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 .

Robert Maynard

Volunteer Moderator
I believe that is the point under discussion.

One of the points, anyway.

There's no well defined scope of requests for Guild / Clan / Corporation features to discuss. Not all proponents are necessarily looking for all of the same things. Not all those who resist the implementation are necessarily against some of the proposed features - it's the lack of clarity regarding what is being requested that seems to be causing at least some of the issues.
 
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I thought we fixed this aeons ago?

Provide-

1. Guild mechanism to include ranks, guild member invites/kicks, guild chat channel, guild tags.
2. Option to switch off guild tag display for those who don't want see them.

Don't provide-
1. Gated multiplayer content. i.e. by all means provide really freaking hard missions that probably require multiple players but allow super-hot commanders with kick-ass ships to try them too.
2. Bonuses for multiplayer. i.e. in the above example the rewards for the mission do not scale with number of players, they are totally fixed.

Isn't that the whole thing sorted!? :D
 
Your suggestion of a 'multiplayer' mode is fine - we already have one and it's called open. It is already multiplayer, despite the fact that some never seem to get that multiplayer in a game area as vast as the galaxy modelled, even only the inhabited zone, was NEVER going to feel as densely populated as your typical MMO - and that won't change even with improved social tools. But then Elite: Dangerous has never been portrayed as your 'typical' MMO. It's players with fixed views of what constitutes multiplayer and MMO, and the required mechanics, that mistakenly transfer that expectation to THIS game. Sure, the multiplayer mechanics still need some fleshing out, but guild mechanics that incorporate guild ownership of assets and territory are not required to meet the multiplayer scope.

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And I'm tired of people mistakenly thinking we don't understand the modern video game just because we have an opposing point of view on what the scope of THIS particular game should be. We actually understand them quite well - and we've learnt to understand very well that what we see in the so-called modern video game is often not all that great. It's those who don't understand that not everyone has the same taste in what makes games fun that fail to grasp that not every 'modern video game' needs to be the same as every other 'modern video game'. Ever heard of diversity?

Yes, I know "Open" (there was no need for the sarcasm). That is not multiplayer, at the best it can pass for co-op. I also understand all the stuff about space being big and all and I certainly understand diversity, a concept which ED's multiplayer dimension lacks.

If "Open" mode is such a "definitive epic multiplayer" experience, please tell me all the ways you can interact with other players besides flying in a wing and killing stuff (co-op). Have you tried to hire a player for escort or for a bounty, forge trading contracts, buy or sell information...oh, I forgot, there's no game support for that so it's not possible.

Having all those things will open a world of social interaction and people will start working together. Some for the good of the community and some for their own gains and they will organize regardless of the support provided by ED. However, if these groups would benefit from in-game management tools they would be able to provide more control (through reward and punishment systems) over their members, thus keeping them in line and ensuring any misdemeanors will be also punished by inner group sanctions and good constructive role-play behavior is rewarded. The misdemeanors are the problem here because for the repeating offenders there is the ED system of grouping them on a server or banning but there are always people that can be "saved" and which could benefit society afterwards.

Nevermind the complex social interaction and reward systems it brings to the game. The day grinding for power-play gets old you will wish you had something more to entertain you, be it as a lone wolf (doing stuff for other people or groups) or as a member of a group.

So again I ask you a question which you have not answered: Why should people who would love guild support have to be denied those tools? How does this negatively impact the experience of the people who don't want guild support? If anything, it's an addition to the game, not a subtraction from it.

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I thought we fixed this aeons ago?

Provide-

1. Guild mechanism to include ranks, guild member invites/kicks, guild chat channel, guild tags.
2. Option to switch off guild tag display for those who don't want see them.

Don't provide-
1. Gated multiplayer content. i.e. by all means provide really freaking hard missions that probably require multiple players but allow super-hot commanders with kick-ass ships to try them too.
2. Bonuses for multiplayer. i.e. in the above example the rewards for the mission do not scale with number of players, they are totally fixed.

