Don't Use This Strat In My Game

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Garbaj

Garbaj

День тому

Streaming Channel: / garbajgaming
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@tollieman5750
@tollieman5750 2 роки тому
As some other people have pointed out, movement has a lot to do with this. In Titanfall 2 there are many god-tier camping spots and many zero-recoil weapons, but you usually don't last long as someone can grapple to your exact location within 20 seconds (maybe not if they're new to the game, though)
@martyboi5609
@martyboi5609 2 роки тому
A-wall spitfire campers were the worst but yea I agree with you
@nethangarvey1293
@nethangarvey1293 2 роки тому
Yeah i agree. Even if your camping in a building, someone with good movement will move out of your field of view quicker then most people can react. And if they have a softball they will fuck you up
@raiyaankazi
@raiyaankazi 2 роки тому
@@nethangarvey1293 And if you are trying to camp inside a building against Northstar or Scorch... :3
@garbaj
@garbaj 2 роки тому
that's an interesting point. A camping spot is only as good as the players defending it. My thought is that the more ways there are to access a spot, the harder it will be to defend
@raiyaankazi
@raiyaankazi 2 роки тому
@@garbaj One other thing you might consider is visibility. TF|2 pilots are lit up like Christmas trees, and can be seen from halfway across the maps. Sticking to one spot is dangerous.
@seporokey
@seporokey 2 роки тому
Another source of camping is game mode. If you can complete the objective by sitting still, a lot of players will do it. That's why I like game modes where the objective moves. Think Hardpoint in CoD, or Payload in Team Fortress 2. You can still camp, but it's not nearly as effective because you are forced to move to complete the objective.
@garbaj
@garbaj 2 роки тому
That's a good point. I've been so completely focused on deterrence that I forgot you can actually give players a reason/reward for staying mobile as well. I'll be giving this some more thought
@jammingend3781
@jammingend3781 2 роки тому
Points don't need to move. For example, demolition in call of duty. People on the defending site will defend, "camp", the objectiv and attackers will attack the site. but when the bomb is planted playstyles completely switch, which is why, imo, demolition is the most fun mode till date in FPS games. You should take a look on how that goes
@dreamerxcrow4574
@dreamerxcrow4574 2 роки тому
@@garbaj how about getting faster the longer you run, it would be pretty funny, like that it will push peopels to kill other player as fast as possibel so they don't gaine to much speed and being faster could make melee waepons stronger, or you could go soo fast that you'd be turned into a fire ball
@jondrew9086
@jondrew9086 2 роки тому
Have you ever played hardpoint? Because my sweaty ass friends camp by spawn manipulation. If they fixed it cool but i doubt that was fixed even in recent CoD games.
@crossman1459
@crossman1459 2 роки тому
@@jondrew9086 vanguard is gonna have a hardpoint mode where the point moves
@migdonalds
@migdonalds Рік тому
camping depends on the game aswell. in a fast paced arcadey shooter like cod, it's really annoying because it goes against the general flow of the game: run and gun. but in a more realistic tactical shooter like sandstorm, camping would be the best strategy in some cases, as it would be done in real life
@TheButterAnvil
@TheButterAnvil Рік тому
You call it camping, I call it pulling security lol
@Draagenn
@Draagenn Рік тому
@@TheButterAnvil facts, people complaining about some self preservation lmao
@TheButterAnvil
@TheButterAnvil Рік тому
@@Draagenn I'm memeing, camping in cod sucks
@Draagenn
@Draagenn Рік тому
and so does anyone that still plays the fucking dead game
@Obvious_Furry
@Obvious_Furry Рік тому
Another good 'tactical' fps for camping would be R6 Seige, because that's practically the entire point of the defending team lol
@TheLordDai
@TheLordDai Рік тому
You can also add strong indirect fire weapons, like grenades. These work well when you know an enemy is definitely in whatever location, and making them strong is one way of encouraging people to move away from powerful positions.
@Brandon-le2gw
@Brandon-le2gw Рік тому
just hard to balance that tho
@McCaroni_Sup
@McCaroni_Sup Рік тому
That's pretty much what grenades are used for irl too.
@Casper7835
@Casper7835 Рік тому
Just dont make grenades stupid like in mw wer u can palm it to the enemy spawn right out of spawn that is so infuriating
@StaticSwordsman
@StaticSwordsman Рік тому
Adding explosives are a great way to flush out campers
@Johnny20022002
@Johnny20022002 2 роки тому
I definitely think there’s a trade off because a map with no “safe” spaces become too hectic.
@fetmar
@fetmar 2 роки тому
Came here to say this. If you can't get a second to breathe it's just no fun. It'll be like shipment on COD but way worse. There should be a penalty for camping like if you're sitting still you are easier to kill than if you're moving. I wouldn't wanna play a game where you're out in the open most of the time and everyone usually has a clear line of sight to you. That just sounds maddeningly frustrating
@jamo9437
@jamo9437 2 роки тому
@@drgore1797 great point but it’s also very fun to have high action all the time like games like titan fall 2 it may be very tiring but still super fun. like you said COD maps like shipment are not very fun when your constantly dying but when you have those like 3 minutes every like every couple minutes when your constantly killing people is pretty fun. idk thought either way your gonna have problems. another problem is of course spawn killing but there’s still ways you can kinda fix that.
@computer8490
@computer8490 2 роки тому
I was just about to point out that in the example he showed he should have not removed the wall that you can duck under but instead shorten it so even if you are ducking you will still get shot. Basically the map should still give covers so you are not as open but its not too much cover that you can just stay and chill at that place.
@computer8490
@computer8490 2 роки тому
@@jamo9437 you could still have alot of action in the map by having a part of it as a big open space and also having smaller and a bit safer spaces that you can hide at and take a break at like . For example you just gone to a gun fight and you know you have used all of your ammo so you decide to take a break and get behind cover to reload and then go back to the gun fight which in most cases is going behind a wall or a small building thats near the open space.
@enricogobbo7327
@enricogobbo7327 2 роки тому
The line of sight (LOS) of the camping spot is one of the highest factor for camping because you could find a safe spot where to rest for a couple of seconds while having a great placement to find a lot of people passing in different areas. What you could do: safe spots are extremely important for the pacing of the game (you give the player time to lower the adrenaline and let the endorphins kick in) and a couple must be there, to prevent people from using them for too long they must be ineffective as camping spot, usually a good place for rest is a room with 1 to 2 access to it. You could put them on the "outskirts" of the map and low ground (usually on the angles) with poor LOS to the center of the map and easy access from the outside. Try creating a map that pushes the player in the middle of the arena like this you can control a little bit where the game will be more hectic. Give a spot to conquer as a "decent" camping spot with good LOS but bad cover (the arena you showed has a good center of the map except for the low walls). Cover and LOS should always be one the inverse of the other. The last thing missing is the objective of the game, for example if you have a team Deathmatch (if everybody gets killed once you lose) having the "outskirts rooms" is a bad thing since the ambush it's a very effective way to win, while having 2 decent camping spot in opposite areas is a good experience for the player (you could add side roads to attack each other). If you have a kill the most people kind of gameplay than the ambush (on the outskirts) is an ineffective strategy (low people passing through) then the outskirts cover is fine. Tool your map with the game type.
@Thelunarraptor
@Thelunarraptor 2 роки тому
I have experimented a ton with making maps and customs in Halo. It actually taught me a lot. One thing you want to be careful of is to not turn your maps into swiss cheese, where in an effort to avoid camping, you basically get shot from every direction all the time and feel like you have no control. This is a very easy trap to fall into, and it can make your maps really annoying to play because there is absolutely no cover, or anywhere to form strategic plays. Map design is HARD, it is all player psychology and making sure that everyone had the opportunity to come back and succeed. You also need to really consider the differences between camping and power positions, the two are very similar, but power positions take actual work to hold down and have weak spots, a skilled team can make it almost feel like a camping spot. Verticality is your friend!
@taxevader7777
@taxevader7777 2 роки тому
Yeah avoiding camping in games like cod (especially mw2019) can be pretty hard at times. I hate when people camp against me, so I try not to camp against other people, but in doing so I just end up getting shot from like 5 different angles because the enemy team is all sitting in windows waiting for someone to push. It’s especially bad in modes like domination, where the enemy team gets the upper hand and all of a sudden you can’t even get out of spawn because you just get shot at by the entire team the second you move out of spawn, so all you can really do is camp in spawn and hope they get bored of camping and come to you.
@Coldvids
@Coldvids 2 роки тому
This ^^^ it's the difference between someone sniping from the sign in Highrise vs from the top of the rust tower. One was difficult to counter and the other had amazing visibility for both the person on top and everyone they can see.
@bradley1995
@bradley1995 2 роки тому
Couldn't have said it better!
@waltuhindagoog5523
@waltuhindagoog5523 2 роки тому
A little tip for camping: usually camping is a fully legitimate tactic in SOME situations, as a game where grenades or anything to either scare or kill a camper is available to every player, also in my opinion snipers are supposed to be camping, cuz quickscoping is more annoying, at least for me.
@CeasingZulu
@CeasingZulu 2 роки тому
i love making maps in halo 5 because the forge is so indepth you also make a fantastic point i always have trouble with positioning
@camerongrondzki2716
@camerongrondzki2716 Рік тому
I genuinely don't understand why most people can't comprehend the difference between camping (sitting in some random corner of a map, waiting for someone to happen by) and holding a position (taking a position that allows for spacial deniability or in reaction to enemy movement, ie you see someone going a direction so you take a shortcut to where theyre going to be and cut them off).
@__lasevix_
@__lasevix_ Рік тому
Isn't that last part flanking? Or am I confusing terminology again?
@Shroom64
@Shroom64 Рік тому
@@__lasevix_ That would just be cutting them off. Flanking is when you get behind enemy lines, so that you can kill them while they're distracted.
@fishtailfuture
@fishtailfuture Рік тому
Most people in gaming consider staying in a window and killing people as they continue to come down the street camping. I don't I consider it smart. If people are going to continue to come down the street for easy kills for me why the hell would I move? The type of camping you're talking about just sitting in a corner to me isn't a factor in any game I've ever played. Sure it happens here and there. The only time I would ever do it is if I hear somebody downstairs and I don't think they hear me. Why would I not wait in the corner for them to come through a door? If I can hear their footsteps why would I run out to meet them?
@dp271
@dp271 Рік тому
you exactly described camping. yes camping is easy, and yes camping takes no skill. that's why most players hate it
@Nezuji
@Nezuji Рік тому
Ha ha, when we do it, it's tactical area denial. When others do it, it's camping. That's the difference.
