We need the ability to form in-game clans

no one forcing you into a clan

This is the key reason they're not in the game, though. Anything beyond a clan tag and clan chat/map marker function, any form of fun content that is designed for clans only (bases, clan pve battles, missions for clans, raids, etc) will force players to join a clan or miss out on it entirely.

That's what David Braben said he didn't want. So it's not in the game and probably won't ever be.

When PP was first launched, it excluded a lot of players because the requirements were too harsh for casual players. But it's been changed so that it's no longer the case. Even I can (and do) enjoy PP now, with only a few hours a week to play. And I was one of PP's biggest critics in the beta.

Everything that can be done in this game, even wing content, can be done solo. Everything. And FD have made it very clear that is their intent for everything in this game.

If enough players asked for a clan tag and chat channels, I think FD would be open to adding it because it doesn't add any core game play to exclude solo players. But these threads always get utterly derailed by arguments about clan bases not hurting anyone, about how clans won't mean nasty players ganging up on soloists, about how you "don't have to take part of you don't want to because we will totally leave you alone, honest" that there's no way clans will ever happen at all.

FD don't want this game to have any clan content. It's not that type of game. The best any of us can hope for is a way to form a clan with friends to have an in game identity.

So that's what people should be asking for.

The problem is, knowing how gamers work, if that ever did happen then we would have a glut of threads saying "this game is so shallow, there's nothing for my 100 player clan to do". And we'd be back to square one.
 
I wouldn't consider looking at the Environment, Player Versus Environment. Can the environment win?

:D Well one could say that a star might claim a win if a player is careless enough to let themselves overheat to destruction when fuel scooping, or an asteroid might claim a win if a pilot carelessly crashes into it....

Seriously though, one could argue that it is indeed vs the environment when that environment contains hazards (which Elite's environment does). It's not PvE in the sense of playing a storyline or raid content for example, that is true, but it could be argued as being PvE from a certain survival point of view. But I understand what you mean though and it's a valid question to contemplate.
 
Apologies if anything is repeated, not had chance to catch up with everything posted so far.


I’d be fine with clans in-game as long as it doesn’t force others to play in clans in order to enjoy the game, and also if there were no tags next to names (group affiliation displayed alongside ship info, as currently done with faction allegiance etc, would be ok, I guess). The thing that I really don’t like is when the same groups, with the same group name, pop up in every game ‘universe’. It’s not even the players or the play-style that I dislike, it just feels like when you’re watching a movie and an actor/actress that you recognise from something else joins the scene. I’m not sure what the workaround would be, other than to have clans submit potential names for approval.


I’m also not exactly sure what purpose clans would serve, other than to afford bragging rights vs other clans (not saying there’s anything wrong with that). Would they be taking over systems, or entire areas of space? Should we consider it reasonable that an incredibly small group of people, relative to the population of a particular system, would have the ability to do this?

Quoting myself because the post was lost in a black hole for about 7 hours.

This is the key reason they're not in the game, though. Anything beyond a clan tag and clan chat/map marker function, any form of fun content that is designed for clans only (bases, clan pve battles, missions for clans, raids, etc) will force players to join a clan or miss out on it entirely.

That's what David Braben said he didn't want. So it's not in the game and probably won't ever be.

When PP was first launched, it excluded a lot of players because the requirements were too harsh for casual players. But it's been changed so that it's no longer the case. Even I can (and do) enjoy PP now, with only a few hours a week to play. And I was one of PP's biggest critics in the beta.

Everything that can be done in this game, even wing content, can be done solo. Everything. And FD have made it very clear that is their intent for everything in this game.

If enough players asked for a clan tag and chat channels, I think FD would be open to adding it because it doesn't add any core game play to exclude solo players. But these threads always get utterly derailed by arguments about clan bases not hurting anyone, about how clans won't mean nasty players ganging up on soloists, about how you "don't have to take part of you don't want to because we will totally leave you alone, honest" that there's no way clans will ever happen at all.

FD don't want this game to have any clan content. It's not that type of game. The best any of us can hope for is a way to form a clan with friends to have an in game identity.

So that's what people should be asking for.

