutral party to anything going on. They act more as a regulating body than anything else and the other powers within the bubble rely on that regulation, as stated above. You would have to craft some kind of lore to cover why the Feds/Empire/Alliance would accept any privateer type pilot (Which is what we all are, technically) without the proper credentials. That would be like me showing up to the NNSA with a big rig and a "Republic of Texas" CDL permit, something not nationally recognized. I would get laughed out because that's not a valid credential.
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Note: When I say "like powerplay" I mean it as follows: When you lock on to a ship and it shows in the target info panel who they are associated with, for players it would potentially have two pieces of info vice a single line. One for their chosen power play faction (existing) and one for the player faction that they are currently supporting (the clan/guild piece, but that's it).
 
My apologies. I started by quoting your post but didn't mean your post specifically when I said the argument was bonkers.

All good and great catch on the pilot ranks. And yes, tricky and part of the inheritence of Frontier essentially signing us all up to a group, from the get go, without our approval or request. The simplest solution would then be to simply let us be members of both the Pilot's Federation and our own groups. I support our player created faction, though there's no official ingame recognition.

Regarding the 'real cost'. This is simply to make the creation of such groups something that should demand some care and consideration, in the hope that it will avoid the spamming of groups. It is not intended as a punishment and I do propose we reward those members but after a time and after we have had an oppertunity to gauge uptake and the effects that it has ingame. First let those willing and responsible commit, then we can reward.

Regarding the scanning. There's a bunch of studies on how guilds, online gaming and communities. One of they key points is that yes, such groups can and do have the potential to influence the behavlour and emotional states of their members. This shouldn't come as a suprise but hey, academia. We also know that anonimity and stressful environments can and do bring out the worst if many people. Having membership being made visible on a scan might help to promote accountability. For example, that creepy red fox/wolf guy/gal/misc's group, Code, are often blamed for the actions of players who are not members, but claim that they are. And for folks that don't care about reputation then so be it, we can't make folks care.

Aside from the mechnancal representation of player factions, what we're dealing with is the implementation of social systems. A tricky feat to do well and something that can and often does go very wrong when done poorly. We have to ask ourselves, should we and do we want to encourage certain behaviours from the social systems we create? And if so, how?
 
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That makes more sense, actually.
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As for the real cost I'm still very much on the edge of that one. One could say the 'real cost' would be the amount of time and effort a smaller group would have to put into the game to see any positive movement of their faction where system influence and possible expansion are concerned. I'm sure that you've seen just how much of a pain it can be to properly manipulate the BGS, even with the slightly more detailed info that was dumped on us last week in the dev update. A group of 10-15 players is going to struggle with that kind of movement, especially if they're like some of the other player groups out there, who picked their systems in well traveled new player or high traffic trade route areas.
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In the case of the CODE example, it would be mitigated simply by having CODE bring all members into their respective faction's affiliation. That way when player B shows up and says, "Hey, Player A pewpew'd my Viper into dust and said he was with CODE! You guys suck!" then that creepy wolf fox anthro dude could come out and say, "Oh? Was player A aligned with this particular faction? No? Well he wasn't a member of CODE..." (There, I've said CODE 3 times, he should be here soon..) There are always going to be outliers though and a simple fix to that would be for Frontier to promote the use of a third party tool like Inara, or develop one of their own/take the Inara guys under their wing since they've got one hell of a system.
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As for the social system, I'm not proposing they change anything about the current game mechanics outside of adding the ability to manage a group of people who are affiliated with a specific faction. No benefits, no drawbacks, just another "tag" on your info screen and in the target info box when someone actively targets and does a basic scan of your ship.
 
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That makes more sense, actually.
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As for the real cost I'm still very much on the edge of that one. One could say the 'real cost' would be the amount of time and effort a smaller group would have to put into the game to see any positive movement of their faction where system influence and possible expansion are concerned. I'm sure that you've seen just how much of a pain it can be to properly manipulate the BGS, even with the slightly more detailed info that was dumped on us last week in the dev update. A group of 10-15 players is going to struggle with that kind of movement, especially if they're like some of the other player groups out there, who picked their systems in well traveled new player or high traffic trade route areas.
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In the case of the CODE example, it would be mitigated simply by having CODE bring all members into their respective faction's affiliation. That way when player B shows up and says, "Hey, Player A pewpew'd my Viper into dust and said he was with CODE! You guys suck!" then that creepy wolf fox anthro dude could come out and say, "Oh? Was player A aligned with this particular faction? No? Well he wasn't a member of CODE..." (There, I've said CODE 3 times, he should be here soon..) There are always going to be outliers though and a simple fix to that would be for Frontier to promote the use of a third party tool like Inara, or develop one of their own/take the Inara guys under their wing since they've got one hell of a system.

