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why have system gates? Technical (server side) issue or just legacy "we thought this was cool&q

Author
Haulin Gneiss
Ministry of War
Amarr Empire
#1 - 2013-05-29 05:20:47 UTC
Any observations here?
Destoya
Habitual Euthanasia
Pandemic Legion
#2 - 2013-05-29 05:34:08 UTC
What is the alternate system that you propose to replace this integral part of the game?

And yes, stargates are very closely related to how your ship is handled on the server, which is the reason for the short loading time between each system jump.
GreenSeed
#3 - 2013-05-29 05:49:53 UTC
gates are there because in the old days they wanted people to "meet". not having gates would require changing the way we look for each other. some sort of radar, like the old dscan but with a real functionality. and also a change in the way we travel.

think of games like SoaSE, that gravity well system can easily give eve another 10 years. or something more freeform like giving every ship a miniature JumpDrive and using stars as static Cynos. we could go jumping from star to star, so long as the destination star is within range.

anyway, regardless of how it happens, i think its already agreed among players that eventually we would like to see them gone, same with highsec, at least in its current form.
Ranek Tes
Science and Trade Institute
Caldari State
#4 - 2013-05-29 06:14:30 UTC
If it aint boken, don't fix it!?
Gillia Winddancer
Aliastra
Gallente Federation
#5 - 2013-05-29 06:16:35 UTC
Gates ain't broken but they sure as hell are extremely limiting.
Liang Nuren
No Salvation
Divine Damnation
#6 - 2013-05-29 06:18:27 UTC
I don't see how gravity wells would encourage PVP in the same way that gates do.

-Liang

I'm an idiot, don't mind me.

Lord Haur
Star Frontiers
Brotherhood of Spacers
#7 - 2013-05-29 06:27:48 UTC
GreenSeed wrote:
anyway, regardless of how it happens, i think its already agreed among players that eventually we would like to see them gone

[citation needed]
GreenSeed
#8 - 2013-05-29 06:49:10 UTC
Lord Haur wrote:
GreenSeed wrote:
anyway, regardless of how it happens, i think its already agreed among players that eventually we would like to see them gone

[citation needed]


FYC
Himnos Altar
An Errant Venture
#9 - 2013-05-29 07:36:23 UTC
GreenSeed wrote:
Lord Haur wrote:
GreenSeed wrote:
anyway, regardless of how it happens, i think its already agreed among players that eventually we would like to see them gone

[citation needed]


FYC



Why would we need to get rid of gate camps? They're a perfectly legitimate way to protect your interests. Whether you consider keeping the dirty, dirty Hi Sec Hippies in their place, the non-elite non-null unwashed masses out of your territory, protecting your home Jspace from invaders, or are just bored/drunk/high and want to do something late night that doesn't require much effort (and can't be arsed to mine).

They're a pain when you get blown up, sure. but if you get blown up by a gate camp, you obviously didn't scout your way ahead using cloaky/frig. Or the campers have interceptors (or equivalent) dragging drones in which case good on them.
Schmata Bastanold
In Boobiez We Trust
#10 - 2013-05-29 07:38:28 UTC
GreenSeed wrote:
Lord Haur wrote:
GreenSeed wrote:
anyway, regardless of how it happens, i think its already agreed among players that eventually we would like to see them gone

[citation needed]


FYC


Follow by your logic one could assume players already agreed they would like to see stations gone due to a number of whining about undock camps and station games. Oh and fleets too due to whining about OGBs. And tackle. And bumping. And guns. And market.

Invalid signature format

Himnos Altar
An Errant Venture
#11 - 2013-05-29 07:40:14 UTC
Schmata Bastanold wrote:
GreenSeed wrote:
Lord Haur wrote:
GreenSeed wrote:
anyway, regardless of how it happens, i think its already agreed among players that eventually we would like to see them gone

[citation needed]


FYC


Follow by your logic one could assume players already agreed they would like to see stations gone due to a number of whining about undock camps and station games. Oh and fleets too due to whining about OGBs. And tackle. And bumping. And guns. And market.


And mining. NOBODY likes mining. let's get rid of it.

