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Hi, I’m the guy modding new Vegas. I’ve noticed a problem present in every shooter made, or at least, every shooter mainly focused on the ranged aspect of combat.

The fundamental problem with all shooters it that they make shooting at an elevation too convenient. It doesn’t matter what game you play. Camping at a high elevation usually the safest option. Camping at these heights is also the least fun way to play and the least fun thing to play against.

For the perpetrator, the game becomes unengaging (unless you’re playing a game like sniper elite or hitman), and for the invaders, fighting against this playstyle can become frustratingly difficult. Games like DayZ, PUBG, and insurgency are notorious for this type of camping. Retro shooters like DOOM and Boltgun can be cheesed by playing like this in nearly all levels. You get the idea, this problem is not fun to deal with.

How do you even go about solving a problem like this?

Use cover! Throw a flash bang!

make ammo rarer/have like one clip max at spawn so you have to move your ass every few minutes
for open worlds,give infinite artillery/explosives to the ennemies to force you out of your position

more and better granades. also fortnite kind of fixed the issue by making building a thing

It's just poor level design and balancing. In Squad or HLL i never noticed this
(grab HLL its free on epic until tommorow!)

>>39105
>It's just poor level design and balancing.
Fun fact: in the Modern Warfare reboot the multiplayer maps are designed in such a way that a player can be shot from at least one side so that they're never truly safe so you may have a point. Although I do wonder how soldiers deal with campers irl, that might give us an idea of how to deal with camping without removing it as a potential tactic entirely ('cause, you know, that's what snipers and heavy machine gun operators actually do, that's one of their roles in the team other than assassinations in the snipers' case).

This is a level design issue. Any area in a level needs to have multiple ways in and out so it's always possible to flank someone in an advantageous position or flush them out.

I imagine you've considered this already, but wouldn't using projectiles / curved vectors instead of straight hitscan help with this since the shots could curve around the ledge being used as cover?

>>39110
>but wouldn't using projectiles / curved vectors instead of straight hitscan help with this since the shots could curve around the ledge being used as cover?
Well, they don't curve THAT much to be effective, it's more of an added difficulty for snipers (which will admittedly lower the amount of campers just because of the skill required to shoot the damn thing).

I think one of the biggest problems is that the weapons are just too damn accurate so you can just instantly headshot everyone. Tactical shooters like the afformentioned Squad don't have such problem, the weapons are as shit as they're supposed to be. IRL weapons have:
>shit accuracy
>shit reload time
>shit weight
>shit aiming
>shit mag sizes
>shit radius (except for the shotgun, which is actually the opposite of the video game shotgun funnily enough)

>>39112
The shotguns in insurgency and my modded version of new Vegas are cancerous.

>>39055
I haven't really noticed that sniping from high being effective. Big downside is it makes you extremely visible and an easy target. Also you can know the maps and you'll know to check the couple high spots on them for snipers.

>>39110
All shooters that aren't close range shooters model projectiles these days. Battlefield has bullet drop.

>>39115
>extremely visible

On terrain, you’re almost invisible if you camp high. It’s incredibly easy to conceal yourself too. Just move back behind the hill a bit and reposition yourself.

i oddly never noticed this in halo. whenever a higher elevation enemy killed me i usually think "damn yeah i tried taking the riskier path and was punished for it oh well"
so maybe it really is just a game design thing? + halo most weapons are pretty short ranged, so even if the enemy is above you they usually feel inclined to do a badass jump towards you to close the distance anyway>>39116

>The fundamental problem with all shooters it that they make shooting at an elevation too convenient.
Being at a higher point gives you an advantage in real life as well. One can argue that the advantage shouldn't be too strong, but advantages and disadvantages perfectly balancing out would be too counterintuitive and weird IMHO.

Consider how the first one gets to the high position and how easy it is to get up there as the second one while the first one is still there. There could be some obstacle to getting there that the first person has to deal with and then the obstacle isn't there anymore for anybody (e. g. hitting a switch that opens a door permanently).

The high points could be easily destructible. A thing from real life: Fire travels faster uphill, so if starting fires is a thing in your game, you have a good counter-strategy right there. And characters don't need to be literally on fire to take damage. There can be health damage from heat and smog and that stuff travels upwards.

>>39055
I'm not sure that this is as big of a problem in DayZ.
The maps are huge, so not only can you mitigate the height advantage by moving farther away, there's way more ground for the camper to cover if they are to utilize their high ground. Meanwhile the camper has potentially put themselves at a disadvantage by being in a predictable spot. Think of the control tower at the NWAF base. Anyone moving through the area is going to keep an eye on it. A lot of fights are decided by who sees who first, regardless of height differences. Trying to pick out a pixel in a sea of beige is a lot harder than seeing a silhouette against the sky.
In addition, a lot of the high grounds with relatively unimpeded views, like the aforementioned control tower, have chokepoints that they are accessed by. So not only is it easier for the would-be camping victim to see you first, but they could just wait you out in cover and kill you as you leave. This is compounded by the fact that you also can't just camp forever, you have hunger, thirst, sickness, ammo, weapon condition, etc., to contend with.
I admit that in a lot of shooters I find myself feeling the urge to camp in buildings and shoot out the windows but this rarely goes well for me. Being able to move around is almost always preferable to being cooped up in one spot.

>>39055
no shit, having the high ground is advantageous in irl conflict as well for obvious reasons. what are you even complaining about lol


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