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Why? because it tries to fix something that isn't the problem.

  1. Boss Camping is nothing, you have every information to counteract them already. just get 3 clues and you are ready for all possible dangers.
    why would I need Whispers to tell there's guys at boss lair? of course there's people up there, what's the point of bosses otherwise?

  2. Boss Camping alone is not that bad of a behavior, they are at some degree playing the objective. they are there to fight for prize.
    the real problem is, they are AFRAID TO COME OUT: because no matter what you do there will be this one duo carrying two long range rifles and refuse to take any risks.

  3. these long range sniper guys, they don't play objectives, instead let others do all the tasks while they are sitting at their superior position. when someone grabs bounty because no sane person is willing to waste 40 mins of their life, it's their Mosin's time to shine.
    THIS is what needs fixing, good gameplay design is all about FORCING REACTIONS, and we have zero tools to do that against this long range sniper guys. they will only play the game when they know for sure they will win the fight and otherwise they will be sitting at their position, doing absolutely nothing.

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almost 5 years ago - /u/NylesBlack - Direct link

The anti-camping mechanics introduced in this update are - as explained during the dev stream - not a silver bullet to fix all camping issues, but each attempt to tackle a specific camping problem, of which there are a number of different situations in the game.

The boss audio is not meant to do anything against campers after banishing. It's purpose is to de-incentivize camping dead or alive bosses before the banishment broadcast. For this type of camping the increased amount of items and the bonus for extracting fast will be much more effective.

The whisper mechanics' role as an anti-camping mechanic is achieved in one part through readability improvements to better understand the boss' status so players don't run into a lair where players are camping the dead body and blast them with a shotgun the moment they open the door. The absence of the sound helps figure this out easier than currently possible.

The other part here is to make it a bit more awkward for players to stick around a living boss, due to an additional audio layer on top that robs them off audio awareness, while at the same time warning players further out still that there are players close to the boss.

From the feedback we gathered from the test server so far, it seems that we will have to drop the last part mentioned and move the whisper audio into dark sight completely.

This will of course weaken the "anti-camping" effectiveness of the feature, as it's then just as easy to camp a boss as it is on live right now, and new players would not benefit from the sounds to learn about the boss' whereabouts and its status that veterans can of course read without just fine, but it seems that the mechanic, even after heavy audio tuning, remains too intrusive a change for players to accept it after testing it.

Having it in Dark Sight only will at least keep it as an optional layer for readability for players, if they choose to listen for it.