@Bat0541
@Bat0541 Рік тому
I think that "camping" has a place in games depending on objective, I also obviously think that objectives are a great counter measure to the idea of camping. If a game wants to discourage it, make sure that the objective encourages the opposite. I also think that information plays a big part in camping avoidance, or at least, reducing it's effectiveness, and preventing it from feeling frustrating to deal with. The best example I can think of when considering camping as far as existing and it's effectiveness, was actually a fairly unknown game from the mid 2000s, Ghost Recon Online (or Ghost Recon Phantoms depending on when you played). It was a 3rd person cover based shooter. Sounds like a complete recipe for camping all day every day right? Except camping was hard to do effectively for a few reasons. First was the main game mode was a conquest style of map domination, the map was laid out fairly linearly extending out in the directions of each teams spawns, the goal was to capture points in specific parts of the map, starting with a neutral start point, and then moving a set amount of space back or forth toward whichever team lost the subsequent point. Meaning that pushing the objective was always the goal, you could sit in hiding around the objective a bit, but if you weren't actively doing something to push your team towards the goal of capturing the points, non of your "epic fragz" amounted to much, and laying in some random part of the map waiting for people wasn't a great way to help your team because if you weren't close enough to the objective, the enemies could easily just ignore you. Overall the objective mostly discouraged the idea of camping or made it less effective. The second was the tools given to the players. GRO was a class based game, made up of assualt, engineers (later called support) and Recon classes. The Recon class was the class that helped most with the camping idea. one of and if you asked any good players the only main skill the recon class had was an ability called Oracle, which would pulse a scan wave across an area in front of the recon player, and would actively outline any enemy in red wherever they were within the range of the scan, meaning that you couldn't just hug cover forever and wait for free kills from passerby's because typically there were at least a couple recons on either team that were keeping the entire enemy team scanned fairly regularly. The Oracle tool made camping a lot harder since a big part of the team play was having constant information on enemy locations. You can't ever completely remove camping in every shape and form, but I feel like there are plenty of tools that can mitigate it's effectiveness overall, it's just about understanding the kind of game you want to make, but if ubisoft can make effectively stifle camping in some after thought 3rd person cover shooter, then it's possible to do it well enough.
@collinsnow2203
@collinsnow2203 Рік тому
Thank you for this reply, I 100% agree. Objectives and a rewarding class-based system can benefit a game overall, despite camping.
@skeletongang
@skeletongang 2 роки тому
The problem with camping spots is that they have cover on multiple sides. By removing every possible camping spot you slowly remove all the cover, which eventually leads to no place being safe. That might sound good but when no place on a map is safe gamemodes like ffa and even some team-based modes will be hell and you’ll die every 5 seconds
@forklifted454
@forklifted454 2 роки тому
Cover should be directional. Using it to protect from one, maybe two, directions leaves you exposed with your back turned to another. That way smart players who know their enemy locations can still utilize it without it becoming an easy win strategy for people who want to just shoot at targets coming from a single direction.
@grandplat3462
@grandplat3462 2 роки тому
Fax dis is what I was thinking throughout
@KindriEvans
@KindriEvans 2 роки тому
@@forklifted454 This is exactly how csgo maps feel. you're always exposed to one angle or area of the map, so you need to play very smart, especially at a higher level where the ttk is instant because people are headshot machines and a lot more creative in how they play out a round
@oliverdowning1543
@oliverdowning1543 2 роки тому
Not if the cover is just kept from being reliably on multiple sides or possibly moves to encourage you to do the same.
@mikelgladstone9967
@mikelgladstone9967 Рік тому
Smaller and less cover
@philstory2556
@philstory2556 2 роки тому
Another really important one: Visibility. In modern warfare, you become extremely difficult to spot especially in hardcore due to realistic camoflauges in dark rooms, making camping that much more effective. making players stand out from the environment gives potential camping victims much better odds by decreasing the time it takes to react
@dariusmatthews2521
@dariusmatthews2521 2 роки тому
No just don’t make skins like that that’s the only way to combat it if it blend in to good in a game with subpar camos…then don’t release it b/c that automatically makes it pay to win
@corporaljay6165
@corporaljay6165 2 роки тому
similar to how TF2 has the characters stand out from the map.
@wxndws
@wxndws 2 роки тому
@@corporaljay6165 I saw in a vid yesterday using this example, where in TF2 the background and maps and scaled down in their saturation or color pallets, but the character models all are colorful so they are easy to identify. Whereas another example, in Overwatch/Paladins everything is colorful, but the teams are outlined in red and blue to identify. With modern realistic shooters, what they lack is these color formats of either having colorful backgrounds and desaturated models or vice versa which works best. Best looking fps visually when it came to color pallets, lighting, and map design would be Bo2, not to mention all guns and playstyles were viable. Of course these styles vary based on the type of fps game for the overall vibe, but like I said the main issue with the modern realistic style is everything is too gray. Best example of this 1st happening that I can think of is in Cod Ghosts. Soke may argue that mw3 and mw2 were the same, but to me Ghosts was extremely gray/bland feeling and maps were too large at the time, slowing down the pace and rewarding passive players
@wxndws
@wxndws 2 роки тому
@@dariusmatthews2521 colorful/animated camos are dope tho, and def aren't going away, that we could tell ever since bo2 for example. I don't think that's the problem nor are they pay to win by any means, and if anything you're at a slight disadvantage, and also you become easier to identify individually from the rest of the lobby (that is referring to colorful/vibrant or unique skins). Only cases when skins become, "pay-to-win," is if the character model is better camouflaged or if they have some reduced affect on their hitboxes, but that's not common with the majority of camos/skins released in fps imo. The only small weird scenarios that this pertains to from what I've seen is in Apex Legends
@corporaljay6165
@corporaljay6165 2 роки тому
@@wxndws Yeah, I saw that one too, that's why I thought of it.
@ZohMyFkinGod
@ZohMyFkinGod Рік тому
I once played on a CoD4 private server and my favorite map was a custom map where you could shoot trough any walls. If you had enough experience and knew where people usually camp, you could kill them throught the wall. Having thin walls like that could help you "block" some line of sight while keeping the player in a somewhat dangerous zone.
@Argiur
@Argiur Рік тому
I recently played laser tag with some friends, and one of the ways they make it more casual was a 2 hit TTK, and a spawn delay. The map design was also jank and unbalanced, but meant for kids. If you went around town trying out every Laser tag and figuring out what makes it good/bad it could be good research into your project
@Stratelier
@Stratelier Рік тому
I remember going to laser tag once. I don't remember much about the playfield now but there were "bases" with targets that if you could shoot them multiple times in quick succession your team would receive a major score boost.
@ramblingiant3318
@ramblingiant3318 2 роки тому
I tend to be the more cautious player, attempting to hold down a smaller zone of the map. Mostly because I don't have the reaction speed or aiming skill that some players have. In any FPS when I try and move around the map a lot, I loose just about every gun fight I come across. So for me at least, camping is not something I "enjoy" but a natural reaction to getting stomped at every turn, and not wanting to cost my team the game due to my high death count.
@seporokey
@seporokey 2 роки тому
I think more games could help with this problem by making other ways to be effective. There's several heroes in Overwatch that you can be effective with, without having amazing aim. Even in a game like Battlefield, I have friends that don't really have great aim, but they help by getting great at vehicles, or going around rush reviving everyone.
@garbaj
@garbaj 2 роки тому
huh, I've never thought about it from that point of view before. As far as your reaction speed and aim is concerned, which of the two would you say you're better at?
@ramblingiant3318
@ramblingiant3318 2 роки тому
@@garbaj I would say my aim is better. If I get the jump on someone, I'm pretty good at landing my shots. It is just when the two of us are on level playing fields, I get crushed. It's not even just in one FPS game, it is all of them. I have to tilt the odds in my favor by holding down a zone and getting the first shot off.
@ramblingiant3318
@ramblingiant3318 2 роки тому
@@seporokey I agree 1000%. In Overwatch I was able to get a much higher ranking than in other FPS games. Games that allow for support roles are my cup of tea. Let me play a healer or support class? *chef kiss*
@ziyadmerzak3080
@ziyadmerzak3080 2 роки тому
@@ramblingiant3318 well see I'm sorta the opposite kinda player I play very aggressively and run around the map a lot because I dont necessarily have the most accurate shots, but I hate to be the first one to be seen and shot at, in fact I probably will die in most gunfights engaged at the same time. you'd think that would just lead me to hide somewhere so I wont be seen first and then shoot at someone from afar, yet my natural reaction is not camping, its rather being the one to moove so quick that I bust campers and people across the map so even though both of our skills could lead us to camping, as camping anyways is enhanced by a good reaction time and accuracy, I think accuracy is more rewarding when camping, and vert short reaction time is probably more useful when running around excessively like I do
@humanbeing2282
@humanbeing2282 2 роки тому
I should preface this by saying I’m not a camper, I typically rush in FPS games cause I don’t have the patience to camp. But I think you’re going about this the wrong way. By doing what you’re doing you’re eliminating power positions from play. If you haven’t already I highly recommend watching bdobbinsftw’s old call of duty videos. They are some of the best videos analyzing map design in FPS games. In effect, the more you make a piece of of the map less appealing to camp you’re making it also less appealing to fight over. No piece of cover has an exceptional advantage over any other piece of cover so in the aggregate it’s like fighting in a flat parking lot. By taking away power positions each map loses its identity, there’s fewer choke points to strategize around and it becomes harder to incentivize creative player positioning. I’d actually recommend you take a look at the map design in MW2 as that game was a campers paradise. But the difference here was that every camping spot was countered by at least one other spot, so if someone was camping in spot A you could go to spot B. And the other team can counter that by covering spot B with spot C. This not only makes you strategize and think through gameplay but it also encourages movement throughout the map, which you can then influence. You seem dead set on a low TTK game so I’d recommend increasing player’s ability to traverse the map, whether by speed, movement abilities, or clever map design, and by adding in counter camping spots that players can strategize around. What I strongly advise against is halo 5’s map design where it was so open you basically had to rush everywhere constantly to avoid getting shot by someone who had better line of sight. Ultimately I don’t think you’ll ever be fully rid of camping so my suggestion is to keep it in check with counter camping positions.
@pitfireX
@pitfireX 2 роки тому
I fully agree with this. Without camping the game becomes homogenized where only one strategy is best. Maybe a player can't slide as well as other players or cant flick shot as accurately. Camping won't feel like a cheap strategy in your game as long as you give the players tools to combat it. Camping really isn't crazy effective in MW because with simple communication to your team, an RPG into the room wins. Semtex blast radius is so large in that game, it can clear a good sized room easily. Taking away options for how to play feels bad.
@supfaathebest
@supfaathebest 2 роки тому
@@pitfireX same
@bismuth8387
@bismuth8387 2 роки тому
I feel like this is a very good way of putting it. Camping isn’t really an issue. Let’s be honest, people really only complain about camping when they’re mad, yet will end up camp themselves. Camping can be good for a game if it is designed with it in mind. Your point about choke points and power positions in a map is exactly why camping is necessary. It’s just one component in a larger strategy. And what about a game mode like domination or hardpoint, where you need to hold a specific area on the map by standing there? Those areas can’t just not have any cover, especially with low TTK. In game modes like that, camping is essentially necessary to properly defend a position, so it should be balanced rather than entirely discouraged. On a side note, I actually like very low TTKs. I mainly play hardcore mode in CoD, where most guns can kill in a single hit. This way, cover and concealment are much more important, which makes how you move and strategize a more engaging mechanic, since all it takes is one lucky shot to kill you. Of course, people will camp, but one well-placed shot from a counter-camping spot can quickly end a camping spree, so staying in a spot long-term tends to be discouraged. Plus, the more areas you can watch while camping, the more potential places you can get shot at from. I’ve found that this seems to be a good way to balance camping with movement while keeping a low TTK.
