Gates in MO1 were some of the biggest deterrents to PvP, it also encouraged really lazy levels of fighting others.
Get low? Run back inside. Gate auto-closes, but could be manually closed for faster 'cut off'.
My proposed solution.
1.) Gates have a 'use' timer. Gates do not open instantly. You must use it for 'X' amount of time.
2.) Gates do not auto-close. They must be manually closed via suggestion number '1'.
3.) Gates should have a cooldown on usage. If one player uses the gates, the cooldown should range anywhere from 10 to 15 seconds. Meaning the gate can't just instantly close back open opening.
What does this do?
1.) It creates actual 'danger' opening your gates near enemy players. People can now run in, fight, and run out; rather then risk getting caught in the infamous 'kill boxes' people would build.
2.) It would reward more aggressive play, whilst also punishing players for taking 'the risk'.
3.) It would allow thief-like characters, or those who are sneaky to infiltrate areas given the gate is on a timer as well as needing someone to manually close it.
Optional Idea, though not the main focus.
If players are super opposed to an idea like this - I'd forward this idea in conjunction with this one: If you wish to keep your instant open / close gates, it needs to be done by using a key. The key can then be stolen / taken off a body if people pursue you to access said gate. This would balance it out also in my eyes.
Get low? Run back inside. Gate auto-closes, but could be manually closed for faster 'cut off'.
My proposed solution.
1.) Gates have a 'use' timer. Gates do not open instantly. You must use it for 'X' amount of time.
2.) Gates do not auto-close. They must be manually closed via suggestion number '1'.
3.) Gates should have a cooldown on usage. If one player uses the gates, the cooldown should range anywhere from 10 to 15 seconds. Meaning the gate can't just instantly close back open opening.
What does this do?
1.) It creates actual 'danger' opening your gates near enemy players. People can now run in, fight, and run out; rather then risk getting caught in the infamous 'kill boxes' people would build.
2.) It would reward more aggressive play, whilst also punishing players for taking 'the risk'.
3.) It would allow thief-like characters, or those who are sneaky to infiltrate areas given the gate is on a timer as well as needing someone to manually close it.
Optional Idea, though not the main focus.
If players are super opposed to an idea like this - I'd forward this idea in conjunction with this one: If you wish to keep your instant open / close gates, it needs to be done by using a key. The key can then be stolen / taken off a body if people pursue you to access said gate. This would balance it out also in my eyes.