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Gate-Camping: The Simple Reason

Author
Lachra
Lachra Corporation
#1 - 2015-03-29 14:31:54 UTC
I suspect (based mainly on my own thoughts and actions within the game) that one of the reasons why so little risks are deemed viable to take for many players in low-sec / null-sec is that of gate-camping. For many players the prospect of venturing into low-sec / null-sec ends abruptly at one of the few bottleneck-systems that they would be required to pass through, chiefly because of the nature of the game mechanics that make gate-camping successful.

When passing through a gate (or even undocking) the player enters grid with their pants firmly yanked to their ankles and a bag over their head. When a few expeditions into low-sec / null-sec end up fizzling out to insta-lock gate-camps less than sixty seconds after jumping out of high-sec, encouraging players to take a risk becomes a problem. So they stay in high-sec.

I've thought about the problem since I started playing. I've always personally hoped that warp-gates would be removed from the game, in time. After seeing the latest trailer, I was struck when the incident of 'Caroline's Star' was explained to have caused all of the Jove gates to 'go offline'. Any chance of a similar 'anomaly' happening across the rest of New Eden, I wonder? I, for one, am hoping.
Mr Epeen
It's All About Me
#2 - 2015-03-29 14:37:08 UTC
The simple reason is that without gate camping there would be little to do for low sec dwellers.

Everything is better in high or null sec.

Mr Epeen Cool
Serene Repose
#3 - 2015-03-29 14:40:36 UTC
It's like kids who've allowed their fishing tackle to fall into a state of disrepair. Rather than spend the week and a half trying to dig their fishing rods out of that bird nest of tangled fishing line and rusty hooks, they go stream side, tell stories with cuss words in them, and throw enough rocks in to not only scare off all the fish, but alter the depth of said stream by five feet.

We call it "digital nailbiting." It's for the highly unimaginative and the easily impressed.

We must accommodate the idiocracy.

Arthur Aihaken
CODE.d
#4 - 2015-03-29 14:42:26 UTC
Mr Epeen wrote:
The simple reason is that without gate camping there would be little to do for low sec dwellers.

There's always FW complexes. Twisted

I am currently away, traveling through time and will be returning last week.

Kaarous Aldurald
Black Hydra Consortium.
#5 - 2015-03-29 14:42:44 UTC
There are too few ways to force a fight in this game, so chokepoints like gates and station undocks tend to draw attention.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Lachra
Lachra Corporation
#6 - 2015-03-29 14:45:31 UTC
Serene Repose wrote:
It's like kids who've allowed their fishing tackle to fall into a state of disrepair. Rather than spend the week and a half trying to dig their fishing rods out of that bird nest of tangled fishing line and rusty hooks, they go stream side, tell stories with cuss words in them, and throw enough rocks in to not only scare off all the fish, but alter the depth of said stream by five feet.

We call it "digital nailbiting." It's for the highly unimaginative and the easily impressed.


Question I don't understand the story, don't get the message.
Lykouleon
Noble Sentiments
Second Empire.
#7 - 2015-03-29 14:46:30 UTC
Player makes friends -> player goes to nullsec with said friends and kills gatecamps -> ??? -> Profit!

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

HiltoftheDragons
Grievance3
#8 - 2015-03-29 14:51:58 UTC  |  Edited by: HiltoftheDragons
Anytime i would get a urge to fly around in hostile areas, i would just put some crazy fit on a frig and see how far i could go until the inevitable would happen. There were times i would travel a long time before getting sucked into a camp and getting a free ticket back to the cloner.

I make a game out of it instead. Its a good change of pace sometimes.....not to mention some of the campers i made angry by getting away.

P.S. OP i would definitely flirt with your avatar and buy her a drink........just saying.

Destiny always seems decades away, but suddenly it's not decades away; it's right now. But maybe destiny is always right now, right here, right this very instant, maybe.

Mag's
Azn Empire
#9 - 2015-03-29 15:12:39 UTC
Lachra wrote:
I've thought about the problem since I started playing.
What problem?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Sacu Shi
UK Corp
Goonswarm Federation
#10 - 2015-03-29 15:23:01 UTC
isnt this what WH are for?
Elenahina
Federal Navy Academy
Gallente Federation
#11 - 2015-03-29 15:24:10 UTC
Polar bears gatecamp. Why shouldn't we?