Good point on smaller groups and BGS. Although my gaming group is large and well established, we do not have many 'full time' Elite players and as such, BSG manipulationg is certainly tricky but also certainly doable. We've recently expanded into a new system through simply clocking in some time in CZ and compramised Nav beacons. Or at least, that's how it seems, what with the BSG's being so cryptic.

Perhaps 'real cost' is not the best choice of words. Ideally, I'd be looking at something that implies to players that groups come with responsibility while also hindering zerg groups, those who simply recruit en masse. These tend to be the ones that cause trouble because while Simon and Samantha gamer are happy to be part of a big group, those in charge can quickly find themselves with ability to exercise a whole lot of power at relatively little cost, in terms of setup and maintence. (I experimented with running a few such groups and the results were impressive. Apathy and charisma and suddenly you have power, at minimal cost. If only 10% of the 300+ group attended an event, that was still far more bodies than other groups, those that were built and managed with care and consideration.)

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Good points, even if you have doomed us all. I'm staying well away from any mirrors. Again, if we are to have groups with ingame representation, then I'm all for measures that promote accountability and reduce anonimity. I have no idea if my suggestions would work in 'reality', though my research suggests that such steps should mitigate a few of the bugbears that come with medium of online gaming. But really, and this goes for everything I suggest, whatever is decided, I'd prefer a testing phase, followed by feedback and then appropriate adjustement.

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The truth is that nobody in this thread knows how groups/clans/cults will effects Elite Dangerous. Only through testing, under the assurance that we can always remove additions entirely if they are found to be detrimental, can we know for sure. And I'm all up for that. Let's science the shnzit out of it. Even though this kinda science is more art than science. However, as many gamers have been accustomed to a certain setup of game development, this could prove difficult. What? The developers want to remove something? But that's what the Beta was for! And any change I disagree with is a nerf, fyi.

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On the contrary - it is Frontier who have denied guilds the type of gameplay mechanics they want, through a deliberate, considered design decision. You may not agree with it, but per my earlier post, the umpire's decision has been made (and hasn't changed in, what, 2 years?), however inconvenient that might be for some. It's a design decision that I, and many others, happen to agree with. But that's the common misrepresentation presented by many proponents of guild play, particularly of the territorial control variety. It is convenient to portray those who simply agree with, and defend, Frontier's deliberate and considered design decision where guilds are concerned as the ones denying the guild players the playstyle they want. It's an inconvenient truth for those wanting guild mechanics of the kind you described earlier that it's been Frontier's decision to omit those mechanics and aren't changing that position any time soon, at least where guild territorial play and the like is concerned. You rightly point out that there have been a number of changes through and since the kickstarter, but another inconvenient truth for the guild proponents is that even though other things have changed or been added/deleted in all the time since, Frontier's position on guild ownership of territory or assets has not changed throughout. And won't. You 'might' yet get the improved communication and coordination tools (items 1-5 in your earlier list) and I for one won't die in a ditch over those. But the more advanced mechanics you described as the next step, being the base building, territoral conflict and such, is another thing entirely. Again, those of us who oppose or disagree with that style of guild play are NOT the ones denying guild proponents that playstyle and it is actually disingenuous to suggest otherwise - we're merely agreeing with Frontier's deliberate design decision to this point and want them to stick to their guns in that regard.

You may interpret it as being a stance of denial, and others see it as gradual movement toward the acceptance of "guild gameplay."

As for FD's current stance on the issue, I don't think they've made any recent commentary about it, so I wouldn't go ahead and speak for them.

And like I said, I don't really care about the advanced mechanics of clan gameplay right now since this game needs more fundamental patching and fixing before embracing something more complex.
 
I had to vote HELL NO.

Why? Because I think Elite could do it better than the limited way guilds/clans/tribes have been done in the past. EvE's business style would be more interesting. But even more interesting than that would be minor factions, managed by frontier themselves, this kind of managed group event, is already much more interesting. I share the concerns of many of Elite's historic backers, the last thing this game needs is further organised griefing. I also don't want Elite to go down the road of raiding either, with its childish loot treadmill. The game already supports wings, so you can already wing up with your friends. It will support multiplayer ships soon as well.


