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Where would EVE Online be....

Author
Solstice Project
Sebiestor Tribe
Minmatar Republic
#21 - 2013-01-19 21:18:06 UTC
Without gatecamps ...

... lowsec would flourish from all the activity. I can see dozens of carebears in every lowsec system,
because they don't have to be afraid of entering these systems anymore. New markets would emerge rapidly
and the carebears would be happy for finally being able to run lvl5s.


hahahahahahaha, who am i kidding. Without gatecamps, they'd whine about any other random reason.
Gillia Winddancer
Aliastra
Gallente Federation
#22 - 2013-01-19 21:19:27 UTC
Aza Ebanu wrote:
Gillia Winddancer wrote:
What EVE lacks in this regard is:

A: Free flight during warp where you can alter course mid-warp, engage and fly in warp without a set destination - at the cost of cap energy of course.

B: A more advanced system where you can chase and catch ships whilst in warp. Current bubbles are beyond insufficient for this.

It would not eliminate location specific engagements entirely but it would definitely reduce it as well as making system size a somewhat more important factor.

There is a reason for why the current system is purely from A to B, but this IMO is also quite outdated by now.

Thank you for your well thought out response. I feel an addition like what you mention here is the next step CCP needs to take to improve the dated combat system.


Well, mind that the actual combat itself is more or less still fine and holds up in it's own right. Most issues that people bring up, including you is rather the steps which are supposed to lead to combat itself.

Right now the environment is basically such that combat is avoided too easily due to various issues, some of which I've pointed out too many times already.

Instead the environment should be such that (coincidental meetings aside) you start off in a sort of "neutral" ground and from there you have to put in a reasonable amount of effort in order to either avoid or engage in combat. Effort being mainly the gathering of information. No one should be excluded from this requirement, whether a pirate in low-sec, industrialist in high-sec or alliance member in null-sec.

There are of course other lesser factors as well, such as the one you bring up, gates and gatecamps. This is why I've always proposed to at the very least have a free entry - fixed exit setup instead of the current fixed entry - fixed exit setup. But again, this will never work unless you have an more innovative system in which you can find and catch ships.

Basically, skill and effort currently has a way too little effect on the current path which leads to combat and should play a much bigger role. But unfortunately there is a rather large group who simply refuse to let go no matter what, most likely because the current system benefit their particular style of gameplay.

Well, end result is all these discussions of areas of space being inactive and people being unwilling to engage in combat and yada yada yada.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#23 - 2013-01-19 21:22:11 UTC
Gillia Winddancer wrote:
A: Free flight during warp where you can alter course mid-warp, engage and fly in warp without a set destination - at the cost of cap energy of course.


Just no. Even in Star Trek they can't alter course without dropping out of warp.
"Faster than light - no left or right!"
Gillia Winddancer
Aliastra
Gallente Federation
#24 - 2013-01-19 21:38:01 UTC
Solstice Project wrote:
Gillia Winddancer wrote:
A: Free flight during warp where you can alter course mid-warp, engage and fly in warp without a set destination - at the cost of cap energy of course.


Just no. Even in Star Trek they can't alter course without dropping out of warp.
"Faster than light - no left or right!"


Why on earth do we have to hard-core stick to the Star Trek warp theory in EVE? Sci-fi is sci-fi, right? We're not sitting here nitpicking on why microwarpdrives work the way they work, right?

Daisai
Daisai Investments.
#25 - 2013-01-19 21:40:26 UTC
Above the 1 million subscribers.
Aza Ebanu
Brutor Tribe
Minmatar Republic
#26 - 2013-01-20 05:40:01 UTC
Some Rando wrote:
Aza Ebanu wrote:
I'm asking: "would PVP exist if there were no more gatecamps?"

Of course it would, since not all fights happen on gates now.

The majority do though, and the prevailing attitude is that gatecamps are a form of lazy PVP so would it severely reduce the PVP in EVE or would the lethargic gatecampers adapt?
Veronica Kerrigan
Surgically Constructed L Feminist
#27 - 2013-01-20 05:58:11 UTC
I may be in the minority here, but I like th terrain that fighting on a gate provides. It can provide a "high ground" for both sides, where nano gangs are bale to set up at range and maintain the ability to warp away while the enemy is going through a choke point, but at the same time brawler gang waiting on the opposite side can beat down everything that comes through very quickly. It also allows people with a good sense of aggression mechanics to dictate which fights happen and which don't.
Aza Ebanu
Brutor Tribe
Minmatar Republic
#28 - 2013-01-20 06:15:11 UTC
Veronica Kerrigan wrote:
I may be in the minority here, but I like th terrain that fighting on a gate provides. It can provide a "high ground" for both sides, where nano gangs are bale to set up at range and maintain the ability to warp away while the enemy is going through a choke point, but at the same time brawler gang waiting on the opposite side can beat down everything that comes through very quickly. It also allows people with a good sense of aggression mechanics to dictate which fights happen and which don't.