Isn't that the whole thing sorted!? :D

I think that would sort things out...but to be honest, without features like inter-player transactions it would not be that effective at supporting player interaction...but that's for another thread, I think.
 
I think it would be a dangerous choice. Unless FD explicitly said otherwise I fear they would make content (such as owning space stations or capital ships) a guild only thing. That would ostracize many solo/small group players (just like pretty much every mmoish game out there right now). Honesty I think the private groups do a good enough job as is, but I wouldn't be against a moniker or some such.
 
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I think it would be a dangerous choice. Unless FD explicitly said otherwise I fear they would make content (such as owning space stations or capital ships) a guild only thing. That would ostracize many solo/small group players (just like pretty much every mmoish game out there right now). Honesty I think the private groups do a good enough job as is, but I wouldn't be against a moniker or some such.

First of all, thank you for providing an answer to the question I asked. Further on, don't you think that the availability of purchasing stations or capital ships is another subject? If the devs are open to community suggestions, like introducing group support, they will certainly leave as many options to players as possible.

Furthermore, don't you think it's a bit off to be afraid of groups getting the privilege of owning stations and capital ships before group support even exists? I would suggest we take things one at a time.

P.S. I for one would be in favor of as many options as possible in order to allow complex interactions to take place and if one person has enough resources to own a space station or capital ship, I don't see why that should be restricted.
 
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Yes, I know "Open" (there was no need for the sarcasm). That is not multiplayer, at the best it can pass for co-op. I also understand all the stuff about space being big and all and I certainly understand diversity, a concept which ED's multiplayer dimension lacks.

If "Open" mode is such a "definitive epic multiplayer" experience, please tell me all the ways you can interact with other players besides flying in a wing and killing stuff (co-op). Have you tried to hire a player for escort or for a bounty, forge trading contracts, buy or sell information...oh, I forgot, there's no game support for that so it's not possible.

Having all those things will open a world of social interaction and people will start working together. Some for the good of the community and some for their own gains and they will organize regardless of the support provided by ED. However, if these groups would benefit from in-game management tools they would be able to provide more control (through reward and punishment systems) over their members, thus keeping them in line and ensuring any misdemeanors will be also punished by inner group sanctions and good constructive role-play behavior is rewarded. The misdemeanors are the problem here because for the repeating offenders there is the ED system of grouping them on a server or banning but there are always people that can be "saved" and which could benefit society afterwards.

Nevermind the complex social interaction and reward systems it brings to the game. The day grinding for power-play gets old you will wish you had something more to entertain you, be it as a lone wolf (doing stuff for other people or groups) or as a member of a group.

So again I ask you a question which you have not answered: Why should people who would love guild support have to be denied those tools? How does this negatively impact the experience of the people who don't want guild support? If anything, it's an addition to the game, not a subtraction from it.