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Eve Solecist
Shitt Outta Luck - GANKING4GOOD
#12 - 2015-03-29 15:34:59 UTC
Lachra wrote:
I suspect (based mainly on my own thoughts and actions within the game) that one of the reasons why so little risks are deemed viable to take for many players in low-sec / null-sec is that of gate-camping. For many players the prospect of venturing into low-sec / null-sec ends abruptly at one of the few bottleneck-systems that they would be required to pass through, chiefly because of the nature of the game mechanics that make gate-camping successful.

When passing through a gate (or even undocking) the player enters grid with their pants firmly yanked to their ankles and a bag over their head. When a few expeditions into low-sec / null-sec end up fizzling out to insta-lock gate-camps less than sixty seconds after jumping out of high-sec, encouraging players to take a risk becomes a problem. So they stay in high-sec.

I've thought about the problem since I started playing. I've always personally hoped that warp-gates would be removed from the game, in time. After seeing the latest trailer, I was struck when the incident of 'Caroline's Star' was explained to have caused all of the Jove gates to 'go offline'. Any chance of a similar 'anomaly' happening across the rest of New Eden, I wonder? I, for one, am hoping.


Okay, this reads like an honest post simply sharing thoughts, asking for input.


You are right with your conclusion, but wrong with your perspective.

It is true that there are people who do not venture outside of highsec,
because they fear gate-camps.

It is false to assume that every gate is camped. Anyone who does not try properly,
yet speaks up about it, has no ground to talk about it.

Like "too much noobgriefing" there are people who only work on hearsay
and people who generalise wwaaayyy too much.

"Everyone's a griefer in this game" is one example.
Another is "Gate-camps force me to stay in highsec."


Your post doesn't read like someone who speaks from experience,
which makes it really hard to have a proper talk about this.

I urge you to avoid hearsay at all cost,
especially when it comes to people who generalise everyone into the "griefer" category.

These people usually are the actually bad ones,
which they prove quite often when they speak up.

Like Basil, for example.


Regarding undocking it's the same thing. You do not seem to speak from experience,
but in any case do you show that you lack understanding of game mechanics.

Besides nullsec where you might be trapped by bubbles,
you can create instaundock bookmarks for every station out there one way or another.

No one ... absolutely no one ... is forced to stay in a station,
except when bubbled in nullsec. (and then he can still die a glorious death anyway)


The conclusion is:

The real issue is lack of understanding of game mechanics.
How to avoid what is simply only *perceived* as unavoidable.


Removing gates all together would, with current game mechanics,
pretty much remove 99% of all combat from the game,
because except on stations, no one would meet anyone else.

Thus this idea can be dismissed as bonkers.


The absolutely earliest we would see such a feature talked about as possibility,
would be when CCP manages to unlink systems from their nodes.

A node is a piece of the server, which calculates in-game activity for one or more systems.

Systems with lower activity (it's all measured before downtime and then re-configured)
will be put together on one node ... and some systems get their own one. Like Jita.


TL;DR:


No.
  • All incoming connection attempts are being blocked. If you want to speak to me you will find me either in Hek local, you can create a contract or make a thread about it in General Discussions. I will call you back. -
Gimme Sake
State War Academy
Caldari State
#13 - 2015-03-29 15:36:21 UTC  |  Edited by: Gimme Sake
OP look at all these folk, they're not called bitter vets for no reason. They have all loved and lost (it to a gate camp).



P.s. Gates are the main tool for epeen measurement. We need to know the size and we need the tools to find out, otherwise SP will start mattering.

"Never not blob!" ~ Plato

Jenn aSide
Worthless Carebears
The Initiative.
#14 - 2015-03-29 16:05:30 UTC
Lachra wrote:
I suspect (based mainly on my own thoughts and actions within the game) that one of the reasons why so little risks are deemed viable to take for many players in low-sec / null-sec is that of gate-camping. For many players the prospect of venturing into low-sec / null-sec ends abruptly at one of the few bottleneck-systems that they would be required to pass through, chiefly because of the nature of the game mechanics that make gate-camping successful.

When passing through a gate (or even undocking) the player enters grid with their pants firmly yanked to their ankles and a bag over their head. When a few expeditions into low-sec / null-sec end up fizzling out to insta-lock gate-camps less than sixty seconds after jumping out of high-sec, encouraging players to take a risk becomes a problem. So they stay in high-sec.

I've thought about the problem since I started playing. I've always personally hoped that warp-gates would be removed from the game, in time. After seeing the latest trailer, I was struck when the incident of 'Caroline's Star' was explained to have caused all of the Jove gates to 'go offline'. Any chance of a similar 'anomaly' happening across the rest of New Eden, I wonder? I, for one, am hoping.


