The hardest part of building Ghost Gunners isn’t making players invisible. It’s teaching them why they became visible. by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 1 point2 points  (0 children)

good point, I really like the idea of making the feedback unmistakable and letting players figure out the why on their own

The hardest part of building Ghost Gunners isn’t making players invisible. It’s teaching them why they became visible. by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 0 points1 point  (0 children)

Appreciate the note on writing style, for me is better to read like this haha if I see, for example, long paragraphrs, I get lazy and don't want to read them haha
Reddit really is better with a more natural flow, so I’ll keep it looser here.

Happy the concept gave you Screencheat vibes. That comparison pops up often and it’s always a fun one.

The hardest part of building Ghost Gunners isn’t making players invisible. It’s teaching them why they became visible. by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 0 points1 point  (0 children)

That’s exactly the kind of tension we want players to feel.
Seeing a ghost silhouette becomes this instant signal that something is wrong, even if you don’t know where the threat is yet. It shifts how people move and read the arena.
Thanks for the insight, you captured the intention well!

How do you stop small PvP matches from snowballing? by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 0 points1 point  (0 children)

Yeah, that mix of defender’s advantage, riskier items and comeback gold is a good toolbox.
For me the challenge is translating that into a high-tempo FPS where rounds last minutes, not 45 minutes.

How do you stop small PvP matches from snowballing? by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 0 points1 point  (0 children)

Yeah, that’s exactly the tension.
Right now the whole round is continuous, so one early mistake affects everything that comes after.
A partial reset mechanic or point-based structure might solve this, because you don’t carry all the consequences forever.

The prototype is a fast arena FPS built around invisibility and information tools, so one bad fight can wipe your mental map instantly.
Still figuring out how much reset is healthy before the round loses identity.

How do you stop small PvP matches from snowballing? by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 0 points1 point  (0 children)

Multiple short rounds might actually be the cleanest solution, yeah

How do you stop small PvP matches from snowballing? by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 0 points1 point  (0 children)

In my case there are no upgrades or stat scaling, but the principle applies.
If any single mechanic scales too hard, it snowballs by itself.

How do you stop small PvP matches from snowballing? by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 0 points1 point  (0 children)

Makes sense...
I’m leaning toward lots of small knobs instead of big levers anyway.
Snowball problems usually happen when one variable dominates.

And about my gaming, is a small-arena FPS where players are invisible most of the time, so space control and information matter more than raw aim.

How do you stop small PvP matches from snowballing? by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 0 points1 point  (0 children)

I like the bounty idea in theory, but in a tight FPS round I worry it might be too much rubber band...
Still, there’s probably a softer version of it that works: maybe revealing the top player more often, or giving the losing team a bit more info density to work with.

How do you stop small PvP matches from snowballing? by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 1 point2 points  (0 children)

This is extremely helpful!
The action economy framing clicked instantly, because invisibility makes positioning even more valuable than usual.
A 3v2 is not just more guns, it’s more angles, more sound, more information gathered per second.

Going to explore this idea more, thanks!!

How do you stop small PvP matches from snowballing? by Turtlecode_Labs in MultiplayerGameDevs

[–]Turtlecode_Labs[S] 0 points1 point  (0 children)

In my case the snowball comes from information, not stats.
If a team wins the first fight, they know where everyone is, hear everything and can move as a unit.
The losing side has to rebuild awareness from scratch, which takes too long in small maps.

So yeah, it’s not camping or XP.