• Saledovil@sh.itjust.works
    link
    fedilink
    arrow-up
    55
    ·
    10 months ago

    What counters a sniper in the end is good map design. Basically, no matter where the sniper is, there has to be route that allows reaching him without him seeing you before you get into close enough to shoot him.

    • Ummdustry@sh.itjust.works
      link
      fedilink
      arrow-up
      28
      arrow-down
      4
      ·
      10 months ago

      I feel like “just design the rest of the game around it, dude!” is as much a condemnation as it is a solution. Imagine if chess needed a big wall halfway through to block the queen.

      • accideath@lemmy.world
        link
        fedilink
        arrow-up
        45
        ·
        10 months ago

        It’s more like, you wouldn’t put guns in a sword fighting game unless you disadvantage them in a way to still be fair. That’s just balancing. And balancing can have a lot of different shapes and forms. Speed is one way. Works for guns in sword games (flintlock guns are naturally slow to reload so you can believably do that in a period setting) and to some extent for snipers.

        Map design would just be another way of balancing. Games are always designed around their mechanics (or at least good ones are). Super Mario wouldn’t be fun if you could just fly to the end of the level. If you put obstacles in the air as well though it’s balanced again. You change the design of the level to fit the gameplay. And in a game that has a somewhat powerful sniper, you don’t design a map with an impenetrable sniper nest that can overlook the whole map.

      • ColeSloth@discuss.tchncs.de
        link
        fedilink
        arrow-up
        6
        ·
        10 months ago

        Chess needed several things basically like that, though. It’s why you can castle, move pawns once or twice on their opening move, and en passant.

      • bl_r@lemmy.dbzer0.com
        link
        fedilink
        arrow-up
        2
        ·
        10 months ago

        Is advocating for good map design about designing the whole game around it, or is it just balancing the game?

        Plus, game developers should be designing their entire game around what’s in it, that leads to balanced, cohesive games. A shooter with bad maps is a bad shooter.

    • vexikron@lemmy.zip
      link
      fedilink
      arrow-up
      6
      ·
      10 months ago

      This is true, but then you run into the old competitive FPS problems of usually very limited numbers of fair/good map design, and then the game becoming almost as much about perfect map knowledge as about actually being able to move around and shoot.

      This problem is somewhat alleviated, but not solved by having much larger maps.

      Theoretically if someone could figure out how to make a procedural map generation aglo for a fast paced competitive shooter, this would solve the map memorization problem, but this would likely be extremely difficult to pull off.

    • Afghaniscran@feddit.uk
      link
      fedilink
      arrow-up
      6
      arrow-down
      2
      ·
      edit-2
      10 months ago

      I’m no developer or programmer of any kind but wouldn’t it be a simple fix by creating percentile ranges in the hitbox of the players? Headshot 100% damage, foot is 25% damage etc. etc.