Now , I'm the 1st to tell people that you can't really jump to conclusions about a person's motivations from one post (now, 100 posts with the same theme, you can discern motivation from that lol).

That being said, you probably died to a gate camp, because their aren't a lot of other reason for this kind of nonsense post. In the almost 8 years I've played EVE Online, CCP has added (intentionally or otherwise) dozens of ways to avoid gate camps on top of the obvious ways that have existed since the 1st gate when up.

You can use a scout, which can be a real life friend, or your real life BEST friend (ie yourself, make an alt lol). You can fly ships that can warp cloaked (and despite the 'insta-locking myth', if you do it right you won't be caught) and related to that is the MWD/Cloak trick, these tactics let you ignore gate camps, even in null if you use nullified ships. Or you could bring enough people to scare the camp off.

Our you could use a jump bridge if someone in your group has a titan to bypass the area, or a covert bridge of your own in the right ship if you use a black ops and can get someone to light a cyno for you (or you can double/triple box and do it yourself). Or you can use wormholes to bypass EVERY gate in the game as long as you have a bit of patience in finding the right path.

Etc etc. Gate camps are nothing now and they were nothing when the game began. The people who complain about gate camps are "pathologically solo" types who believe that there should be no penalty in an mmo for choosing to go completely alone. If you don't like gate camps, do something about them, don't run to the forums suggesting that 'mommie' (CCP does something about them for you.


Oh, and for the record (since the natural reply to a post like mine tends to be "you must be one of them/you must benefit from the status quo), I don't gate camp, In 8 years I've maybe participated in a grand total of 3 intentional gate camps (ie gangs made for that specific purpose, I don't count camping a gate for a few minutes on a roam as a 'gate camp', even if I did it wouldn't increase the number of them I've been in by much).

Frankly, I think gate camping is boring and somewhat lame, if I want a fight I go find one. It's because I find them boring and lame that if I find one, I avoid it or occasionally form up some nerds bad assed hard core space mofos and go squash it, because some of us do while the rest of y'all talk and whine,
Unezka Turigahl
Det Som Engang Var
#15 - 2015-03-29 16:06:40 UTC  |  Edited by: Unezka Turigahl
Elite: Dangerous' method of travelling around and catching players looks more interesting. But I've only watched videos, so I don't know what it actually plays like. I'll give it a try... sometime...

Yeah gate camps in EVE are lame. And yeah, you can use a third party website to check out system stats, load up an expendable scout alt to warp ahead of you, and refit your ship for travel then refit again when you need to actually do something... but why bother? There's nothing particularly great about lowsec.
Ivarr Kerensky
Kerensky Tactical Group
#16 - 2015-03-29 16:14:39 UTC
Gate camping is like mining, really. It requires a similar mind set.

Excellence is an attitude.

Ralph King-Griffin
New Eden Tech Support
#17 - 2015-03-29 16:23:42 UTC  |  Edited by: Ralph King-Griffin
its not the low risk, its the low effort.

the following short story is how high-low sec gate camps are born.

Sad"im booooooorde, all our targets are booring sissys"

Pirate"wana go sit on the gate?"

Sad"meh, why not. do we have eyes on the other side of the gate?"

Pirate"gime a sec"

Big smile"no worries im grabbing a drink anyway"



Its like the lowsec watercooler, just with explosions and boose
Seven Koskanaiken
Shadow Legions.
SONS of BANE
#18 - 2015-03-29 16:33:48 UTC  |  Edited by: Seven Koskanaiken
Light a cyno with an reaper alt somewhere in system far from the gate. It's like a siren song.
ggodhsup
relocation LLC.
#19 - 2015-03-29 16:57:38 UTC
Ralph King-Griffin wrote:
its not the low risk, its the low effort.

the following short story is how high-low sec gate camps are born.

Sad"im booooooorde, all our targets are booring sissys"

Pirate"wana go sit on the gate?"

Sad"meh, why not. do we have eyes on the other side of the gate?"

Pirate"gime a sec"

Big smile"no worries im grabbing a drink anyway"



Its like the lowsec watercooler, just with explosions and boose


qft, why shipspin and bullshit on ts when you can camp a gate and do the same thing.
Benny Ohu
Royal Amarr Institute
Amarr Empire
#20 - 2015-03-29 17:05:52 UTC
you're flying through the wrong gates if you're running into gatecamps often. sometimes, yeah, you are **** out of luck, but nowhere near the point it's not worth going through low

Quote:
When passing through a gate (or even undocking) the player enters grid with their pants firmly yanked to their ankles and a bag over their head


in lowsec, hit ctrl+space when undocking, you're fine
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