Splatoon Global Testfire Demo Schedule and Info Thread (https://youtu.be/l4UFQWKjy_I)

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Hesitant to even enter this debate, but the mini-map/spawn argument is driving me nuts :D Made a quick gif showing how the spawn/superjump system could be implemented without the gamepad:

splatoonspawn8qboy.gif


For clarity I just used three giant dots to represent your teammates. On an actual in-game map the enemy players could be represented as well.

So for spawning after death you could either cycle through your three options (three assumes your entire team is alive) or have your teammates represented by a button (A, X, Y or whatever) with B just dumping you at the default spawn location.

Same for the in-game superjump. Dip down into some ink, bring up the map and jump where you want or hit B to close the map and go on about your business.

Nothing would change for players who wanted to use the gamepad, but for those who would rather use a pro controller the worst case scenario would be maybe an extra half second and a button press. Not exactly the end of the world and this doesn't seem as complicated as some are making it out to be. Am I nuts?
 
To me if feels like it should be a 10-20 buck game or free to play like they have been doing on the 3ds and had some hearts or something to buy to make money with. It looks kind like a weird TF2 game why not let us buy hats?

i know this is your personal opinion and all but it's fascinating how varied opinions are on how to value gameplay. people saying this is a 10-20 buck game... i dunno, maybe you're too used to steam sales or something
 
Yes you can, with the gyro.
Very slightly and very slowly sure. Gyro isn't designed for anything more.

Thinking about it more I guess its possible use the left stick and y to compensate for not being able to turn quickly. If you got good enough you may be able to not use the right stick at all.

And for the record I think they should include the option the change the buttons. I'm just trying to understand how your soecif preference isn't detrimental.
 
Wait... could you just chip a dude to death with the charger by shooting above them?

Yes.

I actually got a few unexpected kills from raining charger fire. Usually when Im shooting well above platforms going up vertically so I can swim up them, I guess some of the stuff that went over the top came down on somebody who was in or just escaped a battle.
 
Very slightly and very slowly sure. Gyro isn't designed for anything more.
Nah, the developers showed off the gyro in that video and they use it for some pretty significant horizontal turning. EDIT: And yes, I watched closely and made sure they weren't using the right stick. That made them go super fast though.
 
Seen the developers playing at such a high level makes me wonder if Splatoon has potential as an eSport.

Maybe I should make a thread asking that question and see what neogaf thinks.
Hard to say without the full game, but I'd say mechanically it's totally fit as an esport game but with ninty promoting this as a fun and kid friendly game it simply wouldn't happen ever.
 
Game played solidly here. Dual stick to me was a better way to roll but probably because it was more typical way of doing things. Good frame rate. All the classes seem to have decent plus and minus so they were good. Wish they would require certain classes...sometimes playing with all the same class was kind of weird but maybe that's intentional.

But sadly after three hours...with long breaks...the game just wasn't that fun for me. The overall game play, number of maps, roll out of DLC/capability makes this game an easy pass. To me if feels like it should be a 10-20 buck game or free to play like they have been doing on the 3ds and had some hearts or something to buy to make money with. It looks kind like a weird TF2 game why not let us buy hats?

Guess this leaves Xenoblades X as probably the last game (starting to think Zelda is going to NX, I do hope I am wrong) I will probably play on this console. I don't get the Mario maker thing...I can just play a mario game...I don't care to make levels. But I will wait to see what they show at E3 and I will keep an open mind.

I mean...there are already hats and other accessories in the game. Which you don't have to pay extra for.
 
Game played solidly here. Dual stick to me was a better way to roll but probably because it was more typical way of doing things. Good frame rate. All the classes seem to have decent plus and minus so they were good. Wish they would require certain classes...sometimes playing with all the same class was kind of weird but maybe that's intentional.

But sadly after three hours...with long breaks...the game just wasn't that fun for me. The overall game play, number of maps, roll out of DLC/capability makes this game an easy pass. To me if feels like it should be a 10-20 buck game or free to play like they have been doing on the 3ds and had some hearts or something to buy to make money with. It looks kind like a weird TF2 game why not let us buy hats?

Guess this leaves Xenoblades X as probably the last game (starting to think Zelda is going to NX, I do hope I am wrong) I will probably play on this console. I don't get the Mario maker thing...I can just play a mario game...I don't care to make levels. But I will wait to see what they show at E3 and I will keep an open mind.

Are you sure you watched the Direct ? Because if you did you would know that you could buy hats and more.
https://youtu.be/n6bikjnpyWY

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The demo didn't had half of its content.
 
It kinda befuddles me seeing people who played maybe 3 hours MAX of a small demo with most of the features not available say that its a 10-15 dollar game, what drove them to such a conclusion is beyond me.
 
Hard to say without the full game, but I'd say mechanically it's totally fit as an esport game but with ninty promoting this as a fun and kid friendly game it simply wouldn't happen ever.

the real problem is the networking for wii us, venues that can support multiple lagless netcode (though splatoon is ace) is gonna be rare
 
He realy knows how to use the charger...

Really? The guy with the galsses? at the time stamp?