The problem is, knowing how gamers work, if that ever did happen then we would have a glut of threads saying "this game is so shallow, there's nothing for my 100 player clan to do". And we'd be back to square one.

I agree with this 100%.
 
1984 Elite was one man against the galaxy and a single player game. ED allows you to play that way in solo mode. However ED is an online game with multiplayer. My expectation in multiplayer is that there should be some sort of ability to group up (which there is) and the logical extension of that is for those groups to be able to wage war. Since groups can now be associated with in game factions the game already allows that conflict to happen albeit restricted by instance limits. Missions are generated for that faction which you can do to improve its popularity and eventually to control and expand.

What is missing is any ability to in game to facilitate and generate group activities (missions) including communication and location of group members. What is also missing is the ability of groups to create alliances between groups. However most of this can be achieved through 3rd party tools.

My personal take is that if you provide the tools to bind players together you create groups of players who will play because they are part of a group, thus creating a player base for multiple years.
 
I agree that we need a more fleshed out way to organise players together. Also that could lead to an interesting political background if such groups could interact in an in game fashion.
 
My comments on 3rd party tools and how the gamers who like to work in groups, call them teams/clans/guilds/its all the same, that's not an opinion, again, that's FACT, we've been doing that for 20+ years now, as the first online games didn't offer anything like that, we didn't have any choice in the matter. And the groups still do this, they have their voice comm servers, they have their FB pages, this isn't an opinion, this is fact.

Do you guys even PLAY other online games with large units in them? I ask because it seems like you don't or you'd be aware of this already, 3rd party tools are a given for any unit/group/clan/guild and have been for decades now.

I'm glad that you speak for all gamers who like to work in groups. I'm glad that your experience of the last 20 years is the definitive experience to which all players who like multiplayer aspects should aspire. Except you don't speak for me or anyone else who are saying that the in-game tools relating to multiplayer aren't as good as they should be. That's fact.

(And who brought up "large units"?)

... Others just want some team tools, period, ANYTHING at all! I'm in agreement with the last group, ANY tools at all for teams would be awesome!

Wait, what? So why are you continually trying to say that they aren't wanted?

I’m also not exactly sure what purpose clans would serve, other than to afford bragging rights vs other clans (not saying there’s anything wrong with that). Would they be taking over systems, or entire areas of space? Should we consider it reasonable that an incredibly small group of people, relative to the population of a particular system, would have the ability to do this?

Again, just to try to draw the subtle line between clans/guilds discussion and multiplayer improvements - it's about multiplayer experience not being good enough to hold some players' interest. Personally, I wouldn't want player groups taking over anything.

This is the key reason they're not in the game, though. Anything beyond a clan tag and clan chat/map marker function, any form of fun content that is designed for clans only (bases, clan pve battles, missions for clans, raids, etc) will force players to join a clan or miss out on it entirely... The problem is, knowing how gamers work, if that ever did happen then we would have a glut of threads saying "this game is so shallow, there's nothing for my 100 player clan to do". And we'd be back to square one.

Yep - "group only" content is to be avoided if at all possible, except for the lightest of touches. But with some creative thinking I think that features could be introduced that improve the multiplayer experience AND add a layer of immersion (or life) to the overall content.
 
People have discussed this to death and it has ended up nowhere.

My money is that "clans" (or whatever you want to call them) will inevitably end up in the game, under what guise FD wants to dress them in is yet to be known, but it will happen and many people won't like it.

Agree 10% with both your points. Is it useless to write about that, and we will have some sort of clans somehow.

I still believe PP is a way to "introduce" some sort of big clans, when we will have the first Powers controlled by players (at ther moment we only have minor factions)
 
Agree 10% with both your points. Is it useless to write about that, and we will have some sort of clans somehow.

