This is a read-only archive of the Gateway Roleplay forums as they were on Oct 22, 2026. Posting, reactions and logins are disabled.

≫ WHAT'S UP WITH GATEWAY ROLEPLAY? ≪

  • We've been radio silent for a long time now. We posted an announcement in our Discord server back in April of 2025, but never updated the forums. So what's up with Gateway Roleplay?

    After 5 long years, we've decided to place the development of Ties That Bind on an indefinite hold.

    This doesn't mean it's cancelled. We fully intend to run Ties That Bind: What Lies Beneath and Ties That Bind: City of Angels eventually. But to do so, we need to take a step back. In the meantime, we'll be working on smaller, invite-only projects.

    Thank you to everyone who has stuck with us this long! MindGate and I (Pika) have been working on this server for over a decade now. It truly is a passion project for us.

HonkoDonko | Feedback

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HonkoDonko

HonkoDonko

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1. On a scale of 1 to 10, how satisfied are you with the current combat system as a whole?
10

2. What are some strengths and weaknesses of the current combat system?
OKAY so first of all it feels amazing, as someone who's not that familiar at all with roll-based systems (I've only ever played D&D like... twice.) the system felt natural, easy and quite exciting too.

However, I do feel (and this is mostly for the lack of players we had, so take it with a grain of salt!) that it can become certainly sluggish at times, especially when there's *barrages* of enemies & npcs that all take quite awhile to get through.

Likewise, how would this system work in a context where theres several parties separated yet both equally engaged in the story? Ej; One party fighting while another is in stealth mission. I'd be interested in seeing how the system holds up in that regard.

3. On a scale of 1 to 10, how would you rate the accessibility of the current combat system?
10

4. What are some strengths and weaknesses of the accessibility of the current combat system?
See above!

5. Are there any particular challenges or frustrations you commonly encounter with our current combat system that you would like to see addressed?
The one, the *only*, is that the current archival system in the forums (both the abilities list, the weapons list *and* the turn-actions tables) feel like quite a struggle to get through, and sometimes can be hard to understand how certain abilities connect with each other.

Going constantly from the game to the browser to look up my stuff manually wasn't necessarily annoying, but it did certainly get tedious even if I did memorize my kit as well as weapons by the end of the one-shot.

This is obviously *not* easy to adress effectively, or quickly, or *neatly* even, but I did catch myself by the end groaning when I had to look up what I was doing or just to be informed in what was occuring with other characters.

6. On a scale of 1 to 10, how satisfied are you with the diversity of the current weapon selection?
10

7. What are some strengths and weaknesses of the current weapon selection?
No complaints or comment!

8. On a scale of 1 to 10, how satisfied are you with our current armor system?
7

9. What are some strengths and weaknesses of the current armor system?
Likewise, no complaints-- But also, I never even *bothered* to remember armor was a thing until this very answer. Which, while not bad, I don't think its good... I did feel like I wasn't entirely clear what my armor provided me stat-wise, nor if it mattered much.

Probably because im the newbie though, rip, still.

10. On a scale of 1 to 10, how satisfied are you with the current damage output in combat scenarios?
10

11. What are some strengths and weaknesses of the current damage output in combat scenarios?
Adored.

12. On a scale of 1 to 10, how satisfied are you with the current character customization and personalization options within the combat system?
9

13. What are some strengths and weaknesses of the current character customization and personalization options within the combat system?
MY FAVORITE PART BY FAR

It was absolutely amazing to build my character, and I did feel quite satisfied playing knowing how my kit interacted and how abilities could roll into one another; I'm only sad I didn't get more chances to *use* those abilities and passives, really!

I would be very excited to see more combinations, more unique and niche abilities, and certainly more character archetypes.

14. On a scale of 1 to 10, how satisfied are you with the strategic elements of the current combat system?
10

15. What are some strengths and weaknesses of the strategic elements of the current combat system?
Lovey dovey dovey.

16. On a scale of 1 to 10, how satisfied are you with the pacing of combat in the current combat system?
7

17. What are some strengths and weaknesses of the pacing of combat in the current combat system?
Refer to my comment at the top regarding my doubts on how the system might hold on other circumstances; But TLDR; I think it can certainly lag at times! (But also, it was just me and Capn by the end, so no wonder)

18. On a scale of 1 to 10, how satisfied are you with the current impact of player choices on combat outcomes?
10

19. What are some strengths and weaknesses of the current impact of player choices on combat outcomes?
And thank you Crunchy for putting that nasty motherfucker in the basement.

20. On a scale of 1 to 10, how satisfied are you with the current variety of enemy types?
10

21. Are there any particular enemy types that you find especially memorable or challenging? What elements contributed to these experiences?
SKINDOGS: Absolutely amazing, dangerous, *unpredictable* yet also felt fair to play around with-- Not impossible to defeat, yet with a set of distinctive characteristics that not only felt interesting to play around on *but* also a great design and writing that added massively to the atmosphere of Arc 3 - 4 of Redeemer

22. Are there types of enemies you’d like to see more of?
Look above!

But to make it more direct: More enemies with clear, impactful attacks and well-rounded designs/personalities, that make you *think* about what you're doing but that don't feel completely utterly unbeatable.

