How To Address Camping Properly
My Idea (Kind Of, Not Really)
Well sort of, this is a personal take on how to actually stop it, but this using an already existing idea...
Ive seen people suggest that when a survivor is on hook, if the killer is within 16 meters, the entity stops progressing with the hook states. I think this is a horrible idea, want to know why...
Killers within 16 meters of the hook arent always camping. Sometimes killers go to snuff a boon, or kick a generator, of which are close to the hook. Stopping all entity progress for a killer doing these actions hinders them and rewards the survivors for literally no reason. There needs to be a slow build-up to such that way it just doesnt randomly reward and punish people for no reason.
How Do You Make The Idea Stop Camping (Sorta)?
Entity progress starts to slow down (starts at 100%, or normal speed, to 30% speed) over 15 seconds if the killer has been within a 16 meter range of the hook for longer than 15 seconds. If the survivor has progressed into another hook state, all entity progress stops entirely if the killer is still within the 16 meter range, this effect lasts until an unhook occurs.
Why This Change?
I dont want to throw camping out the window entirely, I just wanted to make it so you have to be a lot more strategic as when to camp and when not to. If a survivor is about to reach second stage, the killer can still be able to head over and confirm the other hook state, punishing survivors who refuse to unhook, but it removes the lethality of camping with certain killers, giving survivors time to even plan an approach to the unhook.
I must make it stated, that I dont hate camping, I think he can be a good strategy with the right timing, but with certain killers and loadouts it can make camping too viable of a strategy. This reduces that and requires planning and thinking to benefit from camping, instead of sitting in front of the hook with certain loadouts with no counterplay whatsoever.
TLDR: It removes the lethality of camping from first stage until death, but still allows for strategic plays to confirm second stages and kills if done right. It doesnt outright stop camping, it promotes more strategic camping, which I think is a way better way of dealing with the issue.
What About Proxy Camping?
If the killer is within proximity of the idea but still out of the range this effect, the survivors still have time to get into position and such for an unhook to occur. If the killer tries to interrupt the unhook, the effect will still be in place to hinder or stop the progression of the survivor on hook, making it so the killer and survivor both have ways to deal with the issue.
Comments
They should simply remove the hook system altogether, and make gens take 40 to 60 seconds instead.
Now, with this change, matches become timed sequences. Each match takes 15 minutes. There are no hooks, gens are completed in 40 seconds. When a killer downs a survivor, the survivor teleports to a locker and respawns in 5-15 seconds. The game becomes point focused. The winning team is whoever has more downs/gens done.
Matches would start out favoring survivors as the resources would be present, then as pallets get burned through, the downs would start to become quicker, shifting the end game in the survivors favor.
This would remove camping, tunneling, and slugging as gameplay styles as it would be unnecessary. Downing someone would be enough to get your objective up as killer.
This feels more like it would be more along the lines of a separate gamemode.
Sooo, loop the killer around the hook while my buddy is on hook to buy an additional insane amount of time 30% rate would be .30 Hook rate compared to the 1.0 rate now.
So
15 seconds of normal hook time = 15 charges, 60 - 15= 45 charges remaining.
45/.3 = 150 seconds.
So with your idea if you run the killer around the hook for 15 seconds you get to stall for an absolutely insane ~165 seconds before the survivor goes into P2. Once in P2 leading the killer beside the hook literally turns your team-mate invulnerable. Can you imagine a killer equiv? If survivors gen rush too hard they repair at a rate of 30% until an acceptable time. The amount of slow-down is insane.
I was going to address being in chase while someone is on a nearby hook, but felt it was a bit unnecessary since I dont think people want to read a wall of text. There will definitely have to be a system set in place since the game cant properly tell when a chase is occurring or not, the reason why I say this is because the game cant tell the difference between a survivor running and the killer slightly moving right in front of the hook VS the killer actively chasing a survivor who just so happens to be near a hook... and truthfully, I didnt really know if there is a solid way of doing it, since people are bound to abuse the system in some shape or form on either side.
As for the numbers, I was just using them as examples or placeholders, I wasnt sure as to how long to put the time for or how much it slows down, but the point is still there, Entity progress slows as the killer is near the hook (not actively in chasing a survivor).
The truth is, I dont really expect this to go past just being an idea. BHVR is their own body, and while they do listen a lot of ideas from others, stuff like this will probably never make it into the game anyways since the idea already has a lot of nuance, and well all know how BHVR handles stuff involving "too much nuance".