I assume you meant 100% ;)

I agree that it has been discussed to death (and here I am, still doing it). I don't think, unless DB has had a major change of heart over the last year, that we'll see "clans" in the traditional* sense (thank God). Here he is speaking at EGX a year ago:

http://www.twitch.tv/egx/c/5182929

From 20:45:
"Right, there is the friends' alliance... But at least to start with, we've not got guilds and clans.
"I think what we don't want is the whole game to become ossified very quickly, where you have to join one or the other to have any fun gameplay. I do like this... essentially, it's the game of the freedom of the individual – the ability to just go out and do your own thing. Guilds can very easily become almost like mafiosi, saying, 'Don't travel here or we'll kill you.' So, I think it's something that we will look at and are looking at, but friends' groups, which are very much more constrained, I think are great. If anybody gets much beyond that, it becomes a bit... doesn't feel right."

It seems that DB does recognise the issues with clans/guilds (despite some CMDRs downplaying these issues), and any moves towards "greater groupings" will be limited. And specifically, we won't see areas of space controlled by players (in any sense beyond what we have now).





*Traditional in a gaming context, I mean.
 
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People keep quoting Braben but in his last interview he said guild support would be added and they don't know what form it would take.

People here what they want to hear. I mentioned this when Elite first launched and I was told Elite has no guilds playing lol as there are no place for them. There are guilds playing this game. CODE for instance.
 
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Come on man? Don't pretend you don't know what he is saying. You just told us all how large groups should be able to affect the BGS and small groups shouldn't. Now you are telling us large groups should be limited in their capabilities...

Did you really need that spelled out to you?

This is a game. It is supposed to be fun. By your rules you would have us in a static universe rather than a dynamic one. I think I would be right in saying most players would disagree with that. FD evidently do. There are elements of your take on things I can appreciate but some are too extreme.
 
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People keep quoting Braben but in his last interview he said guild support would be added and they don't know what form it would take.

People here what they want to hear. I mentioned this when Elite first launched and I was told Elite has no guilds playing lol as there are no place for them. There are guilds playing this game. CODE for instance.

Well, of course his views may have evolved somewhat, and there was some wiggle room in what he said. But I think he made it broadly clear what he likes and dislikes. I'd imagine the "form it would take" would be an untraditional form that preserves the essential "freedom of the individual" he talked about.

I wouldn't class Code as a guild.
 
People keep quoting Braben but in his last interview he said guild support would be added and they don't know what form it would take.

People also tend to quote old David Braben's opinions like they are something set in stone. His vision about ED is known to be subject of change: Frontier has come a long way since the days of kickstarter campaign and DDF. Comparing current state of the game with those early days, I am pretty sure that all of us could name few major features that are either completely new, changed, or abandoned.

By the way - I've been participating in these discussions quite some time ago, taking moderate "pro-guild" stance and trying to explain why some sort of guild mechanics is good thing in my opinion. Basically, it comes down to two things: game's better longevity and overall richer player experience. But since I've become 99% sure that ED is heading in that direction anyway, I've quit (discussions, not the game :))

Well, of course his views may have evolved somewhat, and there was some wiggle room in what he said. But I think he made it broadly clear what he likes and dislikes.

I am pretty sure that he doesn't want ED to become twitch version of EVE (it's not like it could in first place with its solo mode, "only" semi-persistent world, p2p networking and instance limitations, but nevermind). However, there is a huge empty playground between EVE and what ED is now: guild mechanics comes in lot of different flavours.
 
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Well, of course his views may have evolved somewhat, and there was some wiggle room in what he said. But I think he made it broadly clear what he likes and dislikes. I'd imagine the "form it would take" would be an untraditional form that preserves the essential "freedom of the individual" he talked about.

I wouldn't class Code as a guild.

Its a group of players, corp, guild, clan whatever and whatever they are the game will evolve to include them because the Dev's ideas will evolve to accommodate the player base because players pay the bills. When the bills aren't being paid the game goes away. What needs to be preserved is the balance of power between clans and the individual.
 
You guys need to stop relating the particuar features the OP is asking for directly to EVE. Just. Stop. There have been plenty of games that involve players banning together and fighting together, this is not something only related to EVE. EVE isn't the only game with guild structured content. Lineage series, Everquest, Archeage, Darkspace, Savage Eden, Shattered Galaxy, THis that this that this that this that, etc. Guild structered content has been in whatever the hell mmo existed since the beginning of time. Just because EVE is an MMO that endorses griefing does not mean every mmo that has guild structured content does this. I mean seriously, the devs have talked about player controlled executive capital ships. Do you think a single player is gonna sit and fly a federal battle cruiser? That will be the day.