@cornboy7424
@cornboy7424 2 роки тому
well said
@kingstaze9696
@kingstaze9696 2 роки тому
So, to say it shortly, dont eliminate camping spots, add counter camping positions.
@xNiitro360
@xNiitro360 Рік тому
Idk why your vids started popping up in my recommended box but I'm glad they did because they're amazing. Informative, interesting, short, and straight to the point
@BacchusGames
@BacchusGames Рік тому
One of the best ways to avoid camping is to have resources that are worth going for. Whether it's that you have a very limited ammo supply and need to frequently pass ammo packs, that there is armors you can pick up, or maybe a special powerful weapon you can get in the middle of the map. Quake is a really good example of this, as map control becomes a key focus VERY quickly, and though camping in one spot is good to get the jump on someone, it doesn't matter if you got the jump on them if they have better weapons and more armor. Don't try to negate camping, just make it a less viable strategy.
@IxodesPersulcatus
@IxodesPersulcatus 2 роки тому
Here's a proposed mechanic: Adrenaline. As you actively move around and cover the distance, you slowly gain a temporary buff that wears off if you stand still or pace a short distance, that lets you take a bit more damage on the chin. Not by much, but just enough to keep the camper nervous.
@trackernivrig
@trackernivrig 2 роки тому
I love this idea
@kaiprzadka6896
@kaiprzadka6896 2 роки тому
Take a look at Six Seasons and a Game, we have pretty much exactly that implemented to counter camping
@OsaculnenolajO
@OsaculnenolajO 2 роки тому
I think that might result in a situation where everyone just always has that buff, making it irrelevant.
@kaiprzadka6896
@kaiprzadka6896 2 роки тому
@@OsaculnenolajO That's the point, no one should camp, so it's fair again. See it this way: If someone camps they get a de-buff
@OsaculnenolajO
@OsaculnenolajO 2 роки тому
@@kaiprzadka6896 I dunno that seems like a lazy way of doing it. Nobody likes debuffs. I think the way to do it is by deliberate map design, player movement, and TTK. You need to reward and encourage the player for movement, not punish them for staying still, but do it in a way that they doesn't penalize anyone. Doom Eternal does this amazingly well through game design alone. You literally cannot stop moving or you get surrounded in seconds. The levels are large and very vertical, encouraging players to move and flank, in return making them feel like a badass. Each tool and weapon has a purpose in that combat loop. You need to use them all to survive. In that way, they designed the whole game around the need to change your playstyle on the fly, and that sitting in a corner is never the best tactic.
@aurin_komak
@aurin_komak 2 роки тому
A little camping is good. When there's an vantage point to hold, it creates a secondary objective for the players. However, there should be a lot of flank routes so taking and retaking the point wouldn't be too frustrating.
@jax8920
@jax8920 2 роки тому
was thinking this, flanking routes is a good way to prevent god spots
@vendingmachineofkidnapping3813
@vendingmachineofkidnapping3813 2 роки тому
@@jax8920 as a person who in fps games tends to be a sniper a flank route is important to prevent spots from becoming op
@codforlife586
@codforlife586 2 роки тому
Make a map where there is just open high ground that why campers are not safe from the ground. And the high ground is also not safe ;)
@MusicPxviMLP
@MusicPxviMLP 2 роки тому
CS:GO is something I would say they managed it well
@aurin_komak
@aurin_komak 2 роки тому
@@MusicPxviMLP yeah, in deathmatch there are a lot of points to hold but they're nothing too op
@dudeyoudontneedmyname
@dudeyoudontneedmyname Рік тому
If you want to encourage the run and gun through map design, create maps where the only way to keep your back safe is to keep moving forward. Tight, twisting maps, with almost no long sight lines, and not too many intersections. One thing this lets you do as a map designer is incorporate a high degree of elevation difference in a map. Like, a three-floor section of partially destroyed office building. I remember one DoD:S map that was devastatingly simple. It was two square loops, each with two floors. The center section was open and had a hole in the floor. In every outside corner was a shielded stairway, and the outer corners were rooms. Where the center hall met the sides, there was a wall preventing you from shooting all the way down the center hall from one side of the map to the other. As long as you kept moving forward, your rear was relatively safe. It's when you had to stop at the corners they'd catch up to you from behind...
@flintniel7070
@flintniel7070 Рік тому
The sound of footsteps also makes a difference. For example in modern warfare where footsteps are loud and there is no real way to reduce them like in older cods, you cant flank the campers or even enter the building theyre in because they will hear you from miles away
@Marshimized
@Marshimized 2 роки тому
another important factor to camping is how well you can hear other players; if everyone's footsteps are audible, campers will feel more safe knowing they can sit in a spot until they hear someone approaching
@Mis73rRand0m
@Mis73rRand0m 2 роки тому
Hence the integration of "ninja" like perks in many games. I think Halo does(did) it right; active radar gives lots of information for everyone, but it can be defeated by crouching or walking slowly, while also reducing footstep signatures.
@urbanawp
@urbanawp 2 роки тому
i played css and when i switched to cod mw2 i used to listen for footsteps to get the advantage
@kewi2920
@kewi2920 2 роки тому
To avoid campers the only way I know to slow down camping strat is to add: - kill cams - The bullets can go through some walls
@Bermuda._.
@Bermuda._. 2 роки тому
Like wooden walls
@njorunmimisofficial
@njorunmimisofficial 2 роки тому
I'd just be logical and throw a grenade in that area, Which the Blast zone is immense in a confine space... It will disorientate or even kill the person. lmfao.
@QuipCS
@QuipCS 2 роки тому
And don't be a clodpoll and push the same exact spot every single life
@ElmoLahti
@ElmoLahti 2 роки тому
Multiple entrances to every room.
@ijustdive
@ijustdive Рік тому
the map played at 2:34 gave me distinct gears of war vibes. I'm not sure if it's the scaffolding but it reminds me of a specific map I used to play on horde. Ty for sharing
@thenorwegiangamerr
@thenorwegiangamerr Рік тому
I think you can fix camping by making objectives that doesn’t make camping beneficial. If you get points or wins by killing, survival or defending something then people are going too camp because of the advantage they get. Another solution is give people a point multiplier based on how active people are in the match.
@Stratelier
@Stratelier Рік тому
This is in part what makes certain online games (Splatoon, Pokemon Unite, etc) different from their counterparts: KO'ing an opponent is NOT the primary objective to decide the outcome of a match, it just facilitates said objective.
@thenorwegiangamerr
@thenorwegiangamerr Рік тому
@@Stratelier I never thought about it that way but that’s completely true
@Troglobitten
@Troglobitten 2 роки тому
I think movement speed and abilities have a huge influence on it as well. Look at Overwatch for example. Some heroes can be easily suppressed by a bunker comp. But other heroes with higher mobilitiy like tracer, ball, sombra, lucio, pharah etc... are able to get past those. I don't really recall camping being an issue in Quake or Unreal tournament.
@FletcherGaddy
@FletcherGaddy 2 роки тому
A big thing to support this is Titanfall 2, a good amount of the guns can one shot or otherwise quickly kill a player over various ranges, and there are some good open spots in a munch of maps, but every player has so much movement potential that camping becomes genuinely difficult. It’s hard to line up a shot if you’re not moving just as fast as your opponent, and even if you’re in a nice open spot with plenty of sight lines, standing still is generally gonna get you killed really fast
@Klumpstered
@Klumpstered 2 роки тому
Just like Funke said
@polarbear4830
@polarbear4830 2 роки тому
Or like reinhard his chunky health and shield makes him good for pushing
@9ntice
@9ntice 2 роки тому
Yeah, camping did exist in Quake/UT but you were laughed at more than being a nuisance
@garbaj
@garbaj 2 роки тому
Overwatch is kind of a unique case where the devs did a really good job of discouraging camping on an individual player level with smart map design and objectives, but also allowed for bunker comps to exist with the sheer amount of shields in the game. It's pretty interesting.
@memeeeisameme7787
@memeeeisameme7787 Рік тому
if you add lighting to your game, try to reduce the amount of dark spots, or even just make the player character models contrast from the environment
@sirshotty7689
@sirshotty7689 Рік тому
TF2 does something like that. The player models are always backlit so it creates a bit of a highlight behind the characters, it also helps to quickly identify the class of the enemy too.
@fazfoxy1119
@fazfoxy1119 Рік тому
@@sirshotty7689 it's the phong shader that TF2 has that makes them stand out and the outlines of the model, if you remove all the textures you can actually still recognise the class just off the way they stand and are modelled. That game is a masterclass in good class design imo (anticheat is a very different story but at least there's something good to look at there)
@motakyatto3857
@motakyatto3857 Рік тому
When a master of glitching phases into a wall, you're in trouble.
@noahdirksen3623
@noahdirksen3623 Рік тому
you could also make a mechanic where people are trianglating your position, so the longer you stay the same stop the more accurate the tracking is so you're visible on the map
@no_social_skill1369
@no_social_skill1369 Рік тому
And to fix people just moving back and forth he could make zones that if stayed in could do as you said
@michalkowalik89
@michalkowalik89 Рік тому
or ad a label in lobby or whatever that this dude is camper. Camping is easy to detecty. Little movent high kill ration
@uiae
@uiae Рік тому
@@no_social_skill1369 a big circle around yourself in mini map if you dont get outside it in 10 seconds you get exposed
@no_social_skill1369
@no_social_skill1369 Рік тому
@@uiae but yeah probably something like that
@darthdangermouse1453
@darthdangermouse1453 2 роки тому
A good idea is to provide incentives to move around the map. In Classic Arena FPS games like Quake 3 and Unreal Tournament, Powerups being in specific, open easy to access locations around the map means that any campers might miss out on these power-ups which give players a massive boost in killing power, therefore, camping is discouraged.
@cruZak89
@cruZak89 2 роки тому
Also immediately thought of Quakes item pick ups. Encourage movement. The opposite also works. Like in Battlefield with spotting mechanics and gadgets like motion sensor that can announce player positions. Which discourages sticking around for too long.
@Volvary
@Volvary Рік тому
Limited bullet count, with either scavenger mechanics or ammo crates also forces people to come out of cover. And since you never want to be fully out of ammo, the idea of camping to the very last second usually means a death sentence while running back to the crate to refill.
@darthdangermouse1453
@darthdangermouse1453 Рік тому
@@Volvary Quake 3 Also did this to an extent, your ammo won't last forever, and you'll need to go around to explore the map, not to mention the little health pickups that could overheat you, and the armor shards that did the same to your armor, this meant the best players knew they needed to get these items before other players did, good players frequently moved around the map, camping never really occurred expect maybe on one or two maps with the railgun and even then they were at a disadvantage cause they couldn't grab health, armor or power-ups while keeping the railgun spot camped.
