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 .
My vote is:

'I couldn't care less, so long as it doesn't spoil the game. BUT there is one hell of a lot of other stuff needing to be done before this should even make it to the FDev Design Review Board.'
 
43 people voted the first option.

So Frontier, there you have it. 43 people think you should remove the implemented player clans and factions and bin them until a time in the future. Boy, I didn't know there was such a dislike for them, they're even calling it a travesty.

I didn't mind them, and I dislike player clans and factions. What an odd world we live in.
 
Last edited:
Open "belongs" to all players - not just those who crave large player interactions.

Exactly, ALL PLAYERS. MEANING the ones who DO want to have clans / factions. You guys are so paranoid about these clans / factions that it's hilarious. It's as if you guys feel forced to join them if they ever popped up? Have you guys actually thought of the possibilities of such a system implemented into a game that is quite literally the size of a bloody galaxy? How about giving these factions a player limit for example? that eliminates the threat of over-populace in one clan/ faction. How about giving them unoccupied systems for them to fight for, instead of interfering with federation / imperial / general powerplay areas??? Actually, who said that these factions/clans had to have any kind of control of said systems? The main problem is, is that there is no end-game in elite. You grind credits until you get a late game ship, and then what? You have a fancy ship, and what your going to do with it is go out and do... more bounty hunting? more trading? big whoop, i might aswell go play star citizen.

Some of you guys are so scared about the whole clan thingo and territories and what not, and you think you'll be interdicted at any given moment by hundreds of enemy clan members who have 'beef' with you. can I quickly remind you guys that this game has a average 4000 player base on an AVERAGE day. On bad days, the game does lower than 2000 a day, so almost immediately your chances of ever getting caught in their territory is SO limited.

It feels so rare to see other people in this game that it isn't funny, this game has a HUGE PvP and player communication issue, dis-regarding anything towards improving it is only going to make the pace of this game slower. Because i don't know about you guys, but i'm bored af playing by myself, and the majority of my friends don't want to go near the game because of it's price tag, and because of its empty game-play. Like cmon, this game is 100% grind trading / bounty hunting, get a really cool end game ship then... what? Like honestly tell me, what am i supposed to do once I get my Python / fdl, or any other end game ship? You want me to play powerplay? so pretty much fight against npc's, or go to another side of the controlled system to drop of "special cargo" which i don't even get paid for? rofl, nah.

This game lacks end game, it lacks PvP, it lacks player communication and it lacks the core foundations of MMORPG. I wouldn't consider this game an MMO anymore, it's too empty. I see what, a maximum of 3-4 people a day now? The chances of them talking? probably about 10%, because they probably havent figured out a way to use that chat system properly yet as well.

rant over.
 
Everyone who votes no disrespects other people's play styles. They want to control how people play Elite. :rolleyes: I don't like exploring, but I allow people to play how they like. Other people like clans/player factions, guilds so let them do that.

No thanks, blaze your own trail, not someone else's.

Hypocrite. You don't have to join a group of players, but you tell them that they cannot do so together. You prevent them from blazing their own trail as a clan, guild.
 
Last edited:
43 people voted the first option.

So Frontier, there you have it. 43 people think you should remove the implemented player clans and factions and bin them until a time in the future. Boy, I didn't know there was such a dislike for them, they're even calling it a travesty.

I didn't mind them, and I dislike player clans and factions. What an odd world we live in.

Help! Help! I am being repressed!
 
To put it very simply, IF Frontier ever implemented this - any guildie clantag members can very easily be sent to >null.

I hope it makes them cry :D
 
It exists. There is a sticky in the Groups forum on how to get started.

That is not the same as Player Controlled, Player Managed Clans or Guilds.

The game needs it for sure. I wouldn't have thought so before trying to register a player group, but I sent in an application to register a player group a week ago with no reply as yet. According to the group thread, they are inundated with requests, and are currently wading through a backlog. This suggests both a demand, and that the current system is inadequate to deal with the demand.

I'd also suggest that some other minimal stuff should facilitate the integration of these groups. A group chat channel that can hold more that just the 4 players of a wing, and a message board/mail facility as a minimum. Maybe a way of leaving messages for friends that are not currently online also.

These things are essential to help bind the community together. It's all well and good saying that there are already player groups, but unless you hunt them down through channels not readily apparent to a new player, there will always be those that want to group up and socialize who fall through the cracks. The fact that they are "already in the game" suggests that all of the potential negative effects of player groups are also "already in the game", so what is the point of making it more awkward?