I personally don't like using EvE, not my game, tried it many years ago and found it not my thing at all. I've been in units for all kinds of games online, MMOs and not, sometimes they catered to the units, sometimes not, didn't matter, the units formed regardless.

Some gave us housing/bases, ways to buy stuff cheaper in our guild house, crafting cheaper in our guild house, etc. All fun, all great, and none of those had any sort of BGS or any way for the guild toys to actually influence the game itself, they existed, that's it.

People want bases in Elite, even David wanted to, in 2014 at EGX, see players have a station they can call their own. However, due to the BGS and how everything is interlinked, giving us control over those stations becomes a problem. Units would want to control their station, that's rather the point of owning them after all. Access lists, setting prices on commodities, prices for repairs, reloads, what ships can be bought and the prices for them, people will want to control that, they'll constantly whine about not being able to if they can't, and we'll see the same arguments..'there's not enough for my unit to do, we're quitting unless you fix that, X amount already left over this'. That's a given, it'll happen, that's essentially the gist of the OP's reason WHY this needs to be done! People are leaving because the single player game they bought doesn't support large teams, so give them what they want or MORE will leave!

Me, I knew what I was getting with Elite Dangerous, I haven't tried to get my fellow Rats to come here from our other games as teammates, because what we like to do as a unit, it's not supported by the game, the GAME isn't designed for teams, simple as that. I was aware of this before I bought the game, I'm good with it. I am one of those people who looks at a game before I buy it, I make sure it's something I'll like and how it plays, does it support anything beyond single player being a huge thing for me. Outside of the Witcher games, Elite is the first game I've bought in a very long time that isn't team oriented PvP combat based. It's simply NOT that type of game, no matter how some people keep insisting it should support teams and PvP and this and that and the other thing they want from their favorite game.
 
Me, I knew what I was getting with Elite Dangerous, I haven't tried to get my fellow Rats to come here from our other games as teammates, because what we like to do as a unit, it's not supported by the game, the GAME isn't designed for teams, simple as that. I was aware of this before I bought the game, I'm good with it. I am one of those people who looks at a game before I buy it, I make sure it's something I'll like and how it plays, does it support anything beyond single player being a huge thing for me. Outside of the Witcher games, Elite is the first game I've bought in a very long time that isn't team oriented PvP combat based. It's simply NOT that type of game, no matter how some people keep insisting it should support teams and PvP and this and that and the other thing they want from their favorite game.

Hear, hear!

You've been earning quite a few +reps from me in the past few days Kristov. :)

I grew up with Elite and Frontier: Elite II - so I already had a good idea of what I was getting into and threw money at my screen and got Premium Beta in return last year.

I also remember last year, back before the game was released and the floodgates were opened, that the general sentiment was that the game would not appeal to everybody. The word "niche" was bandied around at the time. ;)

Regards
 
I personally don't like using EvE, not my game, tried it many years ago and found it not my thing at all. I've been in units for all kinds of games online, MMOs and not, sometimes they catered to the units, sometimes not, didn't matter, the units formed regardless.

Some gave us housing/bases, ways to buy stuff cheaper in our guild house, crafting cheaper in our guild house, etc. All fun, all great, and none of those had any sort of BGS or any way for the guild toys to actually influence the game itself, they existed, that's it.

People want bases in Elite, even David wanted to, in 2014 at EGX, see players have a station they can call their own. However, due to the BGS and how everything is interlinked, giving us control over those stations becomes a problem. Units would want to control their station, that's rather the point of owning them after all. Access lists, setting prices on commodities, prices for repairs, reloads, what ships can be bought and the prices for them, people will want to control that, they'll constantly whine about not being able to if they can't, and we'll see the same arguments..'there's not enough for my unit to do, we're quitting unless you fix that, X amount already left over this'. That's a given, it'll happen, that's essentially the gist of the OP's reason WHY this needs to be done! People are leaving because the single player game they bought doesn't support large teams, so give them what they want or MORE will leave!