Do you feel like if you don't get the fleet at the gate you will never get'em?
Veronica Kerrigan
Surgically Constructed L Feminist
#29 - 2013-01-20 06:22:19 UTC
Aza Ebanu wrote:
Veronica Kerrigan wrote:
I may be in the minority here, but I like th terrain that fighting on a gate provides. It can provide a "high ground" for both sides, where nano gangs are bale to set up at range and maintain the ability to warp away while the enemy is going through a choke point, but at the same time brawler gang waiting on the opposite side can beat down everything that comes through very quickly. It also allows people with a good sense of aggression mechanics to dictate which fights happen and which don't.

Do you feel like if you don't get the fleet at the gate you will never get'em?

Gates make a good place to fight, because with good tactics you can engage and disengage pretty much at will, while bad tactics will get you stuck. Of course fights also happen at other places, but many of the roams I have been part of have found the best fights at gates.
Aza Ebanu
Brutor Tribe
Minmatar Republic
#30 - 2013-01-20 06:27:29 UTC
Veronica Kerrigan wrote:
Aza Ebanu wrote:
Veronica Kerrigan wrote:
I may be in the minority here, but I like th terrain that fighting on a gate provides. It can provide a "high ground" for both sides, where nano gangs are bale to set up at range and maintain the ability to warp away while the enemy is going through a choke point, but at the same time brawler gang waiting on the opposite side can beat down everything that comes through very quickly. It also allows people with a good sense of aggression mechanics to dictate which fights happen and which don't.

Do you feel like if you don't get the fleet at the gate you will never get'em?

Gates make a good place to fight, because with good tactics you can engage and disengage pretty much at will, while bad tactics will get you stuck. Of course fights also happen at other places, but many of the roams I have been part of have found the best fights at gates.

Yes yes you had good fights at the gate, but would you have enough fights to satisfy your combat-PVP itch without the gate?
SB Rico
Sumo Wrestlers
#31 - 2013-01-20 08:17:48 UTC
Karrl Tian wrote:
Aza Ebanu wrote:
Karrl Tian wrote:
Aza Ebanu wrote:
Some Rando wrote:
Gates provide convenient chokepoints where players meet; FW plexes and other static places provide similar meeting points. Most fights happen on gates because most players travel, so I wouldn't exactly say it's game design that causes fights to happen at gates. Rather, it happens organically. Gates are probably the most common point in a system to find other players.

You're probably right, but imagine if gate guns worked like concord weapons, and EVE returned to the way it was before warp bubbles.... Would there be as many ships destroyed?


Before warp bubbles there were no gate guns---or warp to zero (long story). Hiding behind a gate let's you surprise people since otherwise you have to try to narrow down, warp to and point/scram a target all while you're revealed to them in local.

Would that be a bad thing?


Having no gate guns? No. Without warp bubbles lowsec is still cake compared to null. As for being tackled by frigates, outlaw players deal with that on a daily basis anyway.


You know I have to be honest here and say living in null with cyno jammers and bubbles, blues and intel channels is extremely easy. Most people either don't realise or don't remember that there is probably more null sec experience in the average low sec corp, per member, than in the majority of sov holding null sec alliances. Reason low sec is made "easy" is because like any space people have learned how to do the job.

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Killing me should be for free.

SB Rico
Sumo Wrestlers
#32 - 2013-01-20 08:30:37 UTC
Ok now for the serious bit.

Fights on stations and gates are very common, but that is simply the game reflecting life.

Towns and roads are key strategic points irl, so why is it a surprise that this happens in game.

You see a hostile fleet coming, you decide to engage so you go to the gate. Why?

a) Because it is the only place you can guarantee they will go and so you can set up and be ready.
b) If you allow them into the system unopposed who knows where they will be, what they will do, how they will set up? You give them the initiative - tactically unwise
c) If they are merely a transitory fleet then you will not force the engagement if you do not take them on at jump in.

The only way to remove fights from stations and gates really is to remove stations and gates, then whatever you do instead will become the focus point of the fights. As for Concord level NPC guns on low sec gates - it is LOW sec not high sec, doing this would mean that almost all non-consentual PVP dies in low sec so we might as well start running around throwing little flags in the ground and shouting I challenge you to a duel.

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Killing me should be for free.