@Toshiro4619
@Toshiro4619 Рік тому
I never camp but I hate a power up system. I've always preferred tactical shooters though.
@videogamerNattie98
@videogamerNattie98 Рік тому
As World of Warcraft and Killing Floor 2 has taught me players respond better to positive feedback then negative feedback its better to encourage the player to do something more beneficial to get them away from the thing you don't want them to do or to encourage them to do something you want them to try instead of discouraging an action by negatively effecting the player for doing it. While it may be cathartic for those that hate campers to prevent camping outright you are slimming down your player base and even a very experienced player can get action fatigue if you don't give them a breather of some kind even in a Arena setting.
@maciejtrzeciak117
@maciejtrzeciak117 2 роки тому
just make a huge, flying fist that will be crushing players who haven't been changing positions too much. I think the "fist tactic" wouldn't affect the overall character of the game.
@Schnuffel1337
@Schnuffel1337 2 роки тому
id actually love to see that in a movement shooter
@jtraptor7776
@jtraptor7776 2 роки тому
I was thinking of a way to punish players who haven't been moving much during the match when I was watching the video
@nicopootato2330
@nicopootato2330 Рік тому
There are also mechincs that pins enemy players, taking away the informational disposition granted by camping. Things like destiny 2 radar, black light retribution visor and Seer scan all achieve this in various ways.
@KIWI_DUDE.
@KIWI_DUDE. Рік тому
Man, I miss Blacklight retribution. Building your own guns was so fun
@sunnysunnybay
@sunnysunnybay Рік тому
Hey i just found your channel. Your ideas of upgrading weapons during a game is super, and your map design shown here is really new, that's good stuff that i didn't met in any game. What seem odd would be how small it looks now.. i don't know how many players you want to put in here to fight, and for how long, but it might be a good idea to increase map capacity with a low number of players. Can u imagine having to spawn there? Camping or not it's too small. But this architecture is so nice
@420cactusgaming7
@420cactusgaming7 Рік тому
I think this map is just a practise room where guns can be tested so the point isn't to have this be a playable map but rather a dev room. I think rooms like this which are just a random set of geometry to test and demonstrate different things are common in shooter game development.
@anonimo2932
@anonimo2932 2 роки тому
i think you must consider: What option the players have? Can they jump? Fly? Shoot on walls? Can they call for artillery? All this possibility can give you a better way to build your map.
@creamedcrop5076
@creamedcrop5076 2 роки тому
I thought a good way to counter this was something like a grenade launcher or any kind of explosive really
@mrosskne
@mrosskne 2 роки тому
destroyable terrain
@pjs501
@pjs501 2 роки тому
@@mrosskne 2 words big meaning
@Azerty72200
@Azerty72200 2 роки тому
In real warfare either you destroy their camping spot, you call for backup (artillery? Airstrike?) or you fall back because you can't win against them, to my understanding.
@devforfun5618
@devforfun5618 2 роки тому
yup, in valorant you can just drop a smoke bomb from the sky in the corner forcing campers to move, it is not what you remove from the game that matter, it is what you give in return
@lamegamertime
@lamegamertime 2 роки тому
1:40 An alternate solution: You neglect how players could approach from the right, where they have high ground and can retreat back down the ramp on their side. This pretty much invalidates the position. The only issue is getting there, which could be solved by providing more cover to allow players to go up along that flank. In doing so, flanking the camper could be more fun. However, I'd say in this scenario that you shouldn't even bother making that position more unsafe. Sure, players can hide behind that wall, but you also have to consider that if they peak up at least half the map can see them there (and shoot them). That would be a very poor camping spot, because the main advantage to camping is you control how the enemies attack you. Yes, the element of surprise is a benefit of camping sometimes, but flanking or even just jumping around a corner right in front of an enemy have surprise in them too, and can in fact work assuming you are prepared and aren't yourself surprised. And if you already know all the camping spots on a map, that doesn't mean you'll counter them. Even if you know where the camper is, you may have trouble getting them because they are waiting for you and know where you will need to go. That's why flanking a camper is so strong; flanking breaks the camper's control of the situation. And the element of control is why the example "camping spot" here is quite poor: - You can get shot from any area on ground level. - You have no control of two of the walkways, which give the enemy a path to high ground with cover, and a flank route (by running across a walkway you have very little control of due). - Very wide area you can get shot from - Flank route - This is likely just an example map, but it's very small and move speed as shown is high so players will struggle to camp anyway. That is, assuming they won't have designated spawn points that anchor them to some side. The _REAL_ problem I see with that map is how much of a death pit the lower ground is (not just due to campers). If you stand in the open you're dead to everything ofc, but even if you hide under the center area you can be shot from anywhere not on a walkway. If you fall down there, your options to get out are very limited even if you use the mantling mechanic (if you want to have it be used here, you could put some pillars or something players can use to get up to the top again). If this were a control-point based map, I'd have to put the control point on the upper portion so that everyone is focused on that instead of the poor souls who fall into the low ground. Ofc it's an example map, again, so I can't be fair by picking on it like this. tl;dr Flanking/approaching in general is probably the best counter to camping, as they allow players to escape the camper's control (that's why copious amounts of movement capabilities in games removes camping, it gives said approach options) That example map has a pit of certain doom and is overall quite small, though ig that's fine since it's for demonstration purposes. Whatever you do though, _don't_ make a mechanic that directly ruins camping such as becoming weaker or something for standing still. Punishing players for standing still just distracts them from the game.
@drkclshr
@drkclshr 2 роки тому
I have decided I have a brain small enough to not read this
@zuko4213
@zuko4213 2 роки тому
You do that. I'll just shoot things
@Jacob-jh1it
@Jacob-jh1it 2 роки тому
Or he could remove the ramp in the middle where he started in the video or make it a little smaller to the point where you can shoot players over it, Or make the ramp go down then up so then the campers could easily get shot at, Or add a grenade/grenade launcher into the game and keep the ramp how it is so the campers can't camp there because someone could just yeet a grenade over the ramp killing the campers or forcing them to move.
@lamegamertime
@lamegamertime 2 роки тому
@@Jacob-jh1it Those are also good anti-camp suggestions, though grenade launchers are pretty campy. They're at least not movement based.
@mwperk02
@mwperk02 2 роки тому
Aren't some of the tactical grenades like flashbacks also good for countering a camper in cod?
@ANIEANIANIE
@ANIEANIANIE Рік тому
To prevent camping, you can also add limited ammo. Forcing players to go out of their camping spot and find ammunition
@Zalied
@Zalied Рік тому
a big thing for map design is opportunity and flank. If theres a choke point to camp then you add in abilities to go around. then the decision is risk the higher chance of getting sniped by a camper but taking a more direct route. or take a slower round about way through the map. so any spot where someone can camp a high traffic spot what you do is add in ways to get to them that they cant defend from their camp. so if someone is trying to camp they are still at high risk and have to be alert. But of course if they are busy watching from behind its easy to fit through the point they were trying to camp anyways. This method allows the rushers and campers to have to make risk assessment choices based around what choices they think the other is going to make. you can never truely get rid of camping outside of having certain mechanics that you may or may not want in your game. while also having the issue of balancing no camping spots with no cover spots. if there is cover then someone will camp there and if there is no cover that can dimminish a lot of the game. So after doing all you can to eliminate all campable spots. any spot remaining that could become a camp spot you just make ways to avoid it so that the person camping gets less reward for holding that position while also increasing the risk of someone sneaking around them. This is super important for a counterstrike style game but many games with fast mobile movement options have other options because if you can dash and jump and grapple around the map like crazy it becomes very hard to hold a point as the other players can easily avoid it or at least get to you so quickly. I think the main way to solve camping in any game though is incentivize not camping. where lives and kills are very important obviously this becomes hard since being safe lowers deaths. But in a more objective based game or with findable loot or some sort then the mobile players become more dominant as waiting and camping loses those rewards in exchange for safety. This is how doom handles combat. They wanted players to go in and do the melee finishers so they made those very powerful and the only way to get more ammo. incentivized melee vs long range kiting. Players want to win and camping has always been a safe way to win so anytime you can increase the chance to win to the mobile side or at least increase the fun and mechanics for mobile players the reason to camp dimminishes and combine that with as you said removing campable spots its becomes unlikely anyone will camp and those that do wont ruin the game as they are at a disadvantage and there is counterplay.
@ACoolPseudonym
@ACoolPseudonym 2 роки тому
From my expirence I liked the :camping" spots in mw2 because they were open and obvious but also once you get a kill or two from that spot everyone knows where you are and WILL be coming for you. It was always fun for me to snipe a couple people and then pack up and run and gun to a new vantage point It made me feel like an assassin A lot of the modern games feel straight up unfair with little hidey holes with only one good way to get in or out so I don't camp anymore I wish there was a game with a good balance
@lpmatthews7387
@lpmatthews7387 2 роки тому
It's also fun to do this, and learn to adapt to different sights when things need to change can be great as well.
@dawson3776
@dawson3776 2 роки тому
I don't consider moving one spot to the other is camping really.
@eerierwriter2420
@eerierwriter2420 Рік тому
I don't usually camp because it makes me nervous when coming the spot I am camping
@Volvary
@Volvary Рік тому
It's a shame Blacklight never caught on as a strong contender of the FPS genre because the inclusion of the HRV (in-game wallhack basically) gave campers a run for their money. Can't really camp efficiently when someone can see you through the wall and fling a molotov at your location to rat you out of your spot.
@AdamKrylon
@AdamKrylon 2 роки тому
camping seems like one of those problems that is solved by engaging with it. Having someone lock down a side of the map makes it more dynamic. You can no longer safely walk a stretch of land without friendlies helping you with suppressive fire, or with some vision impairing tool (flashbangs/smokes). Your game is def closer to quake than CS:GO, but I think there might be something you can draw from there.
@tanner2224
@tanner2224 Рік тому
Adding small barriers and things that don’t provide much cover like trashcans, street lamps, or signs work they give a realistic feel to the game without clustering the map or giving to many places to hide
@KIWI_DUDE.
@KIWI_DUDE. Рік тому
Camp protection is also a huge thing in cod, trophy systems, and anti tactical grenade perks allow people to ignore projectiles and view obstruction. The Ninja perk was also relegated to a limited buff making it harder to approach enemies.
@totallynoteverything1.
@totallynoteverything1. 2 роки тому
I say, either: - give the players and option to spawn on teammates - make the spawns switch between the halves of the map when a certain amount of enemies leave the halve their teammates are in - make a class that counters campers (something like the spy from tf2) - make a weapon that counters campers - make a system where a player's position would be revealed on a radar, like when a gun is shot without a silencer, or when someone is spotted
@icupo3
@icupo3 2 роки тому
Spawning on teammates is cool and all, but if you can spawn on someone being stared down by 3 snipers the system shouldn't be in place. Phantom Forces is like this and it sucks balls. It's only a good idea if done right.
@totallynoteverything1.