You do realise that the principle premise for multiplayer interaction was indeed intended to be multiplayer coop? PvP, for example, was always intended to be 'rare and meaningful'. I never stated that multiplayer in Elite was a "definitive epic multiplayer" experience - it was however intended to be different from that which we see in many other games. For the record, I don't actually have a problem with some of the multiplayer concepts you describe, such as hiring players for escort, trade contracts and the like. But that's not the topic of this thread. The concepts you describe are indeed multiplayer - but you don't specifically need guild content/mechanics for those multiplayer concepts to work.
.
In regard to your last questions - it's simple. Frontier has already decided to exclude that content for very good reason. They did not want the same guild-based mechanics and gameplay evident in games like Eve and others. They wanted to be different. They wanted the game THEY wanted to play - which, as you can clearly see, has thus far at least excluded the guild mechanics some want. That said, as I have myself stated in earlier posts, the idea of improved guild communications and management tools is not the issue (and I believe we will eventually see things like guild chat introduced) - those alone are not the concern. It's the guild ownership of territory and assets that people like myself oppose - and that Frontier have thus far excluded by design. And while you might view it as an addition to the game, many of us actually view it as a negative - and it is the very fact that there is no guild control of the in-game environment that prompted many of us to back the kickstarter in the first place. So I ask you in return - given the game has been deliberately developed without guild mechanics (to avoid the negative aspects of games like Eve and others), that many of the current playerbase (the majority?) have bought and played the game (and continue to play) specifically BECAUSE guild control is absent, the game has never been advertised as supporting guild control...... why should those who want guild control be given those tools at all instead of them adapting to the fact that this game is different for a reason? This game was never going to be satisfy all tastes, so why can't some people simply accept that and move on if it doesn't suit theirs? Instead, they say 'go to solo' or 'go to Mobius', ignoring the fact that in doing so they are (rather ironically) insisting that we change the way we want to play the game when all we're doing is playing it the way Frontier designed it - they are the ones who want to change that design and the onus is on them to convince Frontier that their design is wrong. Good luck with that.......
.
That all being said, who knows.....Frontier may yet indeed change their minds at some point. As I've stated, I expect that improved tools like guild chat and membership management will come. However, I think Frontier are smart enough to know that going beyond that to incorporating the more advanced features of guild ownership and territorial warfare is a much more contentious and risky move in terms of alienating a significant proportion, arguably the majority, of the playerbase who have bought in specifically BECAUSE of the ABSENCE of that guild content.
 
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I don't think anyone in this thread is anti-social tools. Comms especially need a lot of work. There's been several excellent ideas for "socializing" E|D. No one is saying "no!" to everything, without good reasons.

The part that slides on over to ownage of game assets (beyond decals/paint jobs/minor faction alignments) is the sticking point for many players (not just "traditional") and is in tune with the general wisdom that most games that involve compulsive pvp or ownage of game assets in gangs of cultists calling themselves "clanners" stagnate & it becomes impossible to play without "protection."

Socialize all you want! I'd like to (and do, rarely) and I'd like some robust comm channels and facilitators. But asset ownership? No. Thankfully, FD have the same thoughts and don't wish to stagnate their game, or ours, and have said so many times directly.

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And if you'd read some of that thread, you'd see a lot of familiar names posting there as well as here. Then you'd understand the position. Oh, well.



Can you please get off your psychoanalyzing thing and stick to the topic? Thanks.

EDIT - OK, so, tell me how repetitive chorusings of "E|D's doing bad" "There's bad reviews" "real players are leaving in droves" "The devs have said stuff many times but we don't care" push-push-pushing is not sly manipulating and "meta-something-war?"

Know what your $60 or whatever entitles you to? A copy of the game. That's pretty much it. If you don't like it, don't play it.

I am sticking to the topic. The topic is should there be Clans added to the game? You are the one linking to threads about O/S/G.

You know what my €60 entitles me to? The exact same as yourself. So, I'll give my opinion on what I'd like to see in the game (re: clans/guilds - ie. On Topic) and you can accept whatever is/isn't added to the game or not play it.... See? That works both ways.

I would like to see some QoL stuff added. Specifically - the stuff I've mentioned repeatedly.
1) A method of recruiting ingame that doesn't require global chat. IMO, global chat would require too much moderation, and give a platform to toxic political maneuvering. Something like a Bulletin Board or Tab for "Classified Ads" in GalNet maybe.
2) Clan Chat channel, so that it's not necessary to always use Voice Comms to communicate with the clan.
3) A method of actually joining your clan/minor faction rather than just manipulating the NPCs from the outside. Like your affiliation noted on your scan info. Maybe tie it to the Want Ad in GalNet.
4) Clan HQ within the NPC owned starports if and when first person is introduced. This could easily be adapted to accommodate solo players also, and provide a medium for FD to create more vanity items to sell in the frontier store.

Do any of those requests suggest a change to S/O/G? They seem to me to be a way of bringing in clans within the current ethos of the game.

