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

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The map's symmetrical, so if it exists on the blue side, it should exist on the orange side as well.
I'm not sure of its exact location, but there is a paint-able wall I jumped up on Saltspray Rig. I'll focus my efforts in finding it again and recording it to prove I'm not crazy.
 
yeah, looks like the idea is to give you a prompt to check your map if your team is in a pinch.
It is a neat idea, but kind of breaks the immersion.
Overall though I am glad the game exists because it is a unique shooter. I just am not a huge shooter fan.
If it had team voice chat, I think I would like it more.
 
I had fun playing the game but the lack of voice chat is really hurting the experience for me. The game feels kinda lifeless with out it,and they were plenty of times when i wanted to communicate directly with them,telling them to watch their back,or tell a roller i got your back. And this game needs a death match with neutral ink on the floor so both teams can walk and swim freely,i would love to see some high level play in that mode,and how players exploit the dive and swim mechanic.
 
why even do that? just left right to cycle through targetable jump points and hit a to jump. easy.

I think ideally the jump command really needs to be a single action, in particular due to the jump points' inconvenient habit of dying!

I'm not sure of its exact location, but there is a paint-able wall I jumped up on Saltspray Rig. I'll focus my efforts in finding it again and recording it to prove I'm not crazy.

I'm wondering if it might actually be a place where they didn't quite preserve symmetry, which is a bad error if so.
 
My biggest gripe against the map on the gamepad is that I use it to see where my opponents are painting too so I have to constantly look down.
 
I was so sceptical about this game but since playing the demo I'm completely sold. The key innovative feature of Splatoon IMO is that, regardless of differences in skill-levels, everybody can be useful so even if someone lacks the reflexes necessary to shoot other players at the front he/she can cover territory close to the spawn-point in paint and have a sense of teamplay by enabling experienced players to dive through it.
 
I had fun playing the game but the lack of voice chat is really hurting the experience for me. The game feels kinda lifeless with out it,and they were plenty of times when i wanted to communicate directly with them,telling them to watch their back,or tell a roller i got your back. And this game needs a death match with neutral ink on the floor so both teams can walk and swim freely,i would love to see some high level play in that mode,and how players exploit the dive and swim mechanic.

still tdm? interesting idea, you'd only have to worry about enemy ink. of course within two minutes it'd be red v blu already but i would love to see that
 
My biggest gripe against the map on the gamepad is that I use it to see where my opponents are painting too so I have to constantly look down.

Seems like this is added benefit to the gamepad on the map, in my opinion. In order to see the enemy, you have to glance away from the action. It can pay off, but is a risky trade-off sometimes.
 
Any discounts on this? All I can find is Dell offering a $15 gift card for pre-ordering. Unfortunately, my nearest Best Buy is over an hour away so activating GCU isn't a great option.
 
I'm so jealous of everyone getting to experience this demo. I'm at my parents' house for mother's day and won't be able to join. I'm glad people are confirming what I already suspected: this game is dope AF.

Can't wait until it hits retail.
 
Roller reminds me of bow and arrow from The Last of Us. Weirdest weapon in the game but deadly with the right execution. Love it.
 
Not that I'm taking sides in this argument, but what is your shooter background?Are you the sort of person that scrims and stuff in shooter games?

I think the Gamepad usage is neat, but honestly I would just as easily be happy with a Pro Controller.

I play a bit of CoD from time to time but my roots are in stuff like Quake and Goldeneye, which of course didn't have HUD maps. I've played plenty of PC fps games with mouse and keyboard, but never competitively.

I have my Gamepad stacked in a dock by my TV, so I can still get the benefit of the map with a regular controller. Ideally I'd be using the Wiimote and Chuck to play this, and I hope it's an option they put in at some point. I tried Splatoon both with and without gyro aiming and found I preferred the precision of motion, albeit requiring more concentration and skill, but the payoff was worth it.
 
My biggest gripe against the map on the gamepad is that I use it to see where my opponents are painting too so I have to constantly look down.

Yes, that one is a problem, also with the occasional enemy appearance on the map; it's usually too brief an occurrence to be able to actually act on it in an informed manner. I don't think it would be much better off-gamepad either, though, 'cause it's still only a fleeting glimpse no matter what.
 
why even do that? just left right to cycle through targetable jump points and hit a to jump. easy.
Speed. The current design is fast. One action: Tap.

By requiring an overlay, it's one action. Then one to press a button to select. If we use a left to right selection, it's up to two more actions added if it wraps around, so pressing left will pick the rightmost one.

So for action count it breaks down like this:
GamePad: 1
Toggle then Face Button: 2
Toggle then Select: 2-3

We get 180 seconds. How many do you want to waste on UI actions?
 
Roller reminds me of bow and arrow from The Last of Us. Weirdest weapon in the game but deadly with the right execution. Love it.

As someone who mains the bow and arrow in Last of Us, they are completely different outside of their quirkiness. Roller is the shotgun of the Splatoon world, and it's just as satisfying here to distance yourself and take them out with style.
 
