The CAMPING and ROUNDSTALLING ISSUE of SCP 914 that NEEDS to be ADDRESSED (SCP: Secret Laboratory)

Фильм және анимация

Speaking of which, if you want a server where camping 914 is discouraged (even punishable), consider The Plague House! It’s casual, beginner friendly SCP:SL server to play on, where casual gameplay is the go-to! Try The Plague House!
(0:00) Introduction
(0:54) Problem
(3:20) Solution
(7:47) Conclusion
#scpgame #scpfoundation #scpsl #games #game #gameplay #scpgame #extrabite5 #clips #scpsecretlaboratory #scpgame #scpfoundation #documentary #film #analysis #edit #scp914

Пікірлер: 37

  • @extra_bite5
    @extra_bite55 күн бұрын

    ADDRESSING COMMON COUNTER-ARGUEMENTS: 1. "I don't want the round to be shorter!" I don't understand how this makes a round shorter? I proposed a grace period, so players in 914 aren't checked if they're camping right away. You still need to stay in 914 for 2 minutes (or however long is needed) for the announcement. Upgrading a card to max level isn't going to get you outted. If 914 camping is that fundamental to the rounds that you play, that just proves how much of an easy to abuse and abused mechanic of the game it is. The CASSIE announcement isn't about shortening rounds but preventing abuse of a powerful mechanic that allows players to upgrade items undisturbed. It's rare for players to think about checking 914 late in the game, let alone find someone camping there. Without the announcement, SCPs waste time searching for no reason (or they don't at all), which stalls the round unnecessarily. That's not a longer game, it's minutes of filler where SCPs wonder around aimlessly trying to find the last guy. Calling out 914 ensures SCPs know they're not wasting time checking and helps keep gameplay fair by discouraging heavily abusable mechanics that stall rounds. 2. "I don't see in a point in the CASSIE announcement. It seems unfair and unwarranted to draw out players in the game who might be hiding among other things." Nothing sucks more than risking your life as an SCP, losing lots of health clearing a spawnwave and other targets, only to find out it was all in vain because someone was hiding within light. You then spend minutes wondering around aimlessly trying to find this person, and either you can't, or the loot they've gotten from 914 lets them overpower or outrun you, issuing another spawnwave that just erases all your efforts. This stretches out rounds unnecessarily, making them tedious cycles of fighting spawns, hunting down campers, and repeating until either you find the last person or succumb to the spawns. It's a frustrating and unfun experience, constantly teetering on the edge of victory while losing health and wandering aimlessly for minutes on end trying to kill the final person. This announcement is supposed to prevent that, by not only limiting how long somebody stays within 914 for, but to promote not abusing this mechanic every round. 3. "That doesn't sound very realistic or lore-accurate that CASSIE would sabotage the human team" If we're talking about lore, you could say that 914 overheats and the foundation has a safety feature that detects and over-usage of it, announcing to the facility to halt using 914 so it doesn't get damaged. The doors will open and lock to ensure personnel can enter and escort anyone out of SCP-914. I would always take game design and functionality over realism and lore though, as camping is almost never a good thing.

  • @Pop_Pop_Icard

    @Pop_Pop_Icard

    3 күн бұрын

    i can relate to, copy pasting and forgetting to edit text lmao

  • @trollosgaming7724
    @trollosgaming77245 күн бұрын

    I like the C.A.S.S.I.E announcing 914 campers.

  • @EXP256

    @EXP256

    2 күн бұрын

    Doesnt really make sense that the foundation would try to fuck up staff trying to upgrade their gear to survive

  • @trollosgaming7724

    @trollosgaming7724

    2 күн бұрын

    @EXP256 Does it matter?? Besides, use of SCP914 outside of testing is forbidden. Makes sense why it would be alerted

  • @Yeenclave
    @Yeenclave3 күн бұрын

    This must be a solution for servers that just disable light decontamination, since this isn't mentioned at all in the video. 15 minutes is all you have in light to use 914, meaning only 2 spawnwaves happen in which when 2nd spawn wave happens the people in light have a minute to get out, leaving the SCPs free to camping the elevators. The real big issue in camping just comes to surface camping when the SCPs can't even get through the gates if they're both closed with no 079, or if autonuke plug-in isnt in game and even when they get to surface they're horrible up there