Oh, and people hate getting blown up. let's get rid of that too.
Schmata Bastanold
In Boobiez We Trust
#12 - 2013-05-29 07:48:04 UTC
Himnos Altar wrote:
Schmata Bastanold wrote:
GreenSeed wrote:
Lord Haur wrote:
GreenSeed wrote:
anyway, regardless of how it happens, i think its already agreed among players that eventually we would like to see them gone

[citation needed]


FYC


Follow by your logic one could assume players already agreed they would like to see stations gone due to a number of whining about undock camps and station games. Oh and fleets too due to whining about OGBs. And tackle. And bumping. And guns. And market.


And mining. NOBODY likes mining. let's get rid of it.

Oh, and people hate getting blown up. let's get rid of that too.


Eve. Nobody likes it, all you can see is compaining. Let's remove that and be finally happy. And free.

Invalid signature format

Sri Nova
Sebiestor Tribe
Minmatar Republic
#13 - 2013-05-29 09:02:01 UTC
well to get an idea why gates are needed . undock from your station . align to the nearest gate

engage micro warp drive .

you can let my grand kids know when you get to that gate .


As it stands eves construct is quite self explanatory for gates existing . they make travel between the stars possible.

if you want to travel to a system with out a gate you need some special equipment and logistics to do it .

either way moving between stars is not a simple matter of commanding the order engage, or JUMP!!, or attempting ludicrous speed.

in eve space is big just like real life . and trying to get any where with out the proper logistics will just end up being a very long trip which you may never see the end of.

in some ways its annoying but in others i think its one of the things that really seems to make eve real .

if you dont like it maybe propose an idea for some spice to be added to planetary interaction and then maybe you could fold space all the while mutating into a huge space worm . :)
March rabbit
Aliastra
Gallente Federation
#14 - 2013-05-29 09:04:10 UTC
Schmata Bastanold wrote:
Eve. Nobody likes it, all you can see is compaining. Let's remove that and be finally happy. And free.

Amen

The Mittani: "the inappropriate drunked joke"

Morrow Disca
SniggWaffe
WAFFLES.
#15 - 2013-05-29 09:09:40 UTC
Gates are Eve's PVP arena's.
Doddy
Excidium.
#16 - 2013-05-29 09:20:57 UTC
Back when eve was a space combat game rather than a space farming game gates were implemented to have players meet. Without gates there would be no combat except bobbing over structures.
Corey Fumimasa
CFM Salvage
#17 - 2013-05-29 12:52:07 UTC
I think gates, gate camps, and the options for getting through them are one of the most balanced and interesting mechanics in Eve right now. Why would you want to get rid of them?
Adunh Slavy
#18 - 2013-05-29 13:03:46 UTC
Gates exist to create artificial choke points, to force people into the same area. If gates were removed, then some other sort of mechanic would need to exist.

The link below is a bit dated but provides one possible approach on how to do this.

http://dl.eve-files.com/media/corp/AdunhSlavy/RSIV611.htm

In Short, change perfect knowledge to imperfect knowledge at the cost of time.

Necessity is the plea for every infringement of human freedom. It is the argument of tyrants; it is the creed of slaves.  - William Pitt

Corey Fumimasa
CFM Salvage
#19 - 2013-05-29 13:17:49 UTC  |  Edited by: Corey Fumimasa
I wouldn't mind seeing a few more options for both the campers and the runners; "nets" that could slow a cloaked ship from getting into warp, and maybe some more functionality with the MJD for running gate camps. But scrapping the whole system just isn't going to happen I think, too much of Eve is balanced specifically around gate combat.

As it stands now I can make it through 99% of empire camps and 60% of null camps. If I could adjust that I would make it 95% of low camps, and 80% of null. But really if lowsec campers were better at game mechanics it would be 95%, and if I was better then I could make it through 80% of null camps. So the game itself is pretty spot on imho.

The OP didn't say why it would be a good idea to remove gates and I haven't ever really seen a good argument for it.
Lors Dornick
Kallisti Industries
#20 - 2013-05-29 13:29:06 UTC
The fact that server or rather system architecture is designed around a server, node and grid model is of course the most obvious answer.

From a game design side the gates and the entire gate network is an obvious basis for both tactical and strategic game play.

No serious decision should ever be taken in Eve without consulting and pondering over the starmap (or more likely dotlan or Ombey's).

And besides, we already have ways to bypass the gates by using cynos and jump drives/portals.

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

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