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ganoncrotch said:
UltimateUnknown said:
I don't think people are going to stop if you simply tell them. Devs need to build their game in which camping either puts you in a major disadvantage or is impossible.

For example, I really like the new Cranked game mode in COD Ghosts. If you don't get a kill within 30 seconds, you explode and die. Plus for each kill you get, you get all the rushing speed perks like quicker movement, faster reloading, unlimited sprint, etc. This makes the game where every single person is rushing around to get kills and there's almost no camping whatsoever.


Or in fighting games, Street fighter has Guile a camping character he is really high tiered. Blaz Blue has a coward debuff for camping if you do it too much you get a massive damage debuff where it takes just 1 hit to kill you almost if you keep doing it.

Fighting games don't have "camping" characters. They have zoners...characters who have a more of a hit and run tactic. Blazblue CT in particular had Nu-13, then Hazama in CS. They both specialise in ranged attacks. I haven't played street fighter, but I imagine that is the case for Guile, because most casual players tend to hate those who use zoners as these characters can be tough to beat without a sound strategy.

But fighting games are different than FPS games. Almost every playstyle in fighting games has a counter, like a rock paper scissor game. Each character has a good and bad matchup. The camping stated here is related to FPS games where I can sit behind a certain point of a map and the enemy players will keep spawning at the same spawn points, letting me just camp a line of sight and pick people off as soon as they spawn. This is a major issue that most FPS games try to fix, either by allowing you to choose where you spawn (Battlefield), or better spawn programming or temporary spawn invincibility against killstreaks (Call of Duty). I don't know if any game has perfectly nailed it.