@totallynoteverything1. 2 роки тому
@@icupo3 well that's why it previews before you actually decide to spawn on them
@nazimachour5389
@nazimachour5389 2 роки тому
spy from tf2 is a bad example here cuz spy has the cloak and daggers which can recharge ur cloak meter when not moving
@totallynoteverything1.
@totallynoteverything1. 2 роки тому
@@nazimachour5389 stock spy*
@SaphireLattice
@SaphireLattice 2 роки тому
That first point... That is a HORRIBLE idea That will just encourage people to stay around in a good spot and sit there to let others spawn on them. Could maybe nerf it through having some delay, etc, but then you are basically making TF2 Engineer x3
@extremify
@extremify 2 роки тому
Camping is good for reloading or healing, so no camping spots would be bad, but very good camping spots would break the game, I suggest adding a hole in the wall, where you can't surprise attack anybody, but can rest and heal.
@markedforstrike
@markedforstrike 2 роки тому
You can reload or heal behind any cover like just a single crate or barrel in the middle of nowhere - this is enough
@Zie-Zwei
@Zie-Zwei 2 роки тому
Also long its not too much im ok with it If its just a random tower with open back im ok
@yaseenvargas671
@yaseenvargas671 2 роки тому
@@markedforstrike it's not if the map is as small as the map in the video since there would me very little time to heal.
@markedforstrike
@markedforstrike 2 роки тому
@@yaseenvargas671 idk why you would need that time in the first place. In Quake you dont have heals at all, in Apex having small rock is enough. Speaking about size - deal with it, I quess there will be bigger ones. Teammates can cover you, if it is deathmatch - overall chaos after you broke line of sight can provide enough cover itself
@yaseenvargas671
@yaseenvargas671 2 роки тому
@@markedforstrike I am talking about the game in the video why do you start talking about other games unrelated to this? idk any of the games your talking about I am just saying that if there is healing in the video game of the video then the map is too small.
@ammonjacob7245
@ammonjacob7245 Рік тому
I really like how your putting your all into this game
@DefinitelyNotAnAi
@DefinitelyNotAnAi Рік тому
A good way to prevent campers is to add some sort of grenade that you just have to throw into camping spots then everyone has to leave or to add some sort of movement mechanic that lets you get the drop on enemies without camping because that means that campers will do that instead of camping and people who stay in one place will be really easy to kill
@OndraUrban
@OndraUrban 2 роки тому
I really enjoyed Blacklight: Retribution. There was a mechanic that basically gave you wallhack like ability powered by recharging battery. So every now and then you could just activate it for a second and see through terrain. Every player had it so people just didn't camp.
@benjamin8558
@benjamin8558 2 роки тому
the main issue i had with blacklight was the time to kill was pretty inconsistent from what i remember. some guns killed quick and some took 30 years
@giedrius2149
@giedrius2149 2 роки тому
@@benjamin8558 Also at some point there were only asia servers with 200+ ping which made it pretty unplayable. But damn, these comments bring me back
@TheGamingW0LF13
@TheGamingW0LF13 2 роки тому
Man that's a throwback. I haven't heard anyone mention that game for years
@benjamin8558
@benjamin8558 2 роки тому
@@TheGamingW0LF13 did you play ps4? if you did do you remember loadout too?
@jojoprocess2820
@jojoprocess2820 2 роки тому
@@benjamin8558 I never got to play loadout sadly. It looked really cool tho
@WarpSonic
@WarpSonic 2 роки тому
This might not be exactly related to the video, but I find it interesting how the biggest skill gaps are often found in shooter games when the pacing and movement speed is opposite the TTK. On the one hand, you have games like CS and Valorant which have huge skill gaps with slow movement and fast TTK (coming from fast reflexes and the ability to isolate angles in order to turn a 1vx into multiple 1v1s), while on the other hand you have Halo 5, Apex, and Splitgate, which have big skill gaps (despite bullet magnetism being broken in Halo 5) from fast movement and slow TTK (originating from the importance of how you move in the middle of a fight). Compare these to CoD, which has fast TTK and fast movement and ends up having a considerably smaller individual skill gap (although teamwork and strategy are still critical at high levels), or classic Halo which still has a significant skill gap from mid-fight movement but not as big because you have fewer options.
@garbaj
@garbaj 2 роки тому
I'm still figuring out where I want my game to be as far as movement/ttk balance is concerned, but that is an interesting point. I think it's important for a game to have a high skill ceiling so that top tier players have a reason to keep playing, but I don't know if having a large skill GAP between individual players is necessarily a good thing. Any thoughts?
@WarpSonic
@WarpSonic 2 роки тому
@@garbaj sorry by skill gap I meant skill ceiling. Of course the balance between movement and TTK also has to make sure it's not too easy to get away from a losing fight (hence why Splitgate and Halo 5's ttk is faster than classic Halo) but this, just like the camping issue, is dependent on map design because larger, more open maps mean it'll take longer to take cover, along with other factors. It really depends on what kind of playstyle you want to encourage of course. A slower, more methodical game like CS or Valorant has a different appeal from an adrenaline-pumping, mid-fight-outplay, hitscan-based, this-videogame-is-a-sport-and-we're-gonna-tell-it-to-your-face, give-the-tall-finger-to-reality arena shooter like Halo 5 or Splitgate. Anyway, a high individual skill ceiling (as in the skill ceiling as an individual player as opposed to skills like teamwork) makes for really exciting gameplay to watch, particularly in esports (Think of how exciting it is to watch a Clutch 1v4 or 1v5 in pro CS or Valorant).
@brickhop1774
@brickhop1774 2 роки тому
Personally I value movement a lot. I absolutely despise the movement in games like cod and VS/Valorant. Valorant literally punishes a players ability to aim for as little as crouch-walking. Maybe I'm missing the point in that, but it just doesnt make sense to me. Anyway instead of insulting games i dont like im gonna try and put useful thoughts. I think movement abilities like those of Titanfall are super fun, because they allow you to make your own escape route in case of a dire situation. And yet team fortress 2 also has a wonderful movement system despite the lack of abilities, because you only really have 1 mode of speed: Walking. the game requires you to put this one simple mechanic to the best of its ability. There is so much nuance to the movement of a spy or medic in that game. as for movement-TTK balance and skill ceilings and skill gaps, I'd say that takes another video lol.
@Murukku47
@Murukku47 2 роки тому
@@garbaj Large skill gap is just the natural result of some people getting REALLY good at the game. At that point where people want to play so much that they're so good they become unfun to fight against by beginners...you'll have an addictive game with good depth. At that point you should just treat the issue with some type of rank system that guides players into fighting opponents closer to their level. Though you want some intermix so noobs can encounter better players and learn by seeing them and playing with them, you know for the purposes of making learning the game more accessible. Either way, a large skill gap isn't inherently bad, it just necessitates some easing in for the players.
@tangerinepaint3643
@tangerinepaint3643 2 роки тому
@@garbaj I was thinking a gap like tf2’s can work, TTKs for weapons averaging from 1 second to 0.6 seconds
@Virrren
@Virrren Рік тому
Garbaj: Don't Use This Strat In My Game. Everyone: **uses it**
@MephieStopheles
@MephieStopheles Рік тому
Dont forget objectives. If my objective is to protect a thing, I'm setting up a tent.
@102ndsmirnov7
@102ndsmirnov7 2 роки тому
Honestly you've inspired me to get into making a game since I've been 3d modelling guns already and I've gotten sick of certain things in modern games so I might as well try and make my own. Probably gonna start off simple with getting the base mechanics down and then adding all of the graphical shit. Love your game dev vids.
@garbaj
@garbaj 2 роки тому
Good to hear! Best of luck to you
@102ndsmirnov7
@102ndsmirnov7 2 роки тому
@@garbaj Thanks!
@brickhop1774
@brickhop1774 2 роки тому
If you want it done right, do it yourself. Power to you man.
@codforlife586
@codforlife586 2 роки тому
Good luck bro, show me how it goes
@deathlok4344
@deathlok4344 2 роки тому
This is what I want to do. I installed Unity, and realised I don’t know what i’m doing
@valiofdeath9716
@valiofdeath9716 2 роки тому
One thing that really helps stop campers is throwables that bounce being able to throw a frag or flashbang at your opponent with exposing yourself is a really important factor in denying campers.
@hooman4392
@hooman4392 Рік тому
the middle of the map is a definite god spot because you can always hide from one angle with the corners
@Ya_boi295
@Ya_boi295 Рік тому
Make sure to make some spots you can hold that DO give you an advantage. The top part of the central tower thing looks like a great spot for that. Whenever i play tdm in cod i always try to hold a high traffic spot down. Doesnt mean i sit in a corner, it just means i run around a building/area and check the entrances for people approaching. Usually they have their guard down when just running into a building, so theyre easy kills for me, easily avoidable deaths for them. In cod bo3 on the fringe map theres the barn that i really love. Four entrances, one through a window with a platform, one through a window without a platform and one through a lower door. The last one is pretty useless since its in the open without a platform. You can hold that spot down, but you can also get in and wipe the barn if youre skilled enough. Snipers also hang out there and 3/4 entrances lead right behind them
@williambrown3699
@williambrown3699 2 роки тому
high visibility helps overcome the camping problem too. a big issue with MW2019 is that there's so much clutter and junk, and player skins are generally so bland that it's hard to see people when they camp. games like block ops 2 had decent TTK, but had a thin "cell shaded" style red outline on enemy players that made them easier to spot in rough conditions. Black ops 3 had crazy cool player skins and literal red lights on enemy player models that made them easy to see at all times, but high maneuverability probably played and equally significant role in overcoming campers in that game.
@olivere7
@olivere7 2 роки тому
Yeah definately, the bland skins on the bland maps makes it nearly impossible to see someone camping in a dark room. Say hackney yard for example, you wouldn't see someone using even the nerfed roze skin if the room is both dark and bland.
@possiblyadickhead6653
@possiblyadickhead6653 2 роки тому
Same for bf4 and all the bf after that. The amount of campers increased so dramatically its so f annoying.
@sybro9786
@sybro9786 Рік тому
Sound cues are also important for dealing with campers, if you know roughly where the camper is, you can usually tell what sight lines they’re watching. On the other side, if the camper knows roughly where the other players are, they know which sight lines to move to or focus on. Creating a sound disadvantage could be useful for reducing the effectiveness of campers.
@notgaphafn4614
@notgaphafn4614 Рік тому
You are an actual genius.
@lextoonstudio6090
@lextoonstudio6090 Рік тому
if you can launch yourself and get in range before the camper reacts is still the most satisfying feeling
@kingvinoda3896
@kingvinoda3896 Рік тому
a quick replay of how you got killed will usually help players figure out where a camper is and try to get to them when they respawn.
@MrCraftkeks
@MrCraftkeks 2 роки тому
in most games your accuracy also increases when standing still, which also makes camping, or rather "standing still/going low" better compared to someone who is still running from point a to b. an interesting mechanic would be to flip it around completely, so that your accuracy is just as good or even better when running at full speed.