As I said, if you have an issue with those who want to remove solo, and argue those points in this thread unprovoked, then you're as bad as they are. I personally enjoy solo mode. I wouldn't want to see it removed, but I'd also enjoy clans and a more social aspect to the game.

None of this is gamebreaking for me. I'm not demanding or ranting. I'm suggesting stuff that I think would make the game better than it is already.
 
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First of all, thank you for providing an answer to the question I asked. Further on, don't you think that the availability of purchasing stations or capital ships is another subject? If the devs are open to community suggestions, like introducing group support, they will certainly leave as many options to players as possible.

Furthermore, don't you think it's a bit off to be afraid of groups getting the privilege of owning stations and capital ships before group support even exists? I would suggest we take things one at a time.

P.S. I for one would be in favor of as many options as possible in order to allow complex interactions to take place and if one person has enough resources to own a space station or capital ship, I don't see why that should be restricted.

Restriction is my fear. Many sandbox games make it all but impossible for solo players/small group players to do what a guild does. Now I do think a guild should do it faster. But in many its a few months for a guild or a decade for solo/small group players.
My fears could be unfounded, but I they are born of multi-crew. I lost faith in FD when it comes to balancing solo/group play when they said that NPC wingmen would be a long time off, if at all. Now I do support basic guild features.
 
You do realise that the principle premise for multiplayer interaction was indeed intended to be multiplayer coop? PvP, for example, was always intended to be 'rare and meaningful'. I never stated that multiplayer in Elite was a "definitive epic multiplayer" experience - it was however intended to be different from that which we see in many other games. For the record, I don't actually have a problem with some of the multiplayer concepts you describe, such as hiring players for escort, trade contracts and the like. But that's not the topic of this thread. The concepts you describe are indeed multiplayer - but you don't specifically need guild content/mechanics for those multiplayer concepts to work.
.
In regard to your last questions - it's simple. Frontier has already decided to exclude that content for very good reason. They did not want the same guild-based mechanics and gameplay evident in games like Eve and others. They wanted to be different. They wanted the game THEY wanted to play - which, as you can clearly see, has thus far at least excluded the guild mechanics some want. That said, as I have myself stated in earlier posts, the idea of improved guild communications and management tools is not the issue (and I believe we will eventually see things like guild chat introduced) - those alone are not the concern. It's the guild ownership of territory and assets that people like myself oppose - and that Frontier have thus far excluded by design. And while you might view it as an addition to the game, many of us actually view it as a negative - and it is the very fact that there is no guild control of the in-game environment that prompted many of us to back the kickstarter in the first place. So I ask you in return - given the game has been deliberately developed without guild mechanics (to avoid the negative aspects of games like Eve and others), that many of the current playerbase (the majority?) have bought and played the game (and continue to play) specifically BECAUSE guild control is absent, the game has never been advertised as supporting guild control...... why should those who want guild control be given those tools at all instead of them adapting to the fact that this game is different for a reason? This game was never going to be satisfy all tastes, so why can't some people simply accept that and move on if it doesn't suit theirs? Instead, they say 'go to solo' or 'go to Mobius', ignoring the fact that in doing so they are (rather ironically) insisting that we change the way we want to play the game when all we're doing is playing it the way Frontier designed it - they are the ones who want to change that design and the onus is on them to convince Frontier that their design is wrong. Good luck with that.......
.
That all being said, who knows.....Frontier may yet indeed change their minds at some point. As I've stated, I expect that improved tools like guild chat and membership management will come. However, I think Frontier are smart enough to know that going beyond that to incorporating the more advanced features of guild ownership and territorial warfare is a much more contentious and risky move in terms of alienating a significant proportion, arguably the majority, of the playerbase who have bought in specifically BECAUSE of the ABSENCE of that guild content.

Do I realize that the principle premise for multiplayer interaction was indeed intended to be multiplayer coop? No and if it remains that way it's just deceptive marketing, no different from "abidas" tennis shoes and "plima" tshirts. Do you know why? Because it is advertised in a way which does not stress co-op. On steam it even appears listed as an MMO. It's true that group control wasn't advertised but neither were wings because those are features of multiplayer, the larger category to which these two concepts belong to.