  • @extra_bite5

    @extra_bite5

    2 күн бұрын

    I think you misunderstood; it does come in mind with a server who has 15 minutes decontamination. SCP-914 is an undisturbed, easily abusable mechanic of the game where you can upgrade your loot to the best things possible, without in any threat or danger. It's not crossing the average players mind 5-15 minutes into the game, "Huh, I should check if somebody is camping 914", let alone there actually being somebody camping in 914, which is why a lot of people don't go down to light, because they don't want to waste their time for nobody being down there. The first solution I provided is to limit how abusable SCP-914 can be. You could go from a pistol to a Micro HID, which is overpowered to say the least, as you spend a couple minutes to get the best loot in the game, giving you the biggest advantage. Who wouldn't want to do this? People who play competitively and to win, do this, and abuse this mechanic, as it's a free ticket to a win. It sucks risking your life as an SCP and losing half of your health to kill off a spawnwave and the remaining targets, to realize all the health you lost was for nothing, because since somebody was camping within light. You spend minutes roaming around aimlessly trying to find the last person, but you can't, and a new spawnwave just erases all your efforts. And then later on they emerge out of light with the best items possible, leaving you, an SCP, at a clear disadvantage. The second solution I provided is to make sure games aren't stretched out with filler where people are wondering around aimlessly because the last player, unbeknownst to anyone is in light, prolongs the game to be another spawnwave longer. Calling out this location ensures that SCPs know they aren't wasting their time to kill somebody abusing something with the game that gives you such a huge advantage for no downside, as well as the round just being stalled and made longer for no reason. It also makes using SCP-914 a less viable strategy to abuse every game. Yeah, this game has other camping problems too. So does the nuke silo.

  • @ericcorbin5450
    @ericcorbin54505 күн бұрын

    I like the idea but the problem I have is if the scps camp outside 914 (if no 106/079) and I’m just trapped till Cassie opens the door would there be a condition that will make it so that it won’t open (nutshell of what I just said if Scp outside 914 should the door open after a certain point or will the time pause

  • @extra_bite5

    @extra_bite5

    5 күн бұрын

    Well, considering most of this will take place late-game (remember there is a grace period), SCPs won't be in light, but instead heavy and entrance, so this probably won't happen, and you'll have enough time to get to heavy. If not, and you are being camped, well, that's just how it is. Better think of something quick, and hope the items you upgraded give you a good escape. Of course that isn’t a set in stone thing.

  • @ericcorbin5450

    @ericcorbin5450

    2 күн бұрын

    Alr thx

  • @LiamVickerss
    @LiamVickerss5 күн бұрын

    WHO LET BRO COOK? BRO BURNED DOWN THE ENTIRE WORLD?!?! Now here is the problems: 1- This is a terrible idea absolute garbage so lets say there is 2 dboys one finds the 914 first and sits on it for a long time and then after a while the other dboi just now finds the 914 but since the first one was sitting there for so long the announcment is made and the doors are forced open and boom a scp comes around and kills both dbois. There is a better solution. You can make another 914 that has limited uses after that it just breaks down which is not a idea i like tbh. Or The original 914 can overheat which again kinda makes no sense and kinda screws up the people that just now came to 914 so again not a great idea. You can do this however 914 wil always work fine no problems for anyone however if a player puts too much stuff it will stop upgrading only that players items or even downgrade his only his stuff if he uses it too much not anyone else that got in with him. That makes no sense in lore wise but it will fix the problem. Or instead of looking to the player that used it too much you can look at how many times he put in a item. Why? Let me explain. Lets say you are a dboi amd have a card and its janitor card. You put that in 914 get 05 and when you are about to leave a scientist with a pitsol comes with 939 after him you sneak scientist dies 939 leaves. Now you wanna upgrade the gun but you cant if the first one is done but if the second idea is done you can get it?