23. On a scale of 1 to 10, how satisfied are you with the current usage of sound effects and music cues in combat scenarios?
6

24. On a scale of 1 to 10, how would you rate the importance of audio elements in enhancing the overall atmosphere during combat scenarios?
10

25. Are there specific sound effects or music cues that you find particularly immersive or distracting in combat scenarios?
The music was *bomb*, but it only was whenever it *actually* played-- Long periods without any bgm make the bgm a difficult to listen to once it goes again.

Until I saw that capn has to play them manually, I sorta assumed that the game itself was bugging out or I was lagging, hence the voids in background music;
My biggest takeaway, is that if there's going to be music, it needs to be constantly up until the end-- Long breaks of no sound can turn awkward otherwise!

As for sound effects... I didn't really catch any, aside from the ones we did for roleplay when we shoot and etc.

26. On a scale of 1 to 10, how satisfied are you with the current role of non-player characters (NPCs) in combat scenarios?
8

27. What are some strengths and weaknesses of the current role of NPCs in combat scenarios?
Absolutely loved all the characters we had, but my only complaint would be that Capn by the end had too many to juggle at once-- It's too much pressure to roleplay as so many different characters at once!

28. On a scale of 1 to 10, how satisfied are you with the current resource management system in combat scenarios?
9

29. What are some strengths and weaknesses of the current resource management system in combat scenarios?
I'm bad at it, but I liked it! The use of all my items always felt impactful.

30. On a scale of 1 to 10, how satisfied are you with the current role of status effects in combat scenarios?
1

31. What are some strengths and weaknesses of the current role of status effects in combat scenarios?
I... Honestly didn't know we had them.

32. On a scale of 1 to 10, how satisfied are you with the current boss fight mechanics?
5

33. What are some strengths and weaknesses of the current boss fight mechanics?
No comment! We didn't have a *proper* boss-fight yet.

34. What elements contribute to a memorable boss fight to you, personally?
Same ones as the ones I described for a memorable enemy!

35. Which scenario(s) did you participate in?
File #5: Redeemer

36. What was your role in the scenario(s) you participated in?
Scout!

37. What aspects of the scenario(s) you participated in stood out the most?
The ambience, the absolutely gorgeous map design and the *great* *great* characters-- The atmosphere was excellently done and I was hooked from second one. It was truly a great experience, the first one of it's kind for me! I

38. Do you have any suggestions for improvements for future scenarios?
MORE. PLAYERS. I will take matters into my hands personally.

But even more important than that-- I personally think we need bit more context and ''feeling'' for future scenarios; I stumbled upon Gateway months ago, and when the submissions opened, I frankly read it the first time and thought ''Uh, this doesn't look all that interesting.''

I ended up giving it a second read a *day* before submissions closed (I think?), and I didn't regret it one bit, but the truth is that if I would have participated based on my first inspection of the premise, I likely wouldn't be writing this survey now and anxiously waiting for the next scenario!

39. Are there any other comments you’d like to share?
This is great place-- I see there's a lot of history, and a lot of great things, and even though I feel as if I'm arriving at 'post-peak' of activity, I think there's a massive amount of potential for this server/world/narrative and I'm here to at least help it see realized, even if it's only as a mere player!

I'll told all those I know who have an interest in the game *and* roleplay in this manners, and everyone agreed that this is quite interesting and are excited to give it a try once the next scenario comes up; We are all waiting!
MindGate

MindGate

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Hey, Honko! Thanks for all of the feedback, I'll certainly look into ways to improve on some of this stuff.

I did want to comment on a couple of things! In most of our settings, I typically only play 1-2 allied party NPCs at a time - Redeemer ended up being an unusual circumstance in that regard given how few players showed up, I added on a couple of them to keep things a little more balanced. Originally, our party on my end was only to be composed of Roach and Griff ... Clu/Thom/Sandoval/Ziggy were all pretty much made up on the spot the night before!

Typically, in our weekend-to-weekend serialized server events, we usually handle companion NPCs like a Mass Effect party system. Players receive companions and can bring two of them to events. There are times we allow for three companions, but that usually comes down to numbers and whether or not I think I'll be juggling other friendly NPCs. Another way I recall we sometimes handled it was by allowing a player to take control of an NPC's actions during combat (this was usually done after a PC bonded with one or something similar).

As far as the music, I ended up not playing it as much toward the end when it was just you and me. Sometimes I feel like I'm blasting people away a little too much. Glad to know you enjoyed it and it wasn't the case!!

Loved you joining in, can't wait to see you in the next one!