Right, there's enough demand for it.
 
Last edited:
The wise one has spoken ladies and gentlemen. We are dooooomed!

Elite Dangerous wouldn't be doomed, a shallow non-player driven sandbox is very disappointing to many people. The lower sales, negative reviews and lack of major awards reflect it.
 
Last edited:
The fear that DBOBE has with ownership/clans is stagnation. That is why it will not be in the game.

We have influence...if you really want to 'own' a system, you will have to be ever vigilant to what is happening within that system. Someone, somewhere, can mess with the influence numbers and cause problems.

This seems like a solid compromise to avoid the problem above.

The devs have a strong desire that conflict occurs. A very strong desire. They expect players to fight over 'things'...and either beat each other in the face until one side wins or loses, or both sides get bored and compromise or both walk away...the caveat here being that we have to remember that the PvP we are discussing is the outcollection of PvE trophies as the standard guage of PvP battle. PvP 'pew-pew' has minimal affect on the game outcomes.

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

Elite Dangerous wouldn't be doomed, a shallow non-player driven sandbox is very disappointing to many people. The lower sales, negative reviews and lack of major awards reflect it.


..and will exist without them. Very true!
 
..and will exist without them. Very true!

Many games continued to exist while hinging on old-school, anti-social players before dying and never reaching their full potential. Because they alienated much of their current and potential customers who want a deep sandbox with massively multiplayer.
 
Last edited:
Each Yes and each No have 3 options. Which part of that are you not understanding? I'm sorry if you find it too complex a question.
I didn't say I didn't understand it, I said the complexity was unnecessary. So don't be snide, eh?

Fdev seems to be afraid to give players the ability and freedom to create their own outposts, stations, guilds, chatrooms. Elite will continue to be shallow if they don't empower players to make emergent content. :(
What do you mean by emergent content, bearing in mind that they've said they're not interested in letting players own stations or control space?

This game lacks end game, it lacks PvP, it lacks player communication and it lacks the core foundations of MMORPG. I wouldn't consider this game an MMO anymore, it's too empty. I see what, a maximum of 3-4 people a day now? The chances of them talking? probably about 10%, because they probably havent figured out a way to use that chat system properly yet as well.
PvP exists though? If you're complaining it doesn't have huge player battles over territory, well then that's because they aren't going to let players hold territory. As for "end game", I'm curious to know what you have in mind here?

I'd quite like to see private groups expanded to have proper social features (list of online players, chat channel, message of the day/news posts/etc) rather than just being used for matchmaking. You could do the same with player factions too, though I'd draw the line at handing over any kind of control over the faction to players.
 
What do you mean by emergent content, bearing in mind that they've said they're not interested in letting players own stations or control space?

Not interested doesn't mean something similar will never be added.

Emergent Gameplay refers to complex situations in video-games, board-games, or table-top role-playing games that emerge from the interaction of relatively simple game mechanics. Such situations can be intentionally enforced/pursued by players without support from the system or simply come to existence from natural play.

For Players:

Emergent situations enforced by players can be basically refered to as "House Rules" or "Custom Rules", and can range from organized rules followed by a group of players in a session or a simple self-impossed goal made by a single player. A very basic example of Self-Imposed Rules or Goals is a players using only Pistols in an FPS game (Single-Player or Online).

For the sake of not excluding content based on technicalities, we do not distinguish from intentional or unintentional emergent situations as a way to filter content, but only to classify it.

We do, however, desconsider mods or fan-made expansions as a form of Emergent Gameplay in and of themselves.

For Creators and Enthusiasts:

Some developers defend that it's impossible to "design for emergence", as the intention would disqualify the idea of "emergence". We do not follow that philosophical line of though here, as doing so would make it's pursuit meaningless, and we're a pro-emergence community. Therefore, we'll be sharing and discussing means of designing systems to facilitate emergence in games.

https://www.reddit.com/r/EmergentGameplay/
 
Last edited:
Not interested doesn't mean something similar will never be added.

Emergent Gameplay refers to complex situations in video-games, board-games, or table-top role-playing games that emerge from the interaction of relatively simple game mechanics. Such situations can be intentionally enforced/pursued by players without support from the system or simply come to existence from natural play.

This being the classic example:

http://www.bitstorm.org/gameoflife/


Simple rules, complex output.
 
Back
Top Bottom