Aza Ebanu
Brutor Tribe
Minmatar Republic
#33 - 2013-01-20 23:02:41 UTC
SB Rico wrote:
Ok now for the serious bit.

Fights on stations and gates are very common, but that is simply the game reflecting life.

Towns and roads are key strategic points irl, so why is it a surprise that this happens in game.

You see a hostile fleet coming, you decide to engage so you go to the gate. Why?

a) Because it is the only place you can guarantee they will go and so you can set up and be ready.
b) If you allow them into the system unopposed who knows where they will be, what they will do, how they will set up? You give them the initiative - tactically unwise
c) If they are merely a transitory fleet then you will not force the engagement if you do not take them on at jump in.

The only way to remove fights from stations and gates really is to remove stations and gates, then whatever you do instead will become the focus point of the fights. As for Concord level NPC guns on low sec gates - it is LOW sec not high sec, doing this would mean that almost all non-consentual PVP dies in low sec so we might as well start running around throwing little flags in the ground and shouting I challenge you to a duel.


So you are of like opinion, that PVP in EVE would become just like every other MMO if gatecamping was tweak/nerfed/removed? I don't agree with the roads and towns being strategic points though. Maybe in conventional warfare, but it was a stupid thing to secure a town or road in Vietnam for example because guerrilla groups would eat troops alive.

If we are comparing EVE to RL( a no no imho) CCP is cutting out a balancing tactic making combat extremely one sided.
And maybe a gatecamp is the little PVP flag in disguise.
RubyPorto
RubysRhymes
#34 - 2013-01-20 23:52:01 UTC
Aza Ebanu wrote:
So you are of like opinion, that PVP in EVE would become just like every other MMO if gatecamping was tweak/nerfed/removed? I don't agree with the roads and towns being strategic points though. Maybe in conventional warfare, but it was a stupid thing to secure a town or road in Vietnam for example because guerrilla groups would eat troops alive.


You mean like what happens to gatecamps when the bombers or kiting gangs come rolling into town?

Also, I'm sure your assertion that roads and towns aren't of strategic value would surprise the hell out of the Air Force commanders who dropped thousands of tons of bombs on the roads that the VC were using to supply their armies.

It would also surprise literally any other military commander ever. (Why try to take Stalingrad, Leningrad, Kursk, etc if they're not "strategic points"? The largest tank battle in history was a small part of the battle for Kursk.)

Quote:
If we are comparing EVE to RL( a no no imho) CCP is cutting out a balancing tactic making combat extremely one sided.
And maybe a gatecamp is the little PVP flag in disguise.


Gates do not make anything one sided. A one person gatecamp is easily defeated by a one person gatecrashing party set up to counter the camper's ship. What you're complaining about is the fact that 1+1>1, and a 10 person gate camp will probably nuke a single person trying to get through (which is kind of how roadblocks are meant to work).

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Aza Ebanu
Brutor Tribe
Minmatar Republic
#35 - 2013-01-21 00:16:12 UTC
RubyPorto wrote:
Aza Ebanu wrote:
So you are of like opinion, that PVP in EVE would become just like every other MMO if gatecamping was tweak/nerfed/removed? I don't agree with the roads and towns being strategic points though. Maybe in conventional warfare, but it was a stupid thing to secure a town or road in Vietnam for example because guerrilla groups would eat troops alive.


You mean like what happens to gatecamps when the bombers or kiting gangs come rolling into town?

Also, I'm sure your assertion that roads and towns aren't of strategic value would surprise the hell out of the Air Force commanders who dropped thousands of tons of bombs on the roads that the VC were using to supply their armies.

It would also surprise literally any other military commander ever. (Why try to take Stalingrad, Leningrad, Kursk, etc if they're not "strategic points"? The largest tank battle in history was a small part of the battle for Kursk.)

Quote:
If we are comparing EVE to RL( a no no imho) CCP is cutting out a balancing tactic making combat extremely one sided.
And maybe a gatecamp is the little PVP flag in disguise.


Gates do not make anything one sided. A one person gatecamp is easily defeated by a one person gatecrashing party set up to counter the camper's ship. What you're complaining about is the fact that 1+1>1, and a 10 person gate camp will probably nuke a single person trying to get through (which is kind of how roadblocks are meant to work).

I've never seen a kiting fleet destroy a low sec gate camp. Bombs are exclusive to null. The strategic bombing runs in Vietnam was largely ineffective. Also don't compare EVE to RL battle tactics the game is too far from a simulation of any kind to be given that kind of scrutiny. I am not complaining I am simply stating that if EVE got rid of gatecamps, it would be getting rid of a majority of its PVP. Or would players be able to adapt?
silens vesica
Corsair Cartel
#36 - 2013-01-21 02:41:31 UTC  |  Edited by: silens vesica
Aza Ebanu wrote:
Without gatecamps? I am convinced that this game is dependent on gate camps.

