Anti Camp Idea? KOTH think about it! Game ideas...

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skillshot

FNG / Fresh Meat
Jul 24, 2009
152
0
0
I have heard people ask the question of whats the point of having a big map if your team always bogs down in one place? I was thinking an anti camp meter under neath the player, if the meter goes up ( lets say from 5-10 seconds of camping, crouching or not working towards one place) the player starts feeling infected (or whatever you want to call the damage). Couple that idea with friendly fire(or mirror friendly fire), and we have a very strategic normal game, that becomes frightening difficult on suicidal.

Another idea would to make a king of the hill type of map (or objective like places to hold on current maps). Where you Have to hold parts of the map for a certain time and than move, that way these maps are being used to their full potential.

Just an idea but i really think this game lacks variety. It can use a boost!
 

gusone

FNG / Fresh Meat
May 2, 2009
1,512
270
0
Sidcup
steamcommunity.com
That's like blaming a bullet for killing someone and not the person who pulls the trigger. Players should be allowed to dig in and defend - its the mappers fault if their maps provide favourable places to do so and I hasten to add mappers should fix them when they know about them. Penalising a player for standing still is so impractible it beggars beleif.

UT and the constantly moving and bunny hopping generation its created has a lot to answer for.
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,418
412
0
Finland
Solution #101:

Have rollerblades on every character without brakes and the moment you start moving you can't stop anymore unless you crash into some object, and the more velocity you have - the more damage you recheive. Crashing onto a wall with high speed without an armour would result in an instant death.
 

widowmaker

FNG / Fresh Meat
Jun 24, 2009
180
7
0
Obviously this isn't going to sit well with everyone, so what you need is a choice. A mutator would handle this very well.
 

Nazarov

FNG / Fresh Meat
Aug 24, 2009
683
190
0
It'll be more of a Death Floor than Killing Floor if the only option you had was to run into swarms of zombies. Because they spawn in a way that blocks your escape routes.
 

Griever

FNG / Fresh Meat
Jun 16, 2009
419
2
0
Finland
"Anti Camp Idea? KOTH think about it! Game ideas..."

That's why there are ZEDs called Fleshpounds. They will separate the survivor team from each other and move away from their camping spot. However, if you kill them too quickly and no one from your team won't even flinch, that means you should switch to harder difficulty immediately. If they are now TOO hard, it's your problem then.

OR

Let's have Solution #101 (look above)
 
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Bio666

FNG / Fresh Meat
Jun 10, 2009
788
2
0
[...]Let's have Solution #101 (look above)

What is that? That so-called solution will just make ppl stop moving from spawn point, because except medic spawn with ammor, everyone isnt, and will crash into wal (or zed) and INSTA-DIE.
 

gusone

FNG / Fresh Meat
May 2, 2009
1,512
270
0
Sidcup
steamcommunity.com
It'll be more like 'Strictly Come Dancing' with us all doing the cha cha back and forward interspersed every so often by that mincing UT model's side step commonly known as the constipated Irish jig.
 
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skillshot

FNG / Fresh Meat
Jul 24, 2009
152
0
0
I was thinking purely a mutator that encourages players to move from point A to point B while defending themselves. Obviously its on the map makers to make a balanced map, but for levels like farm, biotics, even manor...who holds the house?...no one. So just I am merely implying that a mutator to push the players along in the level would be great (at least until the novelty wheres off). This type of mutator would be for the legit experienced hardcaore type players.

BTW for whoever said play harder levels. Hard is very simple to me on all the core maps, suicidal gets tough on 8-10 for me. And Simply takes to damn long. Normal is a joke...seriously a pistol can carry the team!
 

skillshot

FNG / Fresh Meat
Jul 24, 2009
152
0
0
reducing camping? thats the whole purpose of strategically placing the traders when it comes to mapping.


Most maps are small enough to be able to make the trader within time, even if you have the furthest distance to go in the level (corner to corner, like londons basement trader).
 

Nazarov

FNG / Fresh Meat
Aug 24, 2009
683
190
0
on open maps like farm, I just run to the next trader drop spot as soon as I can and mope around there. I let my teammates just stay at the previous trader and kill zeds.
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,476
1,942
0
moving is overrated......defend to win. just so happens that the moving trader locations for most every stock map wasn't enough to force people to move around.

people complain about camping in red orchestra too :rolleyes: :D
 

Nanostrike

FNG / Fresh Meat
May 19, 2009
2,027
250
0
It requires a decent amount of coordination to successfully hold a line, really (If it doesn't, it shows a flaw in the map, IMO!). So punishing players for doing so is really gimping overall team-play.

Besides...if you do that, there's really no option but Kiting, which everyone also complains about. So no thanks...
 

Bio666

FNG / Fresh Meat
Jun 10, 2009
788
2
0
It requires a decent amount of coordination to successfully hold a line, really [...]
Besides...if you do that, there's really no option but Kiting, which everyone also complains about. So no thanks...

WIN. EPIC WIN.

Hail campers! Long live camping!
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,418
412
0
Finland
Considering that KF is by nature more of a camperfest to some degree, forcing players to move can be bit of an issue.

While personally I usually try to have some escape route covered or something else in case if something goes FUBAR (aka I hate holing up in 3^2 area that has only one exit - the one the enemies are coming in from), if people were forced to jiggle around like some tangodancers it would be rather lunatic, especially on FF server where quite alot seem to have failed to pass elementary school as their reading comprehension is nonexistant.

It requires a decent amount of coordination to successfully hold a line, really

It is true more or less. For seasoned veterans it might be bit of a joke (until suicidal, or even those who are seasoned veterans with deathwish) but often you're stuck with random group of people who are unwilling to share the general idea that you have a common enemy.

Again, camp-o-mania with marshmellows and waffles is bit boring, but also forcing people to move around (for that I still say solution #101 is teh best evar!) would also result as hilarious clownfest unless you have 3+ players who can coordinate without words (aka played long enough) or who are willing to use microphone and some common sense.
 

Anemia

FNG / Fresh Meat
Mar 22, 2009
233
15
0
Hey lets remake it to l4d so we can get from point a to b..
No lets be serious. I get what you mean. When the retailgame came out I felt like a lot of the good old KF-feeling was gone :/ The whole game had gone A LOT easier, and faster. Enrageing scrakes(?) what is that? (some kind of sick joke?). If you havent played the mod. I can tell you that it was a lot slower but all the zeds had much more damage and hp. Due to these changes it's much easier to stay at one point and defend since all specimens is easy to head shot. I want that modfeeling back :(
(And Please remove those silly fps, the crawlers in the mod were harder than these fps if they came close!!!)

This thing with no camping, I think it's up to the mapmakers, and if that doesnt work ask pix if he can do a ported version of bioticslab-comish ^_^

doh! just wanted to say that