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.
Maybe wait when the game is really out ?

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.
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?
Very slightly and very slowly sure. Gyro isn't designed for anything more.Yes you can, with the gyro.
Wait... could you just chip a dude to death with the charger by shooting above them?
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.Very slightly and very slowly sure. Gyro isn't designed for anything more.
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.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.
Maybe wait when the game is really out ?![]()
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.
Is that developed named? I can't make him out.
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.
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.
He realy knows how to use the charger...
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.Hesitant to even enter this debate, but the mini-map/spawn argument is driving me nutsMade a quick gif showing how the spawn/superjump system could be implemented without the gamepad:
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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?
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 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.
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.
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 think it's Yusuke Amano.
I really hope the person who will make the OT will include the direct in his post because too many people didn't and only judged based on the live demo.
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.
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? :0He'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.
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.
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.
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.
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?
No. You can only get them in sets. Probably for balance reasons. I think it is a good idea.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.
Hesitant to even enter this debate, but the mini-map/spawn argument is driving me nutsMade a quick gif showing how the spawn/superjump system could be implemented without the gamepad:
![]()
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?
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.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.
The hybrid that I'm talking about is straight from the tutorial so I would assume that most people are using it.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.
*shock* Ewww
I'm with you, I dislike F2P/mobile monetization system too.
Was that what he meant? :0
That would've been an instant dealbreaker for me.
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.Yuck, yuck, yuck! Gross!
Is there a full list of retail weapons out there?
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.
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.
Is there a full list of retail weapons out there?
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.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.
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.
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.
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 definitely increased the sensitivity from the default up to 3. helped me out a lot.
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:
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.
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
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.
So its not gonna happen then