Me, I knew what I was getting with Elite Dangerous, I haven't tried to get my fellow Rats to come here from our other games as teammates, because what we like to do as a unit, it's not supported by the game, the GAME isn't designed for teams, simple as that. I was aware of this before I bought the game, I'm good with it. I am one of those people who looks at a game before I buy it, I make sure it's something I'll like and how it plays, does it support anything beyond single player being a huge thing for me. Outside of the Witcher games, Elite is the first game I've bought in a very long time that isn't team oriented PvP combat based. It's simply NOT that type of game, no matter how some people keep insisting it should support teams and PvP and this and that and the other thing they want from their favorite game.
Well put.

I'm all for player-built and maintained stations, as long as those players are happy to have it flipped out from under them through working the BGS. Something tells me not many will go for that though. ;)
 
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Come on man? Don't pretend you don't know what he is saying. You just told us all how large groups should be able to affect the BGS and small groups shouldn't. Now you are telling us large groups should be limited in their capabilities...

Did you really need that spelled out to you?

This is a game. It is supposed to be fun. By your rules you would have us in a static universe rather than a dynamic one. I think I would be right in saying most players would disagree with that. FD evidently do. There are elements of your take on things I can appreciate but some are too extreme.

Ah, I see, so he's dragging the BGS convo over to this one and trying to make a point by what exactly? I don't recall saying the game should support large units in the BGS convo, I simply said it should take a lot of people some real time to influence the BGS. We already HAVE large units in Elite, so that's not a thing at all, without a bit of support from the game you can easily build units of a hundred or more people, it's not all that difficult, it's being done in Elite RIGHT NOW!

And yes, large groups influencing the BGS is along the same lines as a unit having their own station when it comes to BGS influence. But you overlook the REAL difference between them. Large groups have to spend time and effort to influence the BGS, and that's all they do, influence it, they do NOT control the stations, they do NOT set access, and they can't stop other players from freely moving around the systems they are influencing. A unit controlled station does those things, directly.

It's the difference between being able to influence politics via contributions and getting favors for that as opposed to buying the cop shop sitting on a major highway and putting up a toll booth and a list of YOUR new laws and enforcing them with violence. Ethically, I admit, not a BIG difference there, but functionally, MASSIVE difference, and that's the problem.
 
I really wish they would implement some kind of faction/clan system for players.

Ive been playing lone wolf since gamma due to friends not wanting to play for various reasons. With Horizons on the horizon folk have started getting into to it again, and with the various changes to the game since they last played they are now starting to enjoy the game, which is cool.

So 5 decided to meet up in Kaushpoos to get involved in the CG, made a lil group for ourselves and jumped into a res zone. Quickly discovered that 2 wings cant share a bounty even if all attacking same target. On top of that people in friends list dont show as green. A few cluster moments left a few of us with pathetic 200cr fines, forcing us to leave the system, wait 10 mins, fly back to pay fine to go join folk again. So the only way we could play together was for each wing to go into a different res site, or make sure we no where near each other if in the same site....basicly we couldnt fly together and left us all with a bitter taste as we sacked it off to go do other things.

There are 3 others that are starting to play again too. So some kind of pilot alliance system would be nice, I kinda understand their wanting to keep wings to 3, but this alone is not enough.

I can also kinda see why they are hesitant to introduce clans/factions as this would prolly lead to people calling for player made/controlled stations and factions that have the ability to raise to power in a given system.
But we really do need an alliance list imo, or something of that shade
 
Just to stir this pot a little.... I think it's cute how so many people think that a clan/group feature wouldn't be introduced in Elite.
I'm sure most of you (anyone not living in the basement of their parents' house) have heard the phrase "Money Talks and walks"
...
I think its only a matter of time (and a very very very short time at that), till Braben realizes that the real money is in the team aspect of a game. Look at it from a financial point of view. FD have sold xxxxx amounts of Elite Dangerous packs up till now. If Horizons only sells 1 fifth of that, how long will it be till the entire dev team take a long hard look at the reason why and figure out its because of a lack of team gameplay ?
...
I completely agree that the whole clan aspect of this game needs to be very very carefully crafted in a way so that it doesn't break the game for everyone else (I wasn't an EVE player so have no idea what everyone is complaining about there).
...
The point I'm trying to make is, rather than sit in your mumma's house crying about clan/group play being introduced in Elite Dangerous (which is inevitably coming), why not give idea's and suggestions on how it can be implemented safely. Give an idea of what you would like to see, and what you don't want to see (saying you don't want to see group play at all just proves your a useless cry-baby).

