Has there been another game were there's a debate about whether the game has the best controls ever, or the worst controls ever?...other than Skyward Sword...
I understand that - but when you're dead why not just have that be the screen? It takes maybe .2 seconds longer to cycle through and it keeps your eyes on the actual game.
As for people asking why I'm looking at the map during combat, I'm not - but do you see how fast the squids move?
What about people superjumping in on squids in pools of their own ink?
yeah I never really got that feeling. I had "come on!" and "booyah!" and neither is particularly helpful.
Which Amiibo do you think will unlock each of the respective 8 bit minigames?
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This has been a discussion for Monster Hunter since 2004.
I want Squid Beatz that's all I know.
It makes sense though.
Tomb Raider has sparked enough debates on whether its controls are the work of the devil or not.Has there been another game were there's a debate about whether the game has the best controls ever, or the worst controls ever?...other than Skyward Sword...
Every Wii FPS that had a decent amount of options. Some people didn't want to actually aim and prefered aligning shots with the thumb with the generous aim assist.Has there been another game were there's a debate about whether the game has the best controls ever, or the worst controls ever?...other than Skyward Sword...
There's no middle ground; You either hate it or you love it.
This has been a discussion for Monster Hunter since 2004.
"To me" is very, very useful to call for backup and help other players know where they should be super jumping to. It also triggers a sound on the gamepad and shows up on the map (I think), so you know when someone is calling.
It could have the option of bringing up the map and when the map is up, the D-Pad would be assigned to teammate positions. It's slower and clunkier than looking down and touching, but it could work.
Well, if you're dead, there isn't all that much 'actual game' going on anyway.
In friendly ink, they're fast; in enemy ink, they're very slow. If you're currently in so much danger that you're surrounded by enemy ink so a squid can sneak up on you quickly, you probably ought to be getting rid of that ink, not looking at the map. Not because you're in danger if you look at the map, though, but because getting rid of that ink is your objective.
If they're doing that, make it not their ink.
In short: If you're in too much danger to look at the map, you shouldn't need to be looking at the map.
At least for Turf War, that is. There's a reasonable possibility that other modes are more dependent on using the map on the fly.
We all know the thruth, people that suck think the games control badly people that actually know what they're doing know the controls are great.
We all know the thruth, people that suck think the games control badly people that actually know what they're doing know the controls are great.
So there's never any situation when 2 fronts of ink could be right next to each other with ink's hiding and you'd look at the minimap to check if any inklings are active?
Every Wii FPS that had a decent amount of options. Some people didn't want to actually aim and prefered aligning shots with the thumb with the generous aim assist.
I did give it what I thought was a fair shot. I got to the point where I could play the game fine with it and shit. It's not like I tried it for just the tutorial and then immediately switched.Uhh, this is how it works. Everyone is (if theyre doing it right) doing this.
There have been a number of posts talking about how weird it is, we all thought the same when we started. Most, if not all, still find it strange. Its a new control scheme. You shouldn't expect to just forget all your muscle memory so quickly. You have to keep at it and retrain your brain. You're retreating back to your comfort zone and denying yourself the opportunity to learn an objectively better control scheme because its difficult.
If you give it a chance and really try to learn this new control scheme and end up not liking it that's fine. Its OK if you don't like it. But only after you've given it a real chance.
Pretty sure enemy inkings don't show up on the minimap unless a teammate has los. Maybe not even then. Not sure what governs enemies on the map.
I remember people complaining about how The Conduit didn't have Classic Controller support, and when Goldeneye did support Classic Controller, they would complained that people with Wii-motes had an unfair advantage...
As for your first point - you're not understanding. The respawn screen is talking about superjumping in being locked to your gamepad - it would be the same as Battlefield 3 with the map feed and scrolling.
There's a reason the most popular games all have the minimap on the screen and not on an external device.
I thought the motion controls were wonderful. I feel that a lot of people just have it in their mind that they hate motion controls so they are expecting them to be awful so they don't even give them a try.
Gyro controls have been the best advancement in controller input since the analog stick, it's really amazing for aiming.
just to point out again super jumping isn't limited to just respawing, it's a critical part of the game that should be utilized fairly often
indeed, because those games aren't on a console that has a screen on the controller.![]()
Mad. I played all three sessions and I'm itching to play again. Goddamnit. I want to play baaaaaaaaad. Got the squid shakes.
As for everyone, this is what it's like in BF3. Make this the respawn screen with a live feed of the minimap and just have you scroll between teammates with the joystick or even the d-pad. You can spawn on the diamonds. If it really takes you that much longer to scroll through 1-3 alive teammates than it does to look down and push a button, something may be up with your reflexes.
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I'm guessing it's because people relate waggle to motion controls, which is usually pretty bad/imprecise in comparison to a button press, but gyro is a lot different.there's definitely a perception issue with them. people like what's familiar.
They're on an even less limited medium (PC) that could require it in another window ;P
And I would just hope for the screen to fade in quickly. That's the least of my issues - I just find it tiresome to shoehorn things onto the gamepad when other games have done it just as well. Change for the sake of change frustrate's me after 343 took over Halo hah.
If there's one thing I want for this game it's to stay as far away from Battlefield as possible.