Lol yes, the only thing people will use guilds for is organized griefing, that is a great argument...

Might want to ban all pencils and pens in school since people can use them to stab others...

Hah...
 
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There could be some representation of guild/minor faction, as long as it will be made clear that in no way and shape they are going to be threatening the major powers, and this right can be easily execised by frontier by simply sending whatever number of capital ships. I wouldnt want E:D being goonswarmed, but as far as things are now they could do it this minute and none would be any wiser it was them doing it.

As far as i am concerned, good neighboroughs relationship between human factions bordering with each other could spice things up, as well as them doing specific jobs or roles for a major powers: it's all in how frontier think they can manage as Dungeon masters of this ongoing tale. there are already factions owning stations and actively altering balances round in the galaxy, just let them put their signature on it.
 
That makes more sense, actually.
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As for the real cost I'm still very much on the edge of that one. One could say the 'real cost' would be the amount of time and effort a smaller group would have to put into the game to see any positive movement of their faction where system influence and possible expansion are concerned. I'm sure that you've seen just how much of a pain it can be to properly manipulate the BGS, even with the slightly more detailed info that was dumped on us last week in the dev update. A group of 10-15 players is going to struggle with that kind of movement, especially if they're like some of the other player groups out there, who picked their systems in well traveled new player or high traffic trade route areas.
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In the case of the CODE example, it would be mitigated simply by having CODE bring all members into their respective faction's affiliation. That way when player B shows up and says, "Hey, Player A pewpew'd my Viper into dust and said he was with CODE! You guys suck!" then that creepy wolf fox anthro dude could come out and say, "Oh? Was player A aligned with this particular faction? No? Well he wasn't a member of CODE..." (There, I've said CODE 3 times, he should be here soon..) There are always going to be outliers though and a simple fix to that would be for Frontier to promote the use of a third party tool like Inara, or develop one of their own/take the Inara guys under their wing since they've got one hell of a system.
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As for the social system, I'm not proposing they change anything about the current game mechanics outside of adding the ability to manage a group of people who are affiliated with a specific faction. No benefits, no drawbacks, just another "tag" on your info screen and in the target info box when someone actively targets and does a basic scan of your ship.

*Sneezes*

It's The Code ahem ahem...

(I don't really mind but it's somewhat obligatory)

Anyway, "creepy wolf fox anthro dude could come out"...

.-.

My feelingz .-.

They're all dead...

On the ground .-.

Sad state detected... tears deployed!

Wahhhh ;-;
 
There could be some representation of guild/minor faction, as long as it will be made clear that in no way and shape they are going to be threatening the major powers, and this right can be easily execised by frontier by simply sending whatever number of capital ships. I wouldnt want E:D being goonswarmed, but as far as things are now they could do it this minute and none would be any wiser it was them doing it.

As far as i am concerned, good neighboroughs relationship between human factions bordering with each other could spice things up, as well as them doing specific jobs or roles for a major powers: it's all in how frontier think they can manage as Dungeon masters of this ongoing tale. there are already factions owning stations and actively altering balances round in the galaxy, just let them put their signature on it.

Interestingly, as it currently stands, the player-created minor factions do indeed have a single representitive who is in communication with a certain Frontier employee, whose name cannot be mentioned without risk of awakening to find a severed horses's resting along one's self.

Also, and this has yet to be tested, we have been told that our minor factions can grow to such a size where upon they have the potential of becoming a major, powerplay power. Complete with our own modules.

We've opted for the Sonic Mining Foundry.
 
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It's The Code

We just want to be loved

Majinvash
The Voice of Open

It's ok dude. I love you, so that's all that matters.

- - - - - Additional Content Posted / Auto Merge - - - - -

Mobius claims 17K players, up 2K from just before Xmas.

You might be doing it wrong.

This after I went to the trouble of changing my deodorant and everything? Well, by changing, I mean started wearing, but potayto-patahto.

If I had feelings, I'd be insulted.
 
This after I went to the trouble of changing my deodorant and everything? Well, by changing, I mean started wearing, but potayto-patahto.

If I had feelings, I'd be insulted.

If it has "Axe" anywhere on the label, you are still doing it wrong.

Try Old Spice. Depending on your age, it will remind them of their Dad, or their Grandfather, or maybe a favorite Uncle.

Oh, and LESS is MORE.
 
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