In the same way that I get frustrated with people taking "anti-multiplayer" positions by setting up strawmen (rather than, as you say, trying to be constructive), I should point out that hyperbole and insulting language isn't helpful either. The game will survive without the feature improvements advocated. Obviously I and others would consider it a missed opportunity - but continual development will happen either way and we can expect the feature set to improve over time - thus enticing new players in.

My recommendation would be to make bases static (ie, planet based). 1 base per clan, no exceptions. All bases are controlled by the AI. I also think that inflatable bases (asteroid bases) is a bad idea because it would give clans the opportunity to lock down resource extraction sites. If crafting is introduced, make it for items that give absolutely no benefit to the players (ie, making your base bigger and looking pretty).

If bases would only be controlled by the AI, why bother with this as a dedicated multiplayer feature at all? Expansion and improvements of the BGS would do the job just as well.

Cosmetic enhancements to any facilities might be a nice touch though.

However, due to the BGS and how everything is interlinked, giving us control over those stations becomes a problem. Units would want to control their station, that's rather the point of owning them after all. Access lists, setting prices on commodities, prices for repairs, reloads, what ships can be bought and the prices for them, people will want to control that, they'll constantly whine about not being able to if they can't, and we'll see the same arguments..'there's not enough for my unit to do, we're quitting unless you fix that, X amount already left over this'. That's a given, it'll happen, that's essentially the gist of the OP's reason WHY this needs to be done! People are leaving because the single player game they bought doesn't support large teams, so give them what they want or MORE will leave!

Station control doesn't have to be part of the improvements though (although I agree - some players will want it and want it badly). Better interaction with minor factions (who may control a station) and improvements to the BGS (in that enriching the local economy produces tangible benefits from the players' perspective).

More content which can be applied to multiplaying-people (and is open to solo players also, perhaps even solo+NPC at some point). Dynamic/emergent story-telling which can be shared around a group of players. Etc, etc, etc.

Different approach to more traditional clan/guild systems, but (hopefully) has a similar effect (as in, improving the game experience and satisfying the desires of all parties).

...I am one of those people who looks at a game before I buy it, I make sure it's something I'll like and how it plays, does it support anything beyond single player being a huge thing for me. Outside of the Witcher games, Elite is the first game I've bought in a very long time that isn't team oriented PvP combat based. It's simply NOT that type of game, no matter how some people keep insisting it should support teams and PvP and this and that and the other thing they want from their favorite game.

While the game is still in a state of development and until FD make clear their position on the topic of what to expect from the multiplayer aspects of the game, I think you can expect people to chuck ideas out relating to this topic they consider important. And I don't think FD are ever going to say "we won't improve the multiplayer experience".

Some things are much less likely to happen (large scale PVP being a good example - it's technically problematic before you even consider how desirable it is). Some things are almost certain (better friends management / better group controls relating to group mode).

But this isn't a static game and isn't going to remain the game that we bought. Already it's very different from the Premium Beta I purchased.

... the general sentiment was that the game would not appeal to everybody. The word "niche" was bandied around at the time.

Yeah, that's true. But that's no excuse for not improving what is already there.
 
Come on man? Don't pretend you don't know what he is saying. You just told us all how large groups should be able to affect the BGS and small groups shouldn't. Now you are telling us large groups should be limited in their capabilities...

Did you really need that spelled out to you?

This is a game. It is supposed to be fun. By your rules you would have us in a static universe rather than a dynamic one. I think I would be right in saying most players would disagree with that. FD evidently do. There are elements of your take on things I can appreciate but some are too extreme.