Naaaah.
I have an alt, a low skilled alt, who runs gatecamps all the time - even gatecamps operated by people who know what they're doing. Taunting all the way. If EVE were truly dependant on gatecamps, this obnoxious space-troll alt wold get plastered MUCH more often than he does.

Gatecamps are just another flavor of playstyle, and aren't particularly hard to adapt to, if you're willing to bother.

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Aza Ebanu
Brutor Tribe
Minmatar Republic
#37 - 2013-01-21 02:59:23 UTC
silens vesica wrote:
Aza Ebanu wrote:
Without gatecamps? I am convinced that this game is dependent on gate camps.

Naaaah.
I have an alt, a low skilled alt, who runs gatecamps all the time - even gatecamps operated by people who know what they're doing. Taunting all the way. If EVE were truly dependant on gatecamps, this obnoxious space-troll alt wold get plastered MUCH more often than he does.

Gatecamps are just another flavor of playstyle, and aren't particularly hard to adapt to, if you're willing to bother.


Maybe you are good at evading gatecamps and the guys who wanna get you can't because they can only get you in a camp?
Pinaculus
Aliastra
Gallente Federation
#38 - 2013-01-21 03:31:05 UTC
Gate camps aren't really that big a deal. I've died in a few, and I've skated past way more. Most pvp, for me at least, happens inside the systems. I mean, people try to jump you at the stations and gates because they're lazy. They know someone's going to go there, so they set up a camp to farm kills. But most people don't fly around from gates to stations just to do it. Most people are in space doing stuff. Faction War, null-sec, low-sec, and wormholes all have complexes people run. Loads of fights happen in belts where people rat for ISK. And let's not forget the huge number of fights that happen on gates that involved no camping at all, but were just two fleets that happened to meet at the same gate.

TL-DR -> No. EVE PvP isn't remotely dependent on gate camps. It isn't really hindered by gate camps either. Gate camps are something people think are a big deal until they learn how to spot, avoid, and exploit them. And, yeah, sometimes you die to them too.

I know sometimes it's difficult to realize just how much you spend on incidental things each month or year, but seriously, EVE is very cheap entertainment compared to most things... If you are a smoker, smoke one less pack a week and pay for EVE, with money left over to pick up a cheap bundle of flowers for the EVE widow upstairs.

Aza Ebanu
Brutor Tribe
Minmatar Republic
#39 - 2013-01-21 03:44:48 UTC
Pinaculus wrote:
Gate camps aren't really that big a deal. I've died in a few, and I've skated past way more. Most pvp, for me at least, happens inside the systems. I mean, people try to jump you at the stations and gates because they're lazy. They know someone's going to go there, so they set up a camp to farm kills. But most people don't fly around from gates to stations just to do it. Most people are in space doing stuff. Faction War, null-sec, low-sec, and wormholes all have complexes people run. Loads of fights happen in belts where people rat for ISK. And let's not forget the huge number of fights that happen on gates that involved no camping at all, but were just two fleets that happened to meet at the same gate.

TL-DR -> No. EVE PvP isn't remotely dependent on gate camps. It isn't really hindered by gate camps either. Gate camps are something people think are a big deal until they learn how to spot, avoid, and exploit them. And, yeah, sometimes you die to them too.

So would half of your fights have taken place if you didn't fight at the gate?
SB Rico
Sumo Wrestlers
#40 - 2013-01-21 05:23:39 UTC  |  Edited by: SB Rico
Aza Ebanu wrote:

Gates do not make anything one sided. A one person gatecamp is easily defeated by a one person gatecrashing party set up to counter the camper's ship. What you're complaining about is the fact that 1+1>1, and a 10 person gate camp will probably nuke a single person trying to get through (which is kind of how roadblocks are meant to work).

I've never seen a kiting fleet destroy a low sec gate camp. Bombs are exclusive to null. The strategic bombing runs in Vietnam was largely ineffective. Also don't compare EVE to RL battle tactics the game is too far from a simulation of any kind to be given that kind of scrutiny. I am not complaining I am simply stating that if EVE got rid of gatecamps, it would be getting rid of a majority of its PVP. Or would players be able to adapt?[/quote]
Messed up the quote thingy :(

It wasn't a comparisson of the tactics as if it were a simulation it was an explanation of the strategic thinking of FCs. To be set up on your chosen spot where you can force an engagement on your terms.

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