Huh, I was getting a bit frusterated with myself, especially during the first half hour, as I was seeing things I should be doing, and oppurtunities I should be taking.... That I just couldnt transfer to my hands because of my lack of experience with the game and controls...

But... for my second 30 minutes... I kind of feel like a god now.
 
Hesitant to even enter this debate, but the mini-map/spawn argument is driving me nuts :D Made a quick gif showing how the spawn/superjump system could be implemented without the gamepad:

splatoonspawn8qboy.gif


For clarity I just used three giant dots to represent your teammates. On an actual in-game map the enemy players could be represented as well.

So for spawning after death you could either cycle through your three options (three assumes your entire team is alive) or have your teammates represented by a button (A, X, Y or whatever) with B just dumping you at the default spawn location.

Same for the in-game superjump. Dip down into some ink, bring up the map and jump where you want or hit B to close the map and go on about your business.

Nothing would change for players who wanted to use the gamepad, but for those who would rather use a pro controller the worst case scenario would be maybe an extra half second and a button press. Not exactly the end of the world and this doesn't seem as complicated as some are making it out to be. Am I nuts?
Not that I don't agree with this solution, but you can also super jump back to spawn at any time, though that doesn't change much in your idea outside of assigning buttons for the task.
It kinda befuddles seeing people who played maybe 3 hours MAX of a small demo with most of the features not available say that its a 10-15 dollar game, what drove them to such a conclusion is beyond me.
They haven't been following the game, so are uninformed about the game. Not gonna blame anyone for this. I guess it would be nice if the demo had some trailer or showed some stuff in the full game that one can expect, but it is definitely not their fault for not including stuff like that.
 
It kinda befuddles me seeing people who played maybe 3 hours MAX of a small demo with most of the features not available say that its a 10-15 dollar game, what drove them to such a conclusion is beyond me.

I really hope the person who will make the OT will include the direct in his post because too many people didn't watched it and are only judged based on the live demo.
 
Very slightly and very slowly sure. Gyro isn't designed for anything more.

Thinking about it more I guess its possible use the left stick and y to compensate for not being able to turn quickly. If you got good enough you may be able to not use the right stick at all.

And for the record I think they should include the option the change the buttons. I'm just trying to understand how your soecif preference isn't detrimental.

I don't use the right stick at all and I don't believe most people use it this hybrid way you describe to use it, it seems counter-intuitive to use the stick unless it is just recalibrating your camera. I'm not sure about all console shooters, but the last ones I've played don't allow you to customize every button, which isn't much of an argument I guess, but it doesn't seem the norm for shooters.
 
He's saying that instead of charging for the game they should have just made gear cost real money.

Honestly, I'd rather just pay for the game and get it all. A TF2 monetization scheme would have been a huge let down.

*shock* Ewww
I'm with you, I dislike F2P/mobile monetization system too.
 
He's saying that instead of charging for the game they should have just made gear cost real money.

Honestly, I'd rather just pay for the game and get it all. A TF2 monetization scheme would have been a huge let down.
Was that what he meant? :0

That would've been an instant dealbreaker for me.
 
Wait, are we able to mix and match sub special and normal weapons in the full game? I assumed they were bundled just for demo purposes.
 
He's saying that instead of charging for the game they should have just made gear cost real money.

Honestly, I'd rather just pay for the game and get it all. A TF2 monetization scheme would have been a huge let down.

I understand what he meant by having cosmetics being purchasable, but he doesn't realize the gear actually have perks. What's even worse is he suggests a stamina/energy system for this game...that is the worst thing ever in any game besides in a time waster puzzle game like Poke Shuffle.

AND he doesn't believe the Wii U will get it's own unique brand new Zelda game. I think this guy is just delusional in my opinion.

It's pretty interesting to see the contrast of the "omg no singleplayer" of Battlefront compared to this.
 
I...need to play more of this. That two hours I got to play was not nearly enough.

My wife laughed her ass off at me when my alarm went off at noon today and I said "ohshit!" and hurried over to the Wii U so I could get my Splatoon on
 
Thanks! I can't remember ever seeing them when I played (2 of the 3 sessions). Really strange since I know others were using the Splattershot Jr. and that obviously a very useful special. I wonder if it's just a case of people not knowing about specials?

I knew there were Special attacks but didn't know how to use them. Still did really well without them
 
Thinking about it again, turf war and the roller are pretty brilliant ways to get casuals and kids into this genre. When they unveiled Splatoon they did mention one of the points was that everyone would be able to contribute in turf war, but having a weapon like the roller which requires almost no aiming allows pretty much everyone to contribute to the game. Painting over areas without fighting enemies isn't exactly the most fun and engaging thing to do, but for casuals it's probably good enough as long they feel like they're making a difference.

On the other hand, the choice for ranked battle is the opposite and that's great too. It's hard to imagine the roller being as good in that mode because taking over areas is far less important and there will be much higher emphasis on killing your enemies at range. Standing in the middle of the zone of control should pretty much guarantee death.
 
Hesitant to even enter this debate, but the mini-map/spawn argument is driving me nuts :D Made a quick gif showing how the spawn/superjump system could be implemented without the gamepad:

splatoonspawn8qboy.gif


For clarity I just used three giant dots to represent your teammates. On an actual in-game map the enemy players could be represented as well.