I think ideally the jump command really needs to be a single action, in particular due to the jump points' inconvenient habit of dying!

i think if you hit the jump point while dead it should lock the jump and if able auto-jump to that point as soon as possible
 
Missed the first two "stress tests", and I'm a bit bitter. It's absurd to me that these "stress tests" are a measly 1hr each instead of all day affairs where you can actually stress the servers, as more and more people hop on.

My last chance is Mother's Day of all times, which I'll be spending with my mom, wife, and kids. Whether it's short changing Amiibo quantities, or severely limiting a beta, it seems Nintendo's strategy is always to provide as little as possible. Not pleased.
 
Speed. The current design is fast. One action: Tap.

By requiring an overlay, it's one action. Then one to press a button to select. If we use a left to right selection, it's up to two more actions added. Or one if it wraps around, so pressing left will pick the rightmost one.

So for action count it breaks down like this:
GamePad: 1
Toggle then Face Button: 2
Toggle then Select: 2-3

We get 180 seconds. How many do you want to waste on UI actions?

As I mentioned upthread, I don't think the real issue there is with the time to do two actions; I think the issue is with deaths that occur between the first and the second. That's a potential source of frustration.

When I've tried to plan non-gamepad versions, one of my prerequisites is for it to be a single action, so I've been thinking through the logistics of displaying button prompts on the map in the location they'd be sending you to.

I still don't like the detrimental components of a mispress, though. That's a big dealbreaker for me.
 
Speed. The current design is fast. One action: Tap.

By requiring an overlay, it's one action. Then one to press a button to select. If we use a left to right selection, it's up to two more actions added if it wraps around, so pressing left will pick the rightmost one.

So for action count it breaks down like this:
GamePad: 1
Toggle then Face Button: 2
Toggle then Select: 2-3

We get 180 seconds. How many do you want to waste on UI actions?

i can navigate a button menu that I know far faster than a touch interface that I am never, ever sure has properly registered my touch.
 
Missed the first two "stress tests", and I'm a bit bitter. It's absurd to me that these "stress tests" are a measly 1hr each instead of all day affairs where you can actually stress the servers, as more and more people hop on.

My last chance is Mother's Day of all times, which I'll be spending with my mom, wife, and kids. Whether it's short changing Amiibo quantities, or severely limiting a beta, it seems Nintendo's strategy is always to provide as little as possible. Not pleased.
I think the issue for me is I wish it came with a CPU bot option when offline as well.
It is hard to judge it in 30 minutes.
 
Any discounts on this? All I can find is Dell offering a $15 gift card for pre-ordering. Unfortunately, my nearest Best Buy is over an hour away so activating GCU isn't a great option.

You should probably try and make the trek to Best Buy anyway since GCU works online. Best Buy also seems to offer free Day One shipping if you preorder closeish to the release date from what I've noticed at least.

Also maybe I've just skipped over all the posts mentioning it, but man, it seems really silly that they offer a in game tshirt for the test if you buy Splatoon digitally. Although, unless I'm reading it wrong, it doesn't transfer over to the full game. Just a shirt that you won't even care about or notice for this 3 hour demo.
 
nah, don't pin that kind of rude behavior on a specific fanbase. dude's just rude and happens to be a Nintendo fan.

The thing though is that any Xbox and/or Playstation player would understand someone wanting to use the Pro controller for this game as the layout of the Pro controller has been viewed as "ideal" for games of this nature for more than a decade. Voice chat has also been viewed as standard for games of Splatoon's nature too for the same amount of time.

The snark and huge stretches in reply to people who want these basic features is defending a lack of options. All big fans do this but we are talking about options that have standard/ideal for many people for over a decade; I'm sorry but I only see this type of (outdated) defending when it comes to Nintendo games/consoles.

As I said before, I enjoy Splatoon a lot but some of these arguments against people who simply want (100% reasonable) options are mind-blowing to me.
 
I really don't see why it's so hard for some to realize that people would prefer playing a game of this nature on a controller that's more similar to Xbox/Playstation. It's a multiplayer shooter. I mean, Nintendo did push the pro controller alongside Call of Duty. Why is it wrong for some to wish that they could use it for Splatoon?

I have no trouble seeing that people want games to behave like the games they have played before. Lots of GAF's discussions centers around such stuff. Of course it isn't wrong asking all games to behave in the same way. But in the end you'll end up with tennis games being played with a regular controller, racing games being played with a regular controller, FPS games being played with a regular controller, sacrificing everything that could be unique about the gaming experience.
 
i can navigate a button menu that I know far faster than a touch interface that I am never, ever sure has properly registered my touch.

Not to mention having to look away from the gameplay screen to tap on something. I'd much rather just have a menu that I could quickly bring up and initiate a jump. Really don't like using the gamepad for shooters just because the analog sticks don't feel good for accuracy.

I have no trouble seeing that people want games to behave like the games they have played before. Lots of GAF's discussions centers around such stuff. Of course it isn't wrong asking all games to behave in the same way. But in the end you'll end up with tennis games being played with a regular controller, racing games being played with a regular controller, FPS games being played with a regular controller, sacrificing everything that could be unique about the gaming experience.