I get the "rare and meaningful" interaction and I agree with you, up to the point when you do meet another player...and then what? The only thing you can awkwardly exchange is cargo...playing catch, and that's it. Thus, the rare and meaningful interaction turn to a totally waste of time, which in turn affects (in my humble opinion) the "multiplayer" character of the game, which is so thoroughly advertised and falls so disarmingly short.

Look, in trying to answer my question you tried to explain how group mechanics is implemented and you constantly point to "them"...it's they they they all over the place. I understand what "they" implemented, I played the game. What I don't understand is why "they" promised to make a multiplayer game, advertised it as such, emphasized on the issue and then delivered a hybrid between singleplayer and co-op. You made alot of statements but no logical arguments. What are you afraid will negatively impact the experience of solo players? (I heard the story about "them" already so please do not repeat that)

Even though you have not answered my question, I will try and answer yours but first I have to be certain I understand it: So, you're saying that the game has been developed deliberately without guild mechanics (for whatever reason) and that many of the current players bought and play the game specifically because this guild control is absent. 1st, about the game development, let me politely invite you to visit this section of the forum https://forums.frontier.co.uk/showthread.php?t=223142&highlight=broken+promises where Bambi takes in account the broken promises made during Kick-starter. The game is in its year two of development, it is by no means a finished task and it will continue to grow and become more dull or more interesting (fingers crossed for the latter). That's why I am still posting here and I still hope it will be truly multiplayer, as advertised.

Secondly, I think congratulations are in order for your impressive representation of the majority of ED players who play the game precisely because of the lack of group mechanics (to be interpreted as "other players' lack of option to play in groups) but there is also 52.4% (at this time, according to the polls, which I don't know if are representative to be honest) of players who would like to have these features. And to answer your question, I think that one which is trying to impose their own will on others in order to limit their experience needs to re-think their approach and should try to empathize a bit more with "the other". This way we can find win-win solutions together instead of spawning miles of meaningless discussions without solving an issue which seems to be at this time a community problem.
 
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Restriction is my fear. Many sandbox games make it all but impossible for solo players/small group players to do what a guild does..
The problem is you want to do everything a guild/clan can do. In my opinion is wrong. Even in real in real life it's very very hard to make a single transistor not to mention a computer. In game is the same, but you don't have to set the same goals for you as for an entire team.
For example for me is very satisfactory to go and fight bigger teams/wings whatever, every time you score a kill vs a team, it's better than a kill against some random dude. Guerilla war, hit and run tactics and all that jazz and you can have a lot of fun.
 
Restriction is my fear. Many sandbox games make it all but impossible for solo players/small group players to do what a guild does. Now I do think a guild should do it faster. But in many its a few months for a guild or a decade for solo/small group players.
My fears could be unfounded, but I they are born of multi-crew. I lost faith in FD when it comes to balancing solo/group play when they said that NPC wingmen would be a long time off, if at all. Now I do support basic guild features.

I agree with you, I think that there should be as few restrictions as possible. However, when you restrict something in order to avoid future uncertain restrictrions I think that may not be the best course of action.

I think that solo play, just like group play is and should be a key aspect of any multiplayer game. Having both options around will give the most out of ED and precisely because of this I think that they should in no way exclude one another. I have played solo for quite some time (in a multiplayer adaptation of Freelancer) and I know you don't have to join a clan in order to be friends with them.

Regarding the features, I think that all players should have the option of benefiting from the full specter of game features, regardless if associated or not. Having group mechanics restricted would in turn restrict on those features.
 
The problem is you want to do everything a guild/clan can do. In my opinion is wrong. Even in real in real life it's very very hard to make a single transistor not to mention a computer. In game is the same, but you don't have to set the same goals for you as for an entire team.
For example for me is very satisfactory to go and fight bigger teams/wings whatever, every time you score a kill vs a team, it's better than a kill against some random dude. Guerilla war, hit and run tactics and all that jazz and you can have a lot of fun.