So for spawning after death you could either cycle through your three options (three assumes your entire team is alive) or have your teammates represented by a button (A, X, Y or whatever) with B just dumping you at the default spawn location.

Same for the in-game superjump. Dip down into some ink, bring up the map and jump where you want or hit B to close the map and go on about your business.

Nothing would change for players who wanted to use the gamepad, but for those who would rather use a pro controller the worst case scenario would be maybe an extra half second and a button press. Not exactly the end of the world and this doesn't seem as complicated as some are making it out to be. Am I nuts?

What if I want to super jump while on the battlefield? I have to pull up a map be exposed to enemy fire fiddle around with choosing a target with some button combinations?

It is so easy to hold down the squid button so the enemy cant see me, look down and quickly tap to chose someone to super jump to.
 
Nah, the developers showed off the gyro in that video and they use it for some pretty significant horizontal turning. EDIT: And yes, I watched closely and made sure they weren't using the right stick. That made them go super fast though.
Timestamp? I've only watched bits and pieces but every time they've shown the devs its just a face cam. Maybe you can increase the sensitivity enough so that its possible. Its definitely not with the default settings.

I don't use the right stick at all and I don't believe most people use it this hybrid way you describe to use it, it seems counter-intuitive to use the stick unless it is just recalibrating your camera. I'm not sure about all console shooters, but the last ones I've played don't allow you to customize every button, which isn't much of an argument I guess, but it doesn't seem the norm for shooters.
The hybrid that I'm talking about is straight from the tutorial so I would assume that most people are using it.

What sensitivity were you using?

Oh and Y is for recalibration.
 
Is there a full list of retail weapons out there?

The weapons are Splatter, Jr, Charge, Blaster, and Roller, and the patch will add the Brush (a Jr. Roller, basically) some time in the near future. The customizations are what we're not sure on yet as they can greatly impact the way a weapon works like the scope form of the Charge or the super-range Charge, for example.
 
Timestamp? I've only watched bits and pieces but every time they've shown the devs its just a face cam. Maybe you can increase the sensitivity enough so that its possible. Its definitely not with the default settings.

I definitely increased the sensitivity from the default up to 3. helped me out a lot.
 
Timestamp? I've only watched bits and pieces but every time they've shown the devs its just a face cam. Maybe you can increase the sensitivity enough so that its possible. Its definitely not with the default settings.


The hybrid that I'm talking about is straight from the tutorial so I would assume that most people are using it.

What sensitivity were you using?

Oh and Y is for recalibration.

I noticed when they went into the control settings, the sensitivity was set to -1.

EDIT:

I normally set mine to -1.5 so I'm closer to how the devs play o:
 
Huh? Then you also dislike Splatoon's system either way since you're still accruing a currency to use towards unlocks. They're not actually mutually exclusive scenarios here.
There's a big difference in having a full game and having a system that encourages paying money or offer advantages or a different experience to people that pay extra.
 
Seen the developers playing at such a high level makes me wonder if Splatoon has potential as an eSport.

Maybe I should make a thread asking that question and see what neogaf thinks.

It absolutely has potential to be a competitive game. But there are two huge obstacles:

1) It's on the Wii U, which is by far the least popular console on the market right now.

2) Setting up local matches would be a pain in the ass since there's no LAN support. It would require the venue to have wi-fi, and all 8 consoles would have to be online at the same time.

So I don't think it'll really catch on beyond the online scene.
 
Huh? Then you also dislike Splatoon's system either way since you're still accruing a currency to use towards unlocks. They're not actually mutually exclusive scenarios here.

they're clearly talking about spending real world money to shortcut to unlocks mate
 
Do you guys know what the default is?


I definitely increased the sensitivity from the default up to 3. helped me out a lot.
I'll mess with the sensitivity upon release of course. I just wanted to get in and play as much as possible so I didn't even check the settings menu.
I noticed when they went into the control settings, the sensitivity was set to -1.

EDIT:


I normally set mine to -1.5 so I'm closer to how the devs play o:

That seems really low and unable to turn as quickly as preyingshark was describing
 
It absolutely has potential to be a competitive game. But there are two huge obstacles:

1) It's on the Wii U, which is by far the least popular console on the market right now.

2) Setting up local matches would be a pain in the ass since there's no LAN support. It would require the venue to have wi-fi, and all 8 consoles would have to be online at the same time.

So I don't think it'll really catch on beyond the online scene.

It's unlikely to develop into a scene on its own, but if Nintendo actively supported the community it could work. Bill Trinen already tweeted about Squidboards so that's a start.
 
Do you guys know what the default is?



I'll mess with the sensitivity upon release of course. I just wanted to get in and play as much as possible so I didn't even check the settings menu.


That seems really low and unable to turn as quickly as preyingshark was describing

I'm not used to the twitchiness so I went a tad lower, I could still turn quickly for my liking and I had some great accuracy. It probably will depend on the player and their weapon of choice though. Mine was largely the roller and occasionally the splattershot. Both seemed fine with that setting.
 
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