In the same way that I get frustrated with people taking "anti-multiplayer" positions by setting up strawmen (rather than, as you say, trying to be constructive), I should point out that hyperbole and insulting language isn't helpful either. The game will survive without the feature improvements advocated. Obviously I and others would consider it a missed opportunity - but continual development will happen either way and we can expect the feature set to improve over time - thus enticing new players in.



If bases would only be controlled by the AI, why bother with this as a dedicated multiplayer feature at all? Expansion and improvements of the BGS would do the job just as well.

Cosmetic enhancements to any facilities might be a nice touch though.



Station control doesn't have to be part of the improvements though (although I agree - some players will want it and want it badly). Better interaction with minor factions (who may control a station) and improvements to the BGS (in that enriching the local economy produces tangible benefits from the players' perspective).

More content which can be applied to multiplaying-people (and is open to solo players also, perhaps even solo+NPC at some point). Dynamic/emergent story-telling which can be shared around a group of players. Etc, etc, etc.

Different approach to more traditional clan/guild systems, but (hopefully) has a similar effect (as in, improving the game experience and satisfying the desires of all parties).



While the game is still in a state of development and until FD make clear their position on the topic of what to expect from the multiplayer aspects of the game, I think you can expect people to chuck ideas out relating to this topic they consider important. And I don't think FD are ever going to say "we won't improve the multiplayer experience".

Some things are much less likely to happen (large scale PVP being a good example - it's technically problematic before you even consider how desirable it is). Some things are almost certain (better friends management / better group controls relating to group mode).

But this isn't a static game and isn't going to remain the game that we bought. Already it's very different from the Premium Beta I purchased.



Yeah, that's true. But that's no excuse for not improving what is already there.

Believe it or not, I actually agree with much of what you are saying, I'd love to see the support for units, all of the goodies that I'm used to in many other games that support units, bits from here, bits from there, all combined for the ultimate unit supported experience. I'd be able to get my fellow Rats to jump over here in a heartbeat if that were to happen.

Thing is, I'm objective, despite what you may think, I am. I've worked in the game industry, I know what goes into making good multiplayer, worked on games with it, worked on games without it that were SUPPOSED to be good multiplayer(MW3 anyone), and I'm looking at Elite Dangerous, I'm looking at FD's resume of games(great games, people really underestimate them on that), the Elite pedigree and David's own stated opinions and desires for the game. I see a single player game that was forced to be multiplayer for marketing purposes, I see the bare minimum for multiplayer support, no unit support at all, and the lack of basics in the core game for unit support, and they all add up to not much for unit support in the future. You don't just tack that stuff on and have it work properly, look at Wings, prime example, it's functional, mostly, but that's the best thing I can say about it.

Players being able to JOIN the minor factions, that would be awesome, and it's fitting with the single player design aspects as well, so there's really no reason for it to not be added. It brings more to the PP aspects, it gives individual players a feeling of belonging, and it gives units more grip on the BGS, and it can be done without adding a single unit based tool to the game. It won't impact OTHER players directly as giving a unit control of base would, but it would still impact other players, just in ways that are indirect and therefore usually totally invisible to the majority. People play with the BGS now and think no one notices it, but it's noticed, the impact IS there and it's visible. MOST people probably don't notice it, they don't care so they don't pay attention. 'Oh, this system now has a civil war, ok, good, I can make more in a CZ' The fact that a group of players influenced the BGS to set that civil war up, not realized, not noticed, after all, there's systems all over the bubble where civil wars happen without any players ever being involved, why would they think it's a player created situation? THAT is something FD should add, letting us join the factions, minor and major.

More team support, yeah, it'd be great, it's nice to have, it's not required though, and Elite really isn't a game that's set up for or encourages unit play. Being able to join a faction, that alone would give more team support than this game has to date, and that's not even giving us anything FOR teams directly, which further shows exactly how Elite has no actual team support in it currently.

And large scale PvP is happening, it's been happening. It's difficult, it's not really good, but it's happening. I've said it multiple times, the PLAYERS don't need anything from the game to make teams possible. Elite doesn't support large scale PvP, but the folks in The Code, RoA, CTRL and many others have been making it happen anyway. Adding tools to help that, awesome idea, but the game just isn't designed for it, FD's not a multiplayer game developer and David's simply not hot on this, so...
 
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