  • @extra_bite5

    @extra_bite5

    5 күн бұрын

    A limited amount of upgrades for each item is surely a good solution that I didn't think of. It would be a good precaution to not allow somebody to upgrade from a pistol to a Micro HID, camping for 3 minutes. My inclusion for the announcement and doors locking open is to prevent camping. That is why there is a grace period, and it initiates the protocol if somebody has been in 914 for over *2 minutes* or they enter 914 too many times. Light cz is far off from any action, so it's barely checked because a lot of people are caught up in the action happening, or don't want to waste their time checking light for nothing to be down there. An announcement that reassures people there is a point to go down there, and that removes the keycarded gate so any SCP can enter 914, so somebody can't just continue to camp 914. Your couter-arguement comes with the assumption people are going to use 914 late-game, which I've never seen people use 914 late-game if not to camp or upgrade to an 05. In the case of upgrading to an 05, that doesn't take 2 minutes, so the alarm will never go off. If they're camping, then bam, it does it's job. If you are meaning to say that the first D-boi is camping 914 and the second D-boi is coming for an 05, assuming we are talking about late game, past the grace period, then SCPs are almost without a doubt going to be in heavy or entrance, so the announcement being made is enough time to flee 914 that it takes them to get to 914, so it most likely isn't immediate death.

  • @Enphixo
    @Enphixo5 күн бұрын

    Legit I love how you explain things. Bigoof

  • @nickstoneham5629
    @nickstoneham56293 күн бұрын

    Mm? Alright. 2 things I would like to say. While I hear your problem and understand why it can be frustrating, I do have one thing I agree with being a problem, and another I disagree with. First off, I agree with the idea of limited items that can be gained by using 914. One shouldn't be able to get an SCP item by using a flashlight or something of similar common rarity. The same is true for for other OP weapons like the captain's gun. I think if you put a rare item in, you should be able to get a rare item from it, however, like how putting in the micro can get you the jailbird. These rarer items are powerful, but are meant to be balanced by there only being a limited number of them per round. Being able to turn flashlights and pill bottles into these items I think throws that balance off a bit. So in that area, I agree with you. Now, the second point I am making is where I disagree. I don't think there is much of a reason to chase a person from hiding in 914 out of there through other systems or by adding new mechanics. Decontamination should chase them out of light containment within 15 minutes. And to be honest, every round should probably be longer than 15 minutes. Any shorter, and it is likely a side just swept through the other sides, which doesn't sound like a very fun round to me. But if everyone really wants faster games, the obvious solution in my mind is to just speed up decontamination. I also see no reason to discourage D-class and scientists to hide in light if they want to wait for a rescue or for decontamination to let them out. They will have to come up eventually anyway.

  • @extra_bite5

    @extra_bite5

    3 күн бұрын

    I understand where you're coming from, and would like to give a counter-argument. The complaint comes in with nothing sucks more than risking your life as an SCP and losing half of your health to kill off a spawnwave and the remaining targets, to realize all the health you lost was for nothing, because since somebody was camping within light, an entire new spawnwave is happening and all your efforts go down the drain. People hiding in light like this isn't making a game longer, it's stretching out and stalling a round, where it isn't fun to just do this cycle of killing a spawnwave, trying to find this one guy, rinse and repeat until you can finally find the last guy or the spawnwave kills you as an SCP. For me, that sounds even more of an unfun round, where you are just constantly edging a win, but not being able to, losing health in the progress as you are just trying to find this last guy. It's just minutes extra of filler and roaming around aimlessly, which I couldn't see how is fun. The CASSIE announcement isn't to make rounds shorter, but to discourage the abusing of this mechanic that is ridiculously good, letting you go from the worst items to the best items, undisturbed and far from danger. It's not crossing the average players mind 10 minutes into the game, "Huh, I should check if somebody is camping 914", let alone there actually being somebody camping in 914. If there isn't, SCPs waste 2 minutes trying to find 914, and then realizing nobody is there, and returning to heavy, which sucks just as much as not checking it. Calling out this location ensures that SCPs know they aren't wasting their time to kill somebody abusing something with the game that gives you such a huge advantage for no downside, as well as the round just being stalled and made longer for no reason.

