#Fix spawncamping

1 messages ยท Page 1 of 1 (latest)

fossil stag
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Spawns, from what I've seen is based on visibility. So for example, if you are unable to see or rotate to see a spawn, then a player can spawn there. This leads to spawncamping, where players can still hit the player without it registering as them seeing the spawn, or just being able to move back and forth behind a wall to spawncamp. An easy fix to this would be making spawns based on vicinity to other players, using some sort of technical ranking system where players will spawn in places with the furthest players, based on the location of ALL of the players in the game.

In simpler terms, the game should rank spawns based on a score that dictates essentially the average distance of players from the spawn, and favor those spawns to players who just died.

simple crescent
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deal with it

raw socket
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The spawning algorithm you described is already what the game does

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The problem is that there are more players than just you in the lobby, so some spawns will result in people closer to you but overall farther away from other people

fossil stag
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It doesn't seem like it most of the time

raw socket
fossil stag
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oh damn

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Finally had a good idea and its already in the game ๐Ÿ˜ญ

low valley
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Spawns are diagonal

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If there's only 2 players in the lobby and u kill someone he will spawn in the opposite corner of the map

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And same if there's plenty but if the spawns are alrdy occupied then you get spawned to the closest spawn to the diagonal

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Psure

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There's nothing which can be done to spawns without reworking every single map coz all of them have spawn traps

fossil stag
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when there is just two players the other player spawns as far away as possible

silent lantern
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Some custom games have spawn shields or some spawn protection

low valley
silent lantern
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or perhaps invincibility for like 2 seconds

signal inlet
next aurora
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Never add spawn protection on pubs ๐Ÿ’€ ๐Ÿ’€ ๐Ÿ’€

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It will literally kill krunker not even a joke

glossy ocean