@williammiles9926
@williammiles9926 2 роки тому
I'm not sure if that would 100% fix it. Even if there was no accuracy penalty for moving, you always have lower accuracy while moving just because it's harder to track targets while you're moving. I think a better fix would be that if you are moving you deal more damage, or shoot faster or something like that.
@Anti_Septikum
@Anti_Septikum 2 роки тому
I'm not sure if that's realistic
@ButterGamesRoblox
@ButterGamesRoblox 2 роки тому
That'd encourage more running about and strafing but the issue is it'll be very wacky to work with, with stuff like scopes and ADS
@EliFarb
@EliFarb 2 роки тому
@@Anti_Septikum almost zero shooter games nowadays are realistic. I can count the amount of highly realistic modern shooters on one hand, whereas much less realistic, more mainstream shooters come out every few months
@Anti_Septikum
@Anti_Septikum 2 роки тому
@@EliFarb yeah that's why we need indie game companies
@War_CrimesIsTakenGoddamnit
@War_CrimesIsTakenGoddamnit 2 роки тому
In addition to TTK and Map design, i think the "pacing" of the game plays a role on camping and how players may perceive it. Im either for and against camping. I guess others would call it the game's realism, i think an important question to ask here is Are we incentivizing getting into skill based, "fair" face-to-face fights? or are we incentivizing avoiding such "fair" fights and promoting fighting with an unfair advantage (that IS NOT hacks, cheats, or exploits)? When it comes to chaotic, high speed games like Arena shooters (especially arena shooters), CoD, and Battlefield to an extent, where you can run and gun and spray weapons in full auto, I tend to be against camping. Your character can move fast, carry multiple heavy weapons, and can effectively use them at full auto. It feels like it's an incentive to go out and charge in gung ho, Im not above camping in these game but I feel like Im not really getting the full experience of the game if I just stick to camping. Being killed by a camper in these games can feel like being cheated out of a fight, or even infuriating. But in slower paced, tactical/milsim games like Squad, Project Reality, ARMA, I tend to camp more because your character moves slower, the TTK becomes insanely shorter, the effects of suppressing fire being really harsh, it feels like it's incentivizing you to take it slow, hide behind cover, and avoid staying in the open, and avoid fair, face to face fights(shoot them when they're not looking at you, hide in annoying spots, use suppressing fire, etc...), aka to go camp. Being killed by a camper in these games still feels annoying but it feels like "I shouldve expected to get shot when i got out of cover without popping smoke or having someone watch my back" PS im trash at both the faster and slower paced games so make of that what you will.
@act2wasstronger182
@act2wasstronger182 Рік тому
Yeah man, when I'm playing cod, if i have like a 30 second gunfight with my opponent, then i feel satisfied even if I lose cuz i get the feeling that I tried my best and had a good fight
@saido4178
@saido4178 Рік тому
Good point
@averageenthusiast7616
@averageenthusiast7616 Рік тому
Really want a game that takes the best of both worlds. Apex is close, but it sometimes feels too tactical for my liking. I would love to see a more strategic, hero-based, movement arena shooter.
@sawyerhumphreys4257
@sawyerhumphreys4257 Рік тому
and rainbow six is mostly a game where you camp anyway
@brentbennett5401
@brentbennett5401 Рік тому
In cod I feel it also depends on the mode and what you doing as an objective based mode like send I expect people to camp the bomb
@BlankGamer001
@BlankGamer001 Рік тому
Not sure where I remember seeing this but there are fundamental map layouts used by many online shooters, as for the more detailed parts of the map like cover to push up to, rooms and what this video seems more aimed towards trial and error may be the best way to figure it out, referencing other games too. One thing you may be able to use is the grenade to try to figure out sightline angles if they leave shrapnel holes where they hit, kinda nit-picky but there’s an idea. Good luck!
@radardev8889
@radardev8889 Рік тому
Natural Instinct to Camp? Oldschool Unreal Tournament Players: I don't have such weaknesses.
@Eurley66
@Eurley66 2 роки тому
From my experience, when campers are inside a very small aperture, it is easy to dislodge them via grenades or low precision but high power weapons (RPGs, explosive type weapons). If the camper has a good hiding spot but the hiding spot is also a place where you can easily get stuck, then it can become harder to defend and then less valuable to camp. I think it's also important to place these kind of spots in the middle of the map and not in the immediate proximity of spawning points, which means you have to earn it to get there. Especially if it's straight in the middle between the two teams spawning points and when it is hard to defend, this can be a viable strategy.
@manveroo1340
@manveroo1340 2 роки тому
Reminds me of Quake 3 matches, where you would preventively shoot a rocket in the direction of common camping places. And since mobility was incredibly high, staying still was often a disadvantage.
@moepl7771
@moepl7771 2 роки тому
@@manveroo1340 i hope he brings rocketjumps in to his game :)
@Volvary
@Volvary Рік тому
This is my main grip with some maps in Splitgate. When players don't have a way to punish grouping/camping, the map tends to take a turn for the worst. So gamemodes with no access to the rocket launcher or plasma gun tend to make some maps (Atlantis and Abyss mostly) absolutely unplayable.
@theirishviking9278
@theirishviking9278 2 роки тому
Got to love how actual real-life combat tactics become cheap and annoying to play against in gaming
@nobodyinparticular968
@nobodyinparticular968 Рік тому
well in real life you kinda really really want to not die, meanwhile in games killing the enemy is supposed to take precedence, so...
@NgaMarsters
@NgaMarsters Рік тому
@@nobodyinparticular968 What if it's permadeath? That sometimes impacts it. Hunt Showdown has that but people usually call you a camper if you don't run across an open field into their sniper scope and vice versa.
@nobodyinparticular968
@nobodyinparticular968 Рік тому
@@NgaMarsters theres a very fine line between valid saltiness and invalid saltiness
@NgaMarsters
@NgaMarsters Рік тому
@@nobodyinparticular968 Could you explain please? Because I keep getting confused between the two 😐 Don't play much online FPs these days.
@nobodyinparticular968
@nobodyinparticular968 Рік тому
@@NgaMarsters for some reason salty is slang for angry, i was implying that sometimes players are mad at others for reasons that seem logically invalid, meanwhile at other times its perfectly understandable to be angry if, say for example, your team couldnt advance because there was some dude sitting in a corner leeching all the fun out of the game, id be pretty angry at them too, meanwhile being angry just because theyre not literally walking into your line of fire is a bit questionable but the difference is not that big between the two, oftentimes it's hard to tell which you're looking at
@hanin4438
@hanin4438 Рік тому
A good middle ground for ttk is making headshots a significant boost in damage over body's. So even if someone camps if they don't have good aim you can still turn the fight around. Your ttk will be quick because everyone's bound to get a headshot or two but not too quick to be unreachable (unless they don't miss that is)
@Zmej420BlazeIt
@Zmej420BlazeIt Рік тому
Resource location. It's a huge factor in quake. Quake maps that have camping spots have resources for the weapon youd use from that spot, or things like fast respawn upgrades
@pokerraper1
@pokerraper1 2 роки тому
Camping as a strategy is meant to help low accuracy players with an upper hand, while giving them a disadvantage with tactical information. You can take, for example, CSGO, where half of the players that play casually camp one spot or another, but don't have any good advantage against a map centered player. Although camping is not necessary in any means, it helps new players to acomodate to the mechanics of the game in some sort, and also give them a boost in confidence knowing they can do something even if they are not doing the best. In map designing, what I think helps a lot to keep players motivated to move is not that there is no spot to camp, but that there are multiple entrances to the same spot, and an objective driven match, like destroying something or capturing a point. Warships make a lot of sense in that regard, the map configuration makes it so you can't be too long in the same spot, at risk of being flanked and torped, or be a sitting duck for a cannoneer ship
@spinningninja2
@spinningninja2 2 роки тому
Personally I’m pretty fond of higher TTK games. I want to feel like I’m properly battling someone, which is harder to get when you both will die within two seconds of seeing each other
@sl33ksnypr285652
@sl33ksnypr285652 2 роки тому
I can definitely see where you're coming from on that, but I prefer lower TTK just because it's more realistic. IDC if you're wearing armor, you're not taking 10-20 shots from a gun without going down. And similar to that, playing call of duty on regular core mode is a battle like you said, but it incentivises people who run and jump when they shoot, which is harder to counter, and definitely not realistic. If I play call of duty, it's usually hardcore or I'll just play siege or something because I don't want to dump an entire mag into someone to kill them.
@nobot6177
@nobot6177 2 роки тому
I am the opposite. If it’s more then like 4 shots to the body to kill I feel like the game feels fake and people feel like sponges. I love my very very fast and intense gunfights
@percyvile
@percyvile 2 роки тому
A big part of why I loved TF2 was that ttk was low if you placed your shots propperly and got aggressive, but the movement most classes have meant that you often would have a few seconds to actually fight
@maximthemagnificent
@maximthemagnificent 2 роки тому
I think of Gundam, where the opponents are nursing their damaged mechs to keep in the fight. Having that as a gameplay element would be highly satisfying.
@Volvary
@Volvary Рік тому
A game I adored because camping was basically impossible was the Blacklight series. (Both Tango Down and Retribution) In those games, players had access to HRV, which was basically an in-game wallhack that disabled your ability to retaliate while using. (And came at severe drawbacks if hit during, for example, with emps) Like you said, surprise is a big factor for camping so mechanics that prevent players from keeping the surprise will weaken their camping spot. An easy example people often overlook is Killcams; Being revealed by a killcam when camping is deadly for your strategy unless you can somehow protect yourself from any flanking as the main thing that keeps a camping spot strong is either unbalanced cover advantage or for your opponents not to know where you are exactly.
@SomeCanine
@SomeCanine Рік тому
It really depends if you're going to have any kind of class system in your game. Even giving certain weapons or upgrades to weapons can incentivize the player to a camping playstyle. Think the sniper in TF2 or picking up a rail gun in Quake. Ultimately, you want to have a balance if you include these elements so that there isn't too much camping, but that people who are built for it can take advantage of it without becoming very overpowered.
@nevingeorge2239
@nevingeorge2239 2 роки тому
love how this guy showing us his thought process on making a game....love ur vids bro
@keeparguing611
@keeparguing611 2 роки тому
loving this trend of game makers, especially first timers showing their development and though processes on yt. game maker toolkit's also doing (though he primarily makes game easy)
@garbaj
@garbaj 2 роки тому
thanks, I'm glad so many people have been tuning in and giving feedback. It really helps to keep me motivated
@superlegomoose
@superlegomoose 2 роки тому
I have an idea if I may interject myself: What about maps that have changing structures. Let's take that spot with the half wall for reference. What if after 30-60 seconds, the maps cover system changes. Walls come from the ground, platforms sink, flank routes open and close. There could also be a routine pattern to it which would encourage moving from strong point to strong point. I think the problem with no "camping" spots is there would be no flow to the map without advantageous positions. Also, any kind of advanced movement, increased agility, or "peakers advantage" would greatly decrease the advantage a stationary person behind cover would have. Take a game like Rainbow six siege for example. It's one of the slowest campiest low ttk games there is, but because the gadgets of the operators, it's almost always smarter to be the aggressor in situations.