All those shooters look and play way too similar as it is.
I'm glad this game is doing just about everything completely different.
super jumping isn't limited when you spawn and it's a really crucial element of the game. having it be a single input is crucial imo.
The gamepad map argument always strikes me as missing the point. It's not faster, it's not more convenient, it could be done on the main screen with existing techniques like overlay and minimap...
... But that's really not why the gamepad map is being used. The disconnect/risk when looking down at your personal map is clearly deliberate. It's a trade-off between knowing what's going on across the map, and being able to see what's going on in front of you. It's a dilemma that increases the frenetic feel of matches, because you're splitting your attention between two different devices that each show different information. Add that to the heft of the gamepad's gyro controls, and Splatoon becomes a physically engaging shooter (not in the sense of tiring you out, but by forcing you to make small movements constantly)
It would certainly be more convenient for the map to always be on the main screen, but then you're always getting all the information you need, and the unique interplay between the gamepad and the TV is lost.
Anyone use headphones when they played? I don't normally wear headphones when playing games, it feels weird but I kinda had to earlier this morning since everyone was asleep. Headphones work really well for Splatoon. I was more aware of my surroundings and where sounds were coming. Not sure if it improved my game, though I doubt it did as I was still waking up but being more aware did keep me alert and ready.
Well...
Blue and Orange:
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Blue and Orange:
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Well...
Blue and Orange:
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Blue and Orange:
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So there's never any situation when 2 fronts of ink could be right next to each other with ink's hiding and you'd look at the minimap to check if any inklings are active?
As for your first point - you're not understanding. The respawn screen is talking about superjumping in being locked to your gamepad - it would be the same as Battlefield 3 with the map feed and scrolling.
You're relying on me being a bad player and not looking at it logically - the minimap has no purpose being on the gamepad and looking away is poor game design.
What about Mid-Game? You would have to open that Map up, making yourself vulnerable, then Super Jump.
With the GamePad Map, you can run away while finding a good place to fly away to.
I survived many battles by moving away from the enemy while looking down a tab to find a place to transport.
Lern2Eyes. ;D
I'm not sure which part of my post you're responding to with this.
Well, first, I've written quite extensively a few times that impeding the player is not necessarily poor game design. Not that I'm sure it applies here, but I tend to be open-minded about things like that anyway.
Second, in the case of that BF3 situation, I'm not particularly familiar with Battlefield, but I thought the games had way more than nine players per side!
And third, I still think it's faster and more intuitive to tap the precise spot on the map you want to go to than it is to select a target from a menu. When I die in Splatoon, I am *immediately* looking at the map, picking a spot, and I'm tapping the nearest squid before I even respawn. I don't feel particularly inconvenienced by having to look at the controller to do so.
Anyone use headphones when they played? I don't normally wear headphones when playing games, it feels weird but I kinda had to earlier this morning since everyone was asleep. Headphones work really well for Splatoon. I was more aware of my surroundings and where sounds were coming. Not sure if it improved my game, though I doubt it did as I was still waking up but being more aware did keep me alert and ready.
I thought the motion controls were wonderful. I feel that a lot of people just have it in their mind that they hate motion controls so they are expecting them to be awful so they don't even give them a try.
Gyro controls have been the best advancement in controller input since the analog stick, it's really amazing for aiming.
and then he proceeded to score considerably less than people that stuck to the gyro controls
The 3 creators of Splatoon were in the lab coats and played online as well. They are too good it's scary and I'm envious lol
http://youtu.be/PjpcbDmDSEA
For the super jump can you not only do it at base on the launchpad? If you can do it in the middle of the battlefield I would agree that you'd be at risk but if you're in base you're safe unless its a complete stomp.
It also didn't include voice chat on PC.
For the super jump can you not only do it at base on the launchpad? If you can do it in the middle of the battlefield I would agree that you'd be at risk but if you're in base you're safe unless its a complete stomp.
Do rollers make a sound effect?Anyone use headphones when they played? I don't normally wear headphones when playing games, it feels weird but I kinda had to earlier this morning since everyone was asleep. Headphones work really well for Splatoon. I was more aware of my surroundings and where sounds were coming. Not sure if it improved my game, though I doubt it did as I was still waking up but being more aware did keep me alert and ready.
Well...
Blue and Orange:
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Blue and Orange:
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The funny thing is its not. Its literally 7 separate "digital buttons", 3 that do not stay in the same place and 3 optional (you can click the character icons on the right side) across a 4" by 2" interface. With a single screen option you could, for example, press a button to bring up the map, it would cover the whole screen. This would simulate looking down to focus on the map. On the map are your teammates running around with button icons showing which button is which player and the spawn point. Press the button to super jump. This could be done just as quick as looking down and tapping the screen. It would accurately recreate the conflict of dividing attention between 2 screens. To place the ink nuke special you just drag it around with the right stick. It would be slower but serviceable. The only thing really lost is the "cool factor" of actually having the map in your hand.
I've explained this multiple times across multiple threads and I think this will be my last. If people want to continue to act like it wouldn't work then go right ahead.
For the super jump can you not only do it at base on the launchpad? If you can do it in the middle of the battlefield I would agree that you'd be at risk but if you're in base you're safe unless its a complete stomp.