The example you gave us with fighting a random player vs. a member of another team how that makes you feel good is a good point for people who prefer playing in a team. A solo player would not as easily be able to empathize with you and would not necessarily see your point.

Taking your example with the transistor in real life, even if I don't know how to make it and I don't have a friend that would make it for me, I can still buy it if I invest some time into it. Following the same logic, why shouldn't a player be able to buy a space station for instance, presuming he is willing to invest his time into acquiring the resources needed to do so?

This is where I think ED has alot of potential, because they designed things to revolve around time. Time is invested, sometimes gained sometimes lost but ultimately you want to have something to show for it. Why impose limitation of what your own personal time spent in game can buy, if you're willing to accept the costs?
 
Not that I agree with this strand of the discussion (as I agree with the sentiment that players should not control areas of space) - but in terms of lore wouldn't it make sense that there would be stations/facilities which aren't open to the public? I can't imagine a shipyard or military facility (just two examples) being happy about the public being able to dock at will and wander around their station.

Returning to a more practical point of view - if groups want to own and develop something so badly, what about owning facilities within a minor-faction controlled station? It would be completely transparent to players who weren't part of that group, but still allow the groups to invest their time and cash into something.

(And, scale it down and allow smaller facilities to be open to anyone up to solo. Rent some office space and hire some staff at a station to have a chance to get better missions from that location etc.)
 
As of this instance, yes = 52.48% and no = 47.51%. The yes side has the majority so far.

Assuming the poll results turn out to be vaguely reflective of the player-base (which isn't a given, as has been discussed) - the only real statistic you want to pay attention to is the "Absolutely not - because 'reasons'" column. All of the others are either already for it or can be persuaded that it can be a benefit. From memory, I think this poll has been consistent with others in that about 1/3 of players are very not keen on the idea.

Of course, if done properly then the naysayers would never notice the difference to their game experience, but that won't stop them saying "nay".
 
A 5.96% majority based on 624 voters, who may or may not own the game, out of a potential c.1M players (based on the latest estimate of copies sold).

The real question is why bother having polls at all? I see BrettC has made one on the topic of pulling certain items from GalNet. Are they taking that poll as representative of the playerbase at large?
 

Robert Maynard

Volunteer Moderator
The real question is why bother having polls at all? I see BrettC has made one on the topic of pulling certain items from GalNet. Are they taking that poll as representative of the playerbase at large?

The forum allows users to create polls on whichever topic they see fit and phrase their questions accordingly. The ability for users to create polls has been removed from time to time - currently it's back.

As a member of the community team, I would expect that Brett is seeking feedback from those forum members with a specific interest in Galnet. I do not know if other sources of player opinion are being sought on the matter.
 
...

I hope you genuinely didn't read what I wrote carefully...

What I don't understand is why are some people so against bringing variety and social aspects into the game when....
​You didn't do it on purpose, right?

I am sorry that as a non native speaker I misinterpreted your words and apologize for any inconvenience I caused.

Regards,
Miklos
 
Ok Space Wizard Pilots and Space Warrior Pilots, are you ready to space romp all over this space dungeon signal source?

Sir! The Space Cleric Pilot had to go help her mum with the shopping!

Teh Space Lootz! TEH SPACE LOOTZ! YE SPACE GADS! WE ARE SPACE DOOMED!

Ok ok, nobody panic, we can still do this. Space Rogue Pilot, did you space multi-class into space other-healer pilot?

Space Sir yes sir!

Space excellent! Ok Space Guild, let's space do this space! READYSETGO!

..just as soon as our Space instance has come off cooldown...




THE ABOVE IS ON TOPIC AND TOTALLY THE FUTURE OF ELITE*

*..iiiiin spaaaaaaaaace!
 
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