  • @noahgaming623
    @noahgaming6235 күн бұрын

    finally another video, i haven't watched your channel in ages bro i missed you

  • @extra_bite5

    @extra_bite5

    5 күн бұрын

    There is 2 others I just uploaded as well

  • @noahgaming623

    @noahgaming623

    5 күн бұрын

    @@extra_bite5 YIPPII

  • @ryandavidsonv2179
    @ryandavidsonv21793 күн бұрын

    tbh i myself dont want the round to end in 5 minutes with these changes (if the scps are good at their job)

  • @supporting_fox4057
    @supporting_fox40572 күн бұрын

    C.A.S.S.I.E. annoucment idea: - "Unauthorized mass-use of SCP-914 detected, Security Department, please respond immediately!" - "Engaging "SCP-914 Protocol", every personel currently staying in SCP-914 Containment Chamber, please leave the chamber for the duration of the protocol."

  • @trollosgaming7724
    @trollosgaming77245 күн бұрын

    Rep to Felidae for constantly giving good insights on these discussion videos

  • @Puntozion
    @Puntozion4 күн бұрын

    SCPs should just be able to pry open the gate slowly. But not like 096, but like sorta hacking the card reader temporarily. Not sure on any specifics but if SCPs could spend like 10 seconds holding the reader then it should open and the door should disable temporarily. This solution is only decent in my opinion. It doesn't make sense why CASSIE would sabotage the human team, It's not the worst idea for CASSIE to interfere but I'm not sold on that. Another solution could be simply that SCPs could just normally open it the same way they can with the locked doors at checkpoints. btw ig it's just me but I don't see 914 stalling often, however it should be fixed. TL;DR I think a good possible solution could be that SCPs have to hold their interact key on the scanner for some time and it'll open and lock temporarily. I don't really have a good reason why that would logically happen but idk man. involving CASSIE has potential but i'm not sure why he'd do it. We'll just have to wait and see what Northwood has cooked up.

  • @extra_bite5

    @extra_bite5

    4 күн бұрын

    I understand your concerns, but this misses a problem that I labeled in the video. A part of why SCP-914 is easy to camp is because it's in such a deep place within the zone farthest from any action. Even giving these SCPs an ability that lets them open the gate, it's not crossing the average players mind 10 minutes into the game, "Huh, I should check if somebody is camping 914", let alone there actually being somebody camping in 914. If there isn't, SCPs waste 2 minutes trying to find 914, and then realizing nobody is there, and returning to heavy. Calling out this location ensures that SCPs know they aren't wasting their time to kill somebody abusing something with the game that gives you such a huge advantage for no downside. If we're talking about people caring about lore, you could say that 914 overheats and when Cassie detects an overuse of it, it has to announce to the facility to stop 914 usage. But, to be fair, the average player doesn't really care about lore and just looks past it, because they just want a fun game where people can't abuse something ridiculous like this, so I don't see that a problem.

  • @Puntozion

    @Puntozion

    4 күн бұрын

    @extra_bite5 I like the idea of overheating quite a lot actually. however one little counter argument is that I do see a large part of the community speak of lore and gameplay tying into each other. but that's just something I disagree with. since the community does care a substantial amount about that. so I believe that's a factor the CASSIE overheating is a good way to point out that it's being abused or someone or something is trapped. I still think the door hacking thing has some potential but that solution you presented immediately feels more polished just from you saying that. before I wasn't sold but that idea could def work, like that quite a bit now. also I realized you're the same guy who wrote an essay on my mediocre video I made addressing problems. I plan a follow-up at some point. but hey, respect man

  • @extra_bite5

    @extra_bite5

    4 күн бұрын

    @@Puntozion Fair point. I've heard my fair share of people saying they do care, but personally I hear a lot more people saying it shouldn't be cared about and they don't care about it, so that's where I was coming from. I would also just take game design and functionality over realism and lore, but I can admit that it would be pretty insensitive to add something that doesn't have a lore aligned reason in a game dedicated to this community that's built off of lore, so I'll give you credit there. And, yeah, that was me! And wow, that was you? It was a good video man; I'll definitely drop a like and watch a follow up if you make one! Respect is both ways my dude 🤝

