Fixing SCP: SL's Camping Problem

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If you're thinking about camping in SCP:SL, then you should probably stop! In this video, I'll explain why camping is bad for your gameplay and how to prevent camping from happening.

Camping in SCP: SL is a big no-no and can really mess up your experience. In this video, I'll show you the reasons why camping is bad for your gameplay and how to fix the issue.

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For people wondering about the custom weapons: I coded them myself, they are live on Kings Playground Modded Server 4 and you can play with them yourself!

SwiftKraft
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It would make tons more sense to have a back door to nuke room as any nuclear warhead silo/control would have many entries so that if one goes down, there are more to go through.

lukemimnagh
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Another thing that can be used to prevent camping a little bit is making flashbangs more accessible to all players so campers get blinded with a well timed flashbang and the atacker gets a chance to kill the camper

raptor
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One thing that could be done is to make it so the warhead has a minor fuel leak that could cause constant minor radiation damage to anyone in the nuke room, incentivising only short stays at most. It would also be extremely easy to implement

luyxamian
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the bad map design mostly come from SCP CB being a single player game, and hubert not knowing this would cause problems when he starting developing it and then sticking to it caused problems

littlefirez
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I like the idea of a big cargo elevator replacing the standard elevator that nuke room has, with maybe some blast doors opening when it comes down, it'd certainly make the chokepoint much larger and harder to defend and would give an attacking force more opportunities to shoot back.

tyaz
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What makes the issue even worse is that if youre the last D class alive the meta is to not escape because 9/10 times there will be more scps alive than D class that escaping meaning if you escape the round will end in scp win. So you are actively encouraged to just sit on surface and hope the chaos kill the scps making the round stall even longer.

dodo
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If you become an SCP SL patreon, you get access to a suggestion channel which I once used during last beta to suggest NW adds a second elevator in the EXACT same place you mentioned in the armory for nuke! It got 50+ checkmarks (meaning people that agree with me) quickly, but nothing ended up happening about it :/

Also, I want to add onto the objectives part of the video, I know you said that you were unsure of the specifics for how to add a new win condition, however I do not think scientists escaping + recontaining 079 is a viable option for an MTF victory: 1. Not every team has 079 in the first place 2. It would be silly for the remaining SCPs who didn't die but still lose, and wouldn't even make sense lore-wise/logically, since they would still exist.

What I suggest instead, and what is similar to what you said, is add another way to turn on nuke, not directly in the nuke silo- If there were say, an 079 nuclear override button in his containment, this would put more pressure on SCPs or anyone for that matter camping inside the facility, and would make it more difficult to camp nuke silo (the only other way to put pressure). This could also utilize that one level 3 thing on cards that was used for Larry's containment, but could be used for 079's instead.

Jolty
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One thing I find funny about this issue is how 106 is simultaneously the biggest counter to nuke silo camping and also the one who benefits from it the most.

In most rounds where 106 is the last scp standing, there’s a very high chance he will camp the nuke silo because of how tight the entrance is, which makes it almost impossible to dodge an attack from any scp, he can also use the stalk ability to hide inside the elevator before it goes up to ambush the attackers, and if anything goes wrong he can just teleport away, completely bypassing the elevator trip.

SigilOfBaphomet
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The current win system needs to be changed certainly, because having to kill everyone results in SUCH long rounds. This is especially a problem when 90% of the players will die from SCP’s in the first 3-4 minutes. I think the way to change up the game perhaps is fundamentally changing how nuke works. Perhaps a nuke is destined to go off 15 minutes after round start and SCP’s can do objectives to increase the time they have, whilst humans can decrease it or prematurely activate it. Idk, there is a hige balancing issue, but I see no way to change it without making a big gameplay chnage which might ruin its appeal or charm

mattmaco
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I think a good way to counter the camping problem is to add a security room into entrance. Basically, it can be accessed by any human player, and they can view cameras and leave pings the same way 079 can. Both 079 and the security room cameras are given an extra ability: room gas. You select a room, and after 20-30 seconds with warning to the room it locks and gasses, killing anyone in it. After 10 seconds of that, it reopens and goes back to normal. This could be used by everyone to stop campers, 079 could force human classes out of nuke, or humans could force scps out of nuke.

gameer
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You deserve a hell of a lot more subs. Great content.

capitalteal
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The biggest problem I see with the nuke room is that it is essentially a choke point for the entire map. If 079’s generator is in the nuke silo and the server doesn’t have an auto nuke set up, then SCPs could camp in there for theoretically forever. This may be a controversial take, but I propose completely removing the 049 and nuke room elevators and changing their rooms to be on the same level as the rest of the facility (or make the elevators instead lead to a completely new zone with multiple entrances. Maybe a service zone which is more winding and confusing, but connects light and heavy containment in a path that is much longer but doesn’t require keycards. Anyways off topic)

Additionally, I think that there should be another room in the game that has an equal level of importance as the nuke room, which forces campers to guard both spots and split their forces. I think what makes the most sense would be the CASSIE room, which provides additional objectives for each team. I’ll give the benefits for each team below:

Chaos Insurgency could have an objective that involves them hacking the CASSIE system to hijack the site, in addition to a secondary objective (IE stealing SCP objects and transporting them to the surface), which instantly wins them the game if they have a significant advantage over their enemies (less than 3 hostiles and more than 9 insurgents, for example). CASSIE would send out a glitched announcement upon a hacking attempt alerting all MTF of what is happening, and the room must be defended until the hack is complete. Upon successfully hacking the system, the map could suddenly change to benefit Chaos Insurgents (such as Tesla gates not triggering for them), and maybe it could add a new player to the team, a hacker or something which is basically an Insurgency-aligned 079 to help mop up any hostiles to win the round quicker

MTF could access the CASSIE room to restore functionality to the site. I’m less sure of how this would work. Maybe they could load a backup onto a drive and escort it off-site, which would make Chaos Insurgents hacking it impossible after this objective is completed. Regardless, after functionality to the site is restored, then MTF would gain benefits to give them an advantage. These could include personnel and MTF bypassing Tesla gates, a breach scanner to alert MTF to the position of any remaining personnel or hostiles or SCPs, the Insurgent Hacker equivalent being a Technician or CASSIE role who has remote access to the cameras, any remaining generators forcefully activating, and maybe even a Heavy Containment decontamination triggering. Some or all of these could be possible benefits for MTF to help them retake the site much easier. They however would not receive and instant win condition until all hostiles are eliminated, unlike Chaos Insurgents

SCPs would not receive any direct benefits from the CASSIE room, similar to the nuke room. It is simply a secondary location that they must guard to prevent them from camping too much. If someone is insistent on giving SCPs an objective here then maybe somehow 079 could hack the CASSIE system to instantly get tier 5 access

tpdblake
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I have never seen a person put so much effort into analyzing one of my favorite games, keep up the AMAZING work!

rapture_bishop
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Played 30 continuous matches of this game and I've never seen such a problem

thiefsleef
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hubert and Northwood spent hours programming the elevators to work perfectly, and they're awesome, but I think we should remove them completely and replace them with stairways. It'd be cool and you could even have a low chance for one of the stairways to be SCP-087 and you just keep going up or down a set of stairs forever, only to turn around and realize you haven't gone anywhere. Would it make sense? No. Would it be hilarious? Yes.

That or also add sort of "cargo elevators" that offer a huge width players could spill out off. Think of the carrier tank's rear door in tf2's mvm.

Also, if CI are alive their objective should 100% be to activate the facility's nuke to win the round. Just saying.

scpWyatt
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As a SCP Containment Breach Multiplayer player, I have to say that despite all our strengths vs SL, I think we have an even bigger problem with camping.

First of all, we have more one shot scps, 173, 049, 096(thought his rage timer is way bigger compared to SL, so you have plenty of time to run, or gun him down if you have 4+ players) and some SCPS can camp as well without being one shots, 106 teleports you to pocket dimension(easier to escape then in SL), 966 got a new insomnia ability which drains your sprint meter like crazy if you're near 966(crazy as in if you sprint near 966 you are most likely to have NO sprint left), 939 has sprint(and Vault server buffed it so it's insanely fast), 860 and zombies also have sprint. 035 can camp but his hp constantly drains and he can't regain it. Also micro is only one per game and you can't craft more or recharge existing one.

Secondly while guns in CBM are weaker, the consequences for being shot in CBM are more severe, however, CBM has unique item that can make human campers as op as SCP ones, scp 500. SCP 500 gives player +200 max hp(there are two pills in game and you can't make more, so 500+ hp)if consumer and restores all hp(also restores your sprint) making it possible for one human to gun down entire waves of humans if he gets enough items like minigun+ two pills+ heavy vest is usually gg

Third, we don't have explosives or scp grenades, we only have flash and useless smoke grenade. Making it harder to clear human campers.

So while imho, CBM is more fun then SL, IF someone camps in CBM, the game becomes more annoying.

Also, CBM has more elevators and tight rooms... Yay...

danielsurvivor
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tbh the wacky map design and the grading and janky feeling the game has is what gives it alot of its charm. Trying to streamline takes away a lot of what makes the game special. The game's atmosphere and immersion are some of the main draws for me personally, fixing the game like this takes away all the suspense and makes it feel like youre just playing a game and nothing more, just like counter strike.

irefusetopaytaxes
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thank god the music is so fackin loud i was worried for a second that i can hear you talk about the problem of camping !!!

Jarjar
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An interesting idea I have is to make spawnwaves more interesting, on top of the conditions, make 2 seperate timers for NTF and Chaos. Whenever someone is killed by a D-Class, Chaos or SCP, the NTF timer speeds up (the foundation requires help with the outbreak) but when someone is killed by foundation personnel the chaos timer speeds up. When a timer reaches 0 they both reset but the timer which didnt finish goes faster to make the spawnwaves not onesided

zdyba