@PastelPiku
@PastelPiku Рік тому
My favorite thing about Garbaj is the fact that none of his work is Garbaj
@ibrahimmujahed8000
@ibrahimmujahed8000 Рік тому
It depends also on objectives, if there is a mission to win the game/round (besides tdm) camping besides being a defensive objective won't exist unless to players holding other aggressive players
@Shivaxi
@Shivaxi 2 роки тому
See if it were me, I'd just cause players to blow up if they were in one spot too long or something. There, problem solved :)
@nibbletrinnal2289
@nibbletrinnal2289 2 роки тому
a potentially more viable(though less funny) option could be gaining fewer points if you stand in one spot for too long, or alternatively having a score multiplier for moving around
@anchithacharya7836
@anchithacharya7836 2 роки тому
@@nibbletrinnal2289 that wouldn't stop trolls who don't care about points tho
@nibbletrinnal2289
@nibbletrinnal2289 2 роки тому
@@anchithacharya7836 could make harsher punishments for those who do it in most games they join, similar to punishing players for leaving a game early over and over
@nightfox6738
@nightfox6738 2 роки тому
Maybe have a few small zones in very weak positions that you have to regularly return to to get points. Could be a good way to keep people moving. You have to keep going back to get the points, but you can't stay there because its a terrible position and you'll get killed.
@635574
@635574 2 роки тому
Or have a camper alert icon once someone kills 2 times from the same area
@ManInContext
@ManInContext 2 роки тому
I have about 2/3k hours in CoD collectively, more so the older titles as well as 1k hours in Escape From Tarkov and 2k hours in Cs. I tend towards a more aggressive playstyle and dont particularly enjoy being camped although I respect that different people have different approaches to games. I dislike playing against campers the most when it feels like there is next to no counter play, or the counter play has a very slim chance of working out. That is frustrating and ultimately drives me away from a game. I think another angle to not forget is that adequate cover is required in FPS games. You cant just remove all cover from the game to remove camping. It will also harm the feel of the gunplay and gunfights in the game. A balance needs to be reached between cover available and making sure that the cover is not overpowered. Thank you for a really interesting and thought provoking video!
@antiStrikerS
@antiStrikerS 2 роки тому
Try using flashbangs, smokes or any other tactical weaponry on common camping spots, that's usually how i do it, and when it doesn't work just start sounding
@jsihavealotofplaylists
@jsihavealotofplaylists 2 роки тому
@@antiStrikerS 🤔
@antiStrikerS
@antiStrikerS 2 роки тому
@@jsihavealotofplaylists that's what tactical equipment's for
@metalgearlikersupreme
@metalgearlikersupreme Рік тому
Every few years a good indie dev rediscovers early valve game design
@crodolog4134
@crodolog4134 Рік тому
Hitscan heavily emphasizes sitting still and not moving
@sandwich2473
@sandwich2473 2 роки тому
I'm largely indifferent to camping, and will camp on occasion I think having good counters to it is really satisfying, few things beat the joy of seeing 3 peeps squirt out of a spot after lobbing a grenade into their hidey hole, or blasing a rocket into them for that multi-kill Having certain areas of the map be locked down funnels people to different places, though when things always play out the same way its just frustrating, so there needs to be lots of routes to move though Camping spots need to have a lot of flaws, also Would be worth looking at halo 3's multiplayer levels to get a feel for how they dealt with things which I think they did better than other game companies at tackling
@nitenite8946
@nitenite8946 2 роки тому
Halo 3 maps are some of the best. 2 had some good ones as well, but still pretty flawed.
@lance00000000000000
@lance00000000000000 Рік тому
I believe there is nothing at all wrong with camping. It is not like it is severely overpowered. It is just a strategy to combat the people who go Gung ho sprinting in blindly or those people who try to be the top players alwayd and feel like failures if they aren't top place on the leader boards, the ones who have the skill to flick from one target to the next but fall flat on their face because they have no strategy and get killed by people with strategy. The big reason it is so frowned upon is because of those that get so worked up when they die or are losing. The ones who want to blame the internet or the game or the other player or the sun in their eyes or literally any other reason. Those people can't handle the thought of losing so you hear them over and over complain about the same thing. To those people I say, "No it is not their fault you want to run out into the open full speed ahead and they don't let you. Maybe instead of complaining, prove that you are good at this game by learning strategies to win. Go methodically forward if you want to advance. Not sure if you know this or not but this is a war game and anybody I have seen run out in the open going Gung ho has died right away." If there is no glitches or spamming explosives nonstop (mw2 days) then all is fair. (BTW I haven't played cod or and shooter games in over 5 years. I was actually extremely good. I wasn't one to camp ever but it never bothered me. I guess it didn't feel like real life to me like it does to other people. Also I do know not everyone who complains about campers is that over the top about it, it was more just an example. What I do know 100% is any hate or negative for campers comes from the frustration of dying without them standing much of a chance in any combat situation because they probably are actually pretty good at the game and are used to it being the other way around since they know in an open battlefield one one that they might have the upper hand due to skill. But skill is only the half of it and players don't want to believe it. The point in war is to win. In a tdm, running in makes you more likely to be killed. Now when the goal is not just to get kills but also try not to get killed so the other team doesn't get more points, you need a game plan. A strategy. That strategy could be anything that gives you an advantage. Flashbangs before turning corners, advancing slow, staying back, flanking, etc.
@jarofsake2356
@jarofsake2356 Рік тому
@@lance00000000000000 Bro just wrote a book and a half
@lance00000000000000
@lance00000000000000 Рік тому
@@jarofsake2356 Yeah, happens some times. It's funny how people can't fathom someone writing more than a sentence or two but would watch a 30 min long rant at the same time
@jarofsake2356
@jarofsake2356 Рік тому
@@lance00000000000000 Mhm i actually read it and it had some valid points
@EagleTopGaming
@EagleTopGaming 2 роки тому
I think the biggest thing you can do to prevent camping is mitigating the players fear of dying. Camping is not actually the best way to get the most kills. Camping is a good way to get a higher K/D ratio. But if dying is not a big deal then players are encouraged to take more chances and experiment with movement and the other mechanics you have in your game.
@maximthemagnificent
@maximthemagnificent 2 роки тому
I'm old enough that I had experience with paintball before multiplayer first person shooters became refined and it absolutely pushed me towards a camping mentality.
@EagleTopGaming
@EagleTopGaming 2 роки тому
@@maximthemagnificent Right. You are going to camp more in paintball where it hurts to get hit versus if you played with something like nerf.
@_qpas_fury_1572
@_qpas_fury_1572 2 роки тому
So have a kill counter but not a death one? Like yeah your kills go up, but who knows how many teams you've died? I don't know or care because I'm here to have fun
@ImInForAWuppin
@ImInForAWuppin 2 роки тому
@@_qpas_fury_1572 Reduced player info is never a good idea. The whole "only show good stats" approach was attempted in Overwatch, and it's exactly what makes the game so toxic. Everyone knows what they've done right, but none of what they've done wrong, and so most players think they're the second coming of Christ by mid-gold. It also stunts player growth for those interested in improvement, since they have a harder time figuring out what they need to work on. It's worth noting as well that the fear of dying in game isn't purely a scoreboard thing. People feel worse from bad experiences than they feel positive from good ones at a roughly 7:1 ratio, so unless they're hitting 7 kills a death that respawn screen is going to sting more than the headshots can make up for.
@Micharlus
@Micharlus Рік тому
There's another interesting method used in Planetside 2 for example. And it boils down to networking. As a standard fps game where aiming and hitting is done client-side, if someone expects a camper in a spot, the camper is at clear disadvantage. From the moment enemy peeks a corner he has the combined latency time before the camper starts reacting on his screen. So if a camper sits idly, he'll get peppered with headshots in no time and, due to rather low TTK, most often dies, often just in that short window of latency. Of course he can has time to shoot on his screen but he's facing a quickly moving target at that point making going even for mutual kill a bit of a struggle. Of course this whole anti-camping strategy depends greatly on the ability to know where to look for campers. This is achieved firstly by map design. But unlike your suggestion it's less about making positions undefended but more of making them obvious. If you know there's a short wall in that long corridor, you know you're probably gonna find enemy there. Moreover, the radar system in PS2, registering on minimap when shooting and others make it often easy to find camping players because you simply know when they are. And then you can use your advantage to kill them while they're still just standing on your screen. I'd like to also point out a bit of a flaw with your research method. You mostly look at games that do it badly and try to figure out how to solve it. Please, remember about games on the other side of spectrum. Ones that are essentially free of camping. There you can find clear solutions, without having to invent them yourself. Overally cool video with some good insight. It was enjoyable to watch. :)
@lifeofreggiewoods
@lifeofreggiewoods Рік тому
I do field design at an outdoor lasertag facility. Years of experience moving bunkers around to try to reduce camping and spawn sniping. My best advice, sometimes less is more. Giving players a big empty lane to combat a spawn sniper is often times better than putting walls / obstructions to try to block the snipers POV.
@Soliye.
@Soliye. 2 роки тому
It really depends on what type of game you're making. If the movements are slow and heavy and you have to wait for the enemy team to push toward you, you're more likely to stand your ground. If the goal is to get as many kills as possible (TDM) and there's no map objective, assume people will try to find the best strats to get their K/D up. I don't know a game where no one camps. Even in Halo, you fight to get the sniper and move out to the highest point or a spot that gives you an open view. That's just how some people play. Great map design will allow players to attack these campers from an unexpected angle (above, bellow, behind or make the camping spot symmetric for each side of the map). But you can also give the player a reason to keep moving, whether because it's fun (TitanFall), to get a special weapon / bonus or simply because you're an easy target while standing (like most Arena shooter). When you want a map to feel like a king of the hill (fight for a spot on the map) therefore resulting in camping. Losing players should be able to take second routes that cannot be engaged from that advantage point. Forcing the winning team to a showdown. You're always gonna need some sort of cover. That cover can only block off one or two direction, allowing the player to use it and avoid a specific encounter (to reload). You're still an easy target from every other directions and explosives. Again, it's really difficult to avoid camping, but you can always give players a way to counter it, a way to fight back.
@olimar7647
@olimar7647 2 роки тому
As someone who often favors stealth or otherwise avoiding open fire, I approve of these design philosophies.
@Yorick257
@Yorick257 2 роки тому
If I remember correctly, it was extremely difficult to camp in the Unreal Tournament. Probably because of the weapons system and objectives
@Soliye.
@Soliye. 2 роки тому
@@Yorick257 Yep you’re right. UT was a lot more rewarding for the players who kept moving. Also the best way to stay alive. The weapons, maps and movements all played a part. Same for Quake… (honestly I just miss arena shooters in general now).
@nitenite8946
@nitenite8946 2 роки тому
I like the way you laid this out. Applying simple game theory gives new perspective on mapping. That's one of the reasons i enjoyed Halo 5 so much. Smart map design (mostly). I appreciate your mention of unorthodox angles and AOE type weapons. Those are big parts of developing a meta.
