It never happens anymore, and we are left feeling stupid because we are killed by a camper in an unreachable/T only area, and we can't do shit about it. Staff never warns and slays people for camping these days. What happened?
We do.. But if they player doesn't listen we push it a bit and slay them or whatever. But most of the time we give them a bit of time and chances to listen
This certainly isn't true. It was less than a week ago, and we were on Clue. Someone decided to camp the bathroom, and he was the only one left. Traitors spent all their credits, couldn't get any C4/etc, and didm't have any nades left to get him. I repeated the global warning over and over, to stop camping while majority of players are dead. He just kept saying "I know the rules! But the majority of players aren't dead yet!" Obviously not thinking about un-ID'd bodies, which made up pretty much everyone. After about six times of this I finally had to slay him to get the game moving again.
But pages that's you, you take pride in your work and do a damn good job. Most mods go into spectator mode to handle reports and they can no longer read anybody's typing. It happens in some cases but not nearly as much as it should.
@Red , It is up to the Staff Members discretion to decide if the person is camping or not. However I find that I give out warnings very frequently and I do slay for camping quite often, especially if there have been several warnings and it is a Fun Round.
I have never really slain anyone for camping because everyone I have warned for camping leave the room or go kill people if they are a T. Sometimes it gets hard to do things if you are like me and a bad shot so you cannot mow down whole groups singlehandedly. So you sometimes have to sit in a frequently traveled area for a bit and try and get a stealth kill.
I won't suggest slaying for camping. maybe set a time limit (if a mod is online) for traitor to stay in their room for 1minute 30 second. after that, they will be warned for 30 second to leave the T room or face the consequenced to be teleported.
Mods are actually allowed to slay for camping if they are making it obvious they have no intention to leave. We have to give them a fair chance to do so though.
As set forth before by admin+ staff, we usually warn at least 2-3 times, with 10 second intervals in between, before we slay a player for camping/delaying. The majority of the time, the player will have moved/done something by the second/third warning. Campers can also be teleported by the staff as seen fit instead of slain. Personally, if by 40 seconds from first warning they still haven't left/done sth, I'll slay. In my something like 500+ hours of playing, I think I've only had to slay for camping/delaying maybe 5 times, so it's not a very common occurrence.
I tend to give the campers too much time then they deserve. I hate when traitors camp and am willing to slay them if they camp for too long but I give them a chance to stop camping and start traiting too.
I know, but sometimes the traitor have no choice but to camp if they are being cornered. If there's alot of player (e.g 67th way where everyone is rushing to the T tester. (the t might take their time to camp.)
Just to add on. if your playing with me in minecraftcity. most of the time i will just camp inside T room to be exact. i have a plan that will get rid of pesky people so yeah...
I've always been of the opinion that it's the traitors' job to find and kill the innos, not the other way around. An inno should be able to barricade themselves in a secure, safe, defensible location and expect the traitors to come get them, as long as their spot is not entirely unreachable. After all, when the clock runs out the traitors lose- that should imply that running the clock is a valid tactic for an inno. If the traitors failed to get radar, c4, or whatever, that's on them- you get PLENTY of credits as a T to do your job, and it's part of T gameplay to use those credits responsibly.
You haven't seen what I do then if they don't listen by the time I warn once or twice about camping, then I slay them. Clear and simple. They had their chances and if they don't listen, then they face the consequences.
Keep in mind that staff can't really do anything about camping unless they're dead, other than give warnings. Example: I type @Chii is camping. Urisk2 (alive) gives a no camping warning, then again, then again, then a slay. Turns out Chii wasn't the one camping. Now Chii is pissed and Urisk looks silly. I don't really enjoy killing myself JUST to see who is camping, especially if it is an inno camping, and I'm inno as well.... That said, when I am informed of a camper and I am dead I will spectate them, if they don't move for 1 min I give out a warning, wait a min and give a second warning, wait another min and give a final warning. If they still haven't moved a min later I slay. That is being generous as I've heard from other staff that they wait 30 seconds instead of 1 minute in between warnings.