  • @formallizard7085
    @formallizard70852 күн бұрын

    I think the announcement should lock the door and kick those people out of the round, after a grace period of like 10 minutes. (no matter if anyone's inside of it or not)

  • @formallizard7085

    @formallizard7085

    2 күн бұрын

    (for prevention of escalation in anomalous activity)

  • @FelidaeEnjoyer
    @FelidaeEnjoyer5 күн бұрын

    So, before I watch the part of the video labeled 'solution' lemme give my two cents - there are 3 measly things that will stop 914 camping guaranteed. Max amount of upgrades - let's say 5. When you grab an item, it has a :times_upgraded: tag or similar which does not change when you change it to another item in 914. Larry update - right now, if larry is on surface he needs to walk for 2 minutes to find and get to heavy, and then light, and then 914. Giving him bursts of out of bounds movement and a larger circle teleport range would fix this dramatically. Add in teleporting to his own dimension to both be able to guarantee a death and use the doors to teleport to different map regions would also fix this. Plague update - in lore, he's very chill, and has above average intelligence for a human. give him the ability to hold and use any 1 item at a time and it'll double the chances of having an SCP that can enter 914 - or close, it would mean that half of the SCPs can instead of a third. Maybe even an inventory of 3, with 1 in each pocket and a constant equipped item. Anyway, I'm gonna go cook up some crunchies (oat biscuits) with me mum, I'll respond to your ideas in the solution chapters in like 10 minutes. It's a very quick recipe

  • @FelidaeEnjoyer

    @FelidaeEnjoyer

    5 күн бұрын

    Okay so - I like the idea of having smaller upgrade chains that either don't interlink or interlink like 3 items and a luckcheck in. Combine that with my idea of a max of 5 914 upgrades and it becomes very balanced. Your idea of a cassie announcement (no further spoilers) is cool, but I feel like it could be less of a 'god turn that damn alarm off' situation. 3 minutes after the countdown is announced, have cassie automatically open 914 permanently, can't be closed. Accompany it with a cassie voiceline saying something along the lines of 'Escape protocol (random number between 1-9) automatically initiated. Opening gate to SCP 914'. In lore, it can be IDK escape protocol 6, which is to allow access into 914 to increase chance of escape for everybody who can't get out.

  • @extra_bite5

    @extra_bite5

    5 күн бұрын

    @@FelidaeEnjoyer Yeah, I definitely agree adding a cap on how much a singular item can be upgraded is a good idea. Force players to not be able to camp 914 for 5 minutes on a singular item. I definitely think that would be a good addition

  • @user-pf4re8jt7m
    @user-pf4re8jt7m3 күн бұрын

    I have a better solution against camping in 914, just redo the room completely, as they did with room 012, replaced it with room 330

  • @extra_bite5

    @extra_bite5

    3 күн бұрын

    What an intriguing idea! How would you suppose a remodel?

  • @user-pf4re8jt7m

    @user-pf4re8jt7m

    3 күн бұрын

    Option 1: when we go in, there is a window in front of the door and a door that can be destroyed and a window on the sides Option 2 is a corridor with two doors, on the right is a room with 914, and on the left is an observation room with a window in the middle that can be broken​

  • @EXP256
    @EXP2562 күн бұрын

    Why would the foundation try to make it easier for scps to kill a scientist upgrading their stuff to make it out alive?

  • @extra_bite5

    @extra_bite5

    2 күн бұрын

    If we're talking about lore, you could say that 914 overheats and the foundation has a safety feature that detects and over-usage of it, announcing to the facility to halt using 914 so it doesn't get damaged. The doors will open and lock to ensure personnel can enter and escort anyone out of SCP-914. I would always take game design and functionality over realism and lore though.

  • @Joker.1732
    @Joker.17324 күн бұрын

    There is no admin abuse on the plague house, there is no admin abuse, there is no admin abuse

  • @FelidaeEnjoyer
    @FelidaeEnjoyer5 күн бұрын

    Comment for algorithm

Келесі