I don't need something unique which is to the detriment of my enjoyment. Just give the option for those which would like to use it - those which want the unique aspect can have it and enjoy it still. I personally would enjoy this game a hell of a lot more on a normal controller.
 
Missed the first two "stress tests", and I'm a bit bitter. It's absurd to me that these "stress tests" are a measly 1hr each instead of all day affairs where you can actually stress the servers, as more and more people hop on.

My last chance is Mother's Day of all times, which I'll be spending with my mom, wife, and kids. Whether it's short changing Amiibo quantities, or severely limiting a beta, it seems Nintendo's strategy is always to provide as little as possible. Not pleased.

Isn't mothers day tomorrow? The last stress test is today.

EDIT: Oh, I guess I'm not considering time zones.
 
If it had team voice chat, I think I would like it more.

Voice chat would only be useful when you're already alongside a teammate and want to split up, to avoid having you both go in the same direction.

Aside from that, literally anything your teammates could bark at you will probably be invalid within the few seconds it takes you to respond. You're better off checking the GamePad and predicting what your next action should be.
 
i can navigate a button menu that I know far faster than a touch interface that I am never, ever sure has properly registered my touch.
I'll agree that it needs a bigger confirmation display than the current "Speech bubble with squid" over the target. Like a big squid icon that appears there, or something. But it is really fast. The time from deciding to jump and to confirming the action is very, very short.

And if you worry about getting shot, hold ZL while picking. You're much harder to see when in squid form on friendly ink. But I don't think it's intended to be a get out of jail free move, it's a logistical move. "I need to be over there now."
 
I'm sorry but I only see this type of defending when it comes to Nintendo games/consoles.

you're not looking hard enough then haha


to be clear I'm not really disagreeing with your sentiments, only the notion that a certain fanbase is more or less guilty than any other. that's bollocks.
 
The thing though is that any Xbox and/or Playstation player would understand someone wanting it as the layout of the Pro controller has been viewed as "ideal" for games of this nature for more than a decade. Voice chat has also been viewed as standard for games of Splatoon's nature too for the same amount of time.

The snark and huge stretches in reply to people who want these basic features come across as defending lack of options. All big fans do this but we are talking about options that have standard/ideal for many people for over a decade; I'm sorry but I only see this type of (outdated) defending when it comes to Nintendo games/consoles.

As I said before, I enjoy Splatoon a lot but some of these arguments against people who simply want (100% reasonable) options are mind-blowing to me.

I'm personally thrilled there's no voice chat. I don't want to have to listen to the horrible trash talk that usually goes with competitive games and this way I don't have to and I'm not at a disadvantage to anyone else.
 
i can navigate a button menu that I know far faster than a touch interface

Isn't the issue here that, due to the nature of the super jump, the menu will inherently be different every time? You don't want to jump to 'player x', you want to jump to 'player in location x'. That's a very different thing, and requires an extra step of interpretation.
 
As I said before, I enjoy Splatoon a lot but some of these arguments against people who simply want (100% reasonable) options are mind-blowing to me.
I remember people were mad at me saying the budget Wii U games should have been eShop titles for $30.

I learned to not try to argue with the fanboy. Just nod and accept it. The Order 1886 was pretty funny.
 
i've never had this problem. does it deactivate if they die while you're charging (before you leave the ground?) I assume you just keep flying if they die while you're midair
I've killed enemies while their teammates were jumping towards them, it doesn't change the destination.

It gives you a few seconds to prepare so you can splat them when they land.
 
i've never had this problem. does it deactivate if they die while you're charging (before you leave the ground?) I assume you just keep flying if they die while you're midair

No, you're misunderstanding me. I'm talking about the player dying in the time between you making a decision about where to go and carrying it out in a hypothetical controller setup that requires multiple actions. It wouldn't happen with a single-input super jump, which is why I feel that any non-touch solution has to have that.
 
I'm personally thrilled there's no voice chat. I don't want to have to listen to the horrible trash talk that usually goes with competitive games and this way I don't have to and I'm not at a disadvantage to anyone else.

I have played multiplayer shooters by muting everyone for the better part of decade for similiar reasons. Probably even worse for Wii U if people would mostly use the not-so-good GamePad mic.
 
And if you worry about getting shot, hold ZL while picking. You're much harder to see when in squid form on friendly ink. But I don't think it's intended to be a get out of jail free move, it's a logistical move. "I need to be over there now."

I have to say I don't really see much of a use for squid jumping while alive tbh. The thing about operating with others is that they're already covering ground so why bother helping when you can go somewhere else there isn't ground and cover that? also they might die before you get there.

still, i wasn't really experimenting with it. I've set my alarm so I'm gonna wake up at some dumb time and get my last game in.
 
Jesus, I missed so many little things while playing, I feel dumb now
1431183505-splatoon-ink-indicator.jpg

The yellow light means R weapon can be used, and the red threshold is the amount of ink under which it can't be used.
 
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