@maximeteppe7627
@maximeteppe7627 2 роки тому
I feel like the video is a bit incomplete, as any design quirk or system will impact the state of camping - like the ability to heal up - say you have a sniper type weapon that takes half health, reloads slowly, and there's no healing, that least factor mitigates the high TTK, camping is still a good strategy to soften enemies for your teammates, but adversaries still have time to get to cover(assuming you're always just a few seconds away from appropriate cover), identify where they're being shot from, and counterattack, forcing players out of the camping spots. Say only one weapon can effectively serve as sniper, and you can only carry a handful of sniper bullets, and you have to get out of the camping spot to recover ammo, that's another way to force people out;
@pixelpastiche
@pixelpastiche 2 роки тому
I'll have to do you one backwards and say that it depends on the game for all of your questions in terms of a player BUT in terms of being a designer it can be framed by the priorities in your game. To find your priorities, just define what camping is in the game: sounds simple but, in answering the questions, you find your natural tendencies of personal design. Example: "Camping in my game is holding one position and being able to cover yourself while firing easily on other areas." From here ask "what are the priorities?" Seems like "positionin", "firing", and "areas" are priorities and camping is what unifies their relations, but personally which does it relate most to? From here the tendencies take over: if you say positioning, then you might want to focus on the map layout and pathing; what contributes to your position more, getting there first or waiting for someone else to come? If you say firing, then do certain guns inherently seem to favor a camper? If you say areas, then does the TTK of guns change drastically over distance rather evenly, or do some locations change how effective a gun is? You can use this process to examine games and by moving in a question-answer/question-answer/question mode you can keep scope down, as well as easily abandon/pick up a line of ideas by following along whatever priorities come to mind. Great job on the game and thank you for the devlog.
@11331gar
@11331gar Рік тому
I think also encouraging movement helps. In games like doom your cross-hairs don't become more accurate when you stand still, so moving around isn't discouraged. In Titanfall, there is practically no delay between when you moving and pulling your gun out to the fire, so there is a lot less disadvantage to being being jumped
@11331gar
@11331gar Рік тому
Also don't make lmgs
@dillbilly1774
@dillbilly1774 Рік тому
I think an interesting way to prevent camping is to add a special mechanic with a meter and an ai enemy that is invincible to all player and can kill players very fast but cant find the players. Its can only find players with higher meters which build up when stationary and not interacting with anything. It doesn't just solve camping but also solves the afk problem too.
@hedgeearthridge6807
@hedgeearthridge6807 2 роки тому
So the thing is, Camping is highly effective, because it's realistic; shoot at the enemy, while endangering yourself as little as possible by utilizing cover and concealment. Problem is, realistic and effective doesn't always mean fun, especially in this case. It's fun to camp, but it's extremely frustrating to be camped. I hate slow TTK as well. It's an area Tarkov really screws up, late-game it just becomes a game where you unload mags of rounds into each other while side-stepping back and forth. It's braindead stupid and it's not fun. But it can be frustrating when a gameis very fast TTK and just boils down to seeing and clicking first; it's not a firefight, it's just a sort of reaction-time tester. See, point, click.
@frizz5738
@frizz5738 2 роки тому
Tarkov late wipe is the exact oposite of that, people restrain from even wearing helmets because they know that no matter how good your helmet is, its just to late into the wipe so you will get 1 taped in the head none the less, and class 6 armor get's shreded way faster then in early wipe.
@TrungNguyen-is6lq
@TrungNguyen-is6lq 2 роки тому
I think slow TTK leaves room for other mechanics to have an impact on your gameplay. In apex, movement is a big thing. You can't solely rely on people walking into your crosshair and die. It is down to consistent tracking, recoil controlling, and taking good advantage of covers.
@izuix5629
@izuix5629 2 роки тому
I like high TTK because it allows for more balancing options and therefore more weapon variety.
@testoftetris
@testoftetris 2 роки тому
I was just thinking about this the other day because I went back to Halo for a spot of nostalgia. I was struck by how powerful the shotgun in that series feels because of how dramatic it is compared to other weapons. The difference between an SMG and a shotgun in a lot of modern military games is often very subtle because they both prefer similar ranges and kill in roughly similar time-frames. But the difference in power between Halo's shotgun and most other weapons is so much more tangible because other weapons take a lot longer to do their job to the point where using the shotgun almost feels like playing a totally different game
@sakumaFR
@sakumaFR 2 роки тому
Can you guys confirm if Mordern warfare 1 (2007) has a higher ttk than the later MW games? I always felt that guns after MW1 became too powerful and my brothers felt the same way.
@laylapitts967
@laylapitts967 2 роки тому
I agree, with my reason being I hate Insta Kills in games unless it's a super Ability, like Ultimates in Overwatch and such, so you got to work for the insta kill ability. But games like Rainbow Six Siege and CoD games and such you can Headshot kill anyone no matter what, it doesn't feel appealing to me to reward Sneak attacks or Stealth with Free kills 100%
@drews8900
@drews8900 2 роки тому
@@sakumaFR mw1 had lower ttk overall, with the exception of the meta guns m16 with stopping power would kill before the third shot fired. Later games made maps smaller and so smg rushing became the best ttk option
@sakumaFR
@sakumaFR 2 роки тому
@@drews8900 did you mean higher ttk? or lower is correct?
@CrazyLeg360HD
@CrazyLeg360HD Рік тому
i would say that having multiple accesses to said spot would be good for instance @ 3:24 having a cover over head and only needing to look in 1 general area will give you more reaction time than another player who is going to be looking for targets out in the open and not in the corner as Tiaana de Bod says "As some other people have pointed out, movement has a lot to do with this." which is indeed true but make sure to have more of a centralized locations with just enough cover and still plenty of space get shot from will have the players either take cover or to run away. when someone engages you from a camping spot it would stand to see that they would have the drop on them but a better player will simply outplay or use a tactic that would help them if caught off guard its a balance between helpful cover and camping too much cover can lead to camping and not enough wont be used at all.
@ItsRussel
@ItsRussel Рік тому
A good way to prevent camping imo is area denial or obscuring sight lines, like the incendiary and smoke grenades
@Reintar
@Reintar 2 роки тому
Blacklight: Retribution had great mechanic to prevent camping. Basically it was just free wallhack everyone could use but it made you vulnerable. Also it sorta makes you less want to use cheats too.
@UltraNyan
@UltraNyan 2 роки тому
Scrolled down to find this comment. Blacklight made it really hard camping by giving you wallacks. Ironically Ghost in the shell also gave you wallhacks but encouraged camping in other ways that was really nasty, I would camp in one spot as sniper and get 10 kill streaks constantly :D until they nade spammed me.... Strange to see both of these games dead. I guess campers are the driving force of a online fps game XD
@pondsmicro2056
@pondsmicro2056 2 роки тому
Honestly a great perspective on camping in video games, and with a lot of good info. Although I may go about the solution in a different way. Rather than preventing camping I would say styles of play. Titan Fall comes to mind with the movement. While camping was viable in the game, the rewards for learning the movement far out weighed the benefits of camping.
@Unknown_Comrade_
@Unknown_Comrade_ Рік тому
I think battlefield has a workaround for campers in buildings: they are destructable. So say for instance there is a squad of campers on the top floor of a house, you could blow it the F up and leave them with essentially no cover
@nocturne6320
@nocturne6320 Рік тому
One thing could be echolocation, basically have people firing place a blimp on the minimap temporarily showing their location, the bigger the caliber (eg. sniper) the more visible the dot/the longer it stays, this would encourage movement and not staying in one place
@96samcosmo
@96samcosmo 2 роки тому
Another factor is lag compensation and how much it favours the aggressor. By the nature of online games, the person moving around the corner sees the camper a split second before the camper sees them (because on their screen they are yet to move around the corner). If the game mechanics allow the attacker to utilize that time window, it can really punish campers.
@spudly98
@spudly98 2 роки тому
From what I've experienced, a faster ttk usually results in a better ability to eliminate campers if you're playing closed circuit maps (with fps shooters, that is). Usually, most shooter style games have some form of explosive or bullet penetration that mitigates the difficulty.
@redline841
@redline841 2 роки тому
However the problem is that campers can abuse that TTK, using element of surprise or entrenching themselv3s
@spudly98
@spudly98 2 роки тому
@Red Line you dying once or twice doesn't count as the other person camping, js
@RobotronSage
@RobotronSage Рік тому
I don't think you understand what camping means
@meirzamsky
@meirzamsky Рік тому
i think a fun way to prevent it is by having a very dynamic movement system, for example in titan fall 2 if someone is camping in a house you could just jump over the house, or even get right in their face, add that to the fact that its much harder to hit players and you have a shorter timeframe to do so because of the fast speed and camping is barely a viable strat there
@bigpoo1335
@bigpoo1335 Рік тому
The reason why MW has camping too is not just map design and TTK, but also equipment and perk unlocks. Claymores and Trip Mines are unlocked like level 1 whereas in previous titles they were very late. Perks that also combat campers are unlocked last as well which makes battling against them challenging without the unlock. Also factor in footstep volume and some of the maps being quite large with spawns and you have a game where no one can be arsed to run anywhere
@tml6556
@tml6556 2 роки тому
maybe consider adding a kill confirmation system where players have to walk over to where the enemy died and collect their dog tags to actually be awarded the kill. This would force them out of any camping spot and force them to move around the map.
@Drakon_Minaka
@Drakon_Minaka 2 роки тому
That actually founds fun not gonna lie.
@unknownwill4th549
@unknownwill4th549 2 роки тому
That sounds like a good gamemode idea. Not a core feature but sounds intersting
@kiwi3085
@kiwi3085 2 роки тому
@@unknownwill4th549 I mean they're literally describing Kill Confirmed which has been a CoD staple for years now
@carbonghost0
@carbonghost0 2 роки тому
Another huge factor in camping is visibility. In Modern Warfarre, along with having secluded rooms and buildings you are also hidden in shadows and are very difficult to see. Camping would be significantly harder in any game with player outlines or generally good visibility.
@WorldInThe
@WorldInThe Рік тому
Good inspiration may be to look at map design from more old school arena shooters. That current map looks like one for the most part.
@telminater5917
@telminater5917 Рік тому
sniper main in basically all games with low ttk (i play only low ttk(one shot => dead)) i think its also a part of experience needed => low xp means that the person is a bit more scared and trys to naturally to preserve his life. i love playing cat and mouse against low xp player, running around in the middle of the map and trying to snipe them out their camp-spots. also low xp will camp more if the gamemode is "tokenbased" so you die equals your team loses a point. first team with no points loses. when i started gaming if got overwhelmed really fast and tried to hide so i can calm down a bit and start slow. caming is boring as we all know, but it will take some time until the lowxp player get the idea and fun of hell and chaos. so maybe its a good idea not to put 100 player in a 1x1m map XD. i hope you could understand my unsorted thoughts and my bad english :D keep up love the work you are doing
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