Anticamp wtf

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Donnie
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Re: Anticamp wtf

Post by Donnie » Fri 19 Jul , 2013 1:23 pm

Calypto,Could you please remove Anticamp? It's annoying.

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Satin
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Re: Anticamp wtf

Post by Satin » Fri 19 Jul , 2013 4:07 pm

There seems to be two threads on this topic running, I'll just paste what I said there, as this seems to be the dominant thread.
Anti Camp makes absolutely no sense at all in an Invasion environment

why?

well, we are provided with the facilities for:
Sandbags
repair totems
heal totems
lightning totems
sentry gun turrets

in short - all the things required to set up a BASE to survive in!

The waves of monsters are hard enough that you need to have a base, indeed in many games I've played, the first things the players - Including ADMIN do is establish a.... Base

So Anti-Camp.. No Thanks, it's self defeating, a lot of players don't like it, we're here to have fun, please don't keep making illogical, ill thought out things to stop that.

I suppose we either need the 'base' structure and no anti camp OR a 'no base' type, with no artifacts etc, but also some perks to actually allow a player to survive, because there's certain waves whee you cannot actually survive out in the open at the moment.

so pick your gameplay, it's your server...

Run n Gun

or

Base type (including players 'camping'

At the moment it's a bit of both, and that's not right.
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Satin
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Re: Anticamp wtf

Post by Satin » Fri 19 Jul , 2013 4:12 pm

Just for clarity: I have no objection to anything that prevents cheating or glitching or obviously out of play areas being marked with anti camp.
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Calypto
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Re: Anticamp wtf

Post by Calypto » Fri 19 Jul , 2013 4:14 pm

Satin wrote:Just for clarity: I have no objection to anything that prevents cheating or glitching or obviously out of play areas being marked with anti camp.
The out of play areas are marked as camping areas.

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Re: Anticamp wtf

Post by iZumo » Fri 19 Jul , 2013 9:53 pm

Calypto wrote:I love anti-camp, it makes the game more challenging. You must not enjoy a challenge?
> checks Admin EFR log on the BW #1 server
> IT'S FULL OF CALYPTO ABUSE INCLUDING PEAK HOURS!

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Calypto
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Re: Anticamp wtf

Post by Calypto » Fri 19 Jul , 2013 10:35 pm

Izumo_CZ wrote:
Calypto wrote:I love anti-camp, it makes the game more challenging. You must not enjoy a challenge?
> checks Admin EFR log on the BW #1 server
> IT'S FULL OF CALYPTO ABUSE INCLUDING PEAK HOURS!
troll2

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Azarael
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Re: Anticamp wtf

Post by Azarael » Fri 09 Aug , 2013 4:31 pm

Some form of anticamp or some means of preventing players from Translocating to invulnerable spots on a map and setting up totems needs to be considered. Without a local PathNode, monsters won't be moved up there by the Monster Mover.

My suggestion would be to cut the XP of camping players by 4 and disable all of their passive abilities. Camping would be defined as remaining in the same position AND nowhere near a level NavigationPoint, since no NavigationPoints will exist in areas not intended to be accessible to the players.

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Re: Anticamp wtf

Post by iZumo » Fri 09 Aug , 2013 4:38 pm

Actually, is someone bothered by camping players in Invasion, as it's not PvP?

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Azarael
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Re: Anticamp wtf

Post by Azarael » Fri 09 Aug , 2013 4:55 pm

On certain maps there is no challenge whatsoever because of the ability to xloc to points which can't be hit by monsters, and if such an effective strategy is available, even if it's boring, they will use it.

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iRobot
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Re: Anticamp wtf

Post by iRobot » Fri 09 Aug , 2013 4:59 pm

Then remove the translocator. The maps weren't designed with it in mind so breaks them easily.

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