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

Status
Not open for further replies.
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.

hmmm. wouldn't it just be like spawning on a player in battlefield or something where they just become unselectable as a spawn point?
 
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
Yea tdm. I think this game has so much potential but Nintendo is holding it back because a small segment of people don't like certain things. I hope they come around on voice chat,and i want to see what other modes they have planed.
 
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.

And that's perfectly fine. Many games have "friends only" chat or complete mute for people who feel similar. Features like this have been (again) standard for a long time in multiplayer console games. These options (that have been standard for many years) would have been nice for people who wanted them in Splatoon. I don't see why people would feel differently. That's all I'm saying.
 
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 the location x'. That's a very different thing, and requires an extra step of interpretation.
That's what the GamePad adds indeed, and the reason why the Pro Controller is not supported there, as opposed to most other Nintendo games. I believe they could find a way around it, and it could be included later (see Pikmin 3, with touch controls).
 
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.
Super Jump is situationally really powerful. But it's also not something you want to do all the time.

But if someone is making a push into enemy ink colored territory and you're not busy fighting, then jump in and aid them. Two inklings paint faster than one. I suppose if you're using the bubbler, you can actually jump in and make the other Inkling invincible from out of nowhere, too. Cool stunt if you're expecting a fight.

Of course, if the target dies, you're looking at landing in enemy ink... next to whatever killed your buddy. That ends badly. So jump carefully.
 
hmmm. wouldn't it just be like spawning on a player in battlefield or something where they just become unselectable as a spawn point?

Yes. Which for the user now means a reappraisal of the situation and a re-planning. It's still an irritation that's unnecessary.
 
I used to think that 3 minute games were over too quick but after watching a lot of live play today I think it's the sweet spot, quick games back to back are more fun when 10 minute games where you keep inking over the same spots one after another while dodging gunfire.
 
not sure how long this game mode will be interesting tho.
the fun in these games comes from the combat and i feel the winning strategy is avoiding combat and just paint stuff in peace. going after someone seems like it's not worth it.
 
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.

either way you are glancing at the map and seeing who is where. make the icon larger or a different colour or something to indicate when it's active and scroll quickly l + r.

i dunno, this is probably something you can only really get by implementing it and racing it i guess. I just hate using the gamepad at all since i'm never sure it registers my touches or not and I hate not looking at the one screen.
 
My brother who loves COD told me to crank up the sensitivity as a joke, but I ended up doing so after a couple of matches and felt a bit better.
 
It's killing my soul that I can't use a wiimote/nunchuck with this game. Especially after playing a shit ton of metroid blast death match, which btw is unbelievably awesome!
 
And that's perfectly fine. Many games have "friends only" chat or complete mute for people who feel similar. Features like this have been (again) standard for a long time in multiplayer console games. Options (that have been standard for many years) would have been nice for people who want them. I don't see why people who feel differently. That's all I'm saying.

While I agree with that voice chat would be nice (even though I'd probably never use it if it were incorporated), I think the important thing here about it's absence is the fact that it may be one of the reasons why the online play is so smooth. If that's the case than I think they made the right choice. I'd rather play smooth without voice than janky with it.
 
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.

It no longer than following the line from player icon to the actual button on the game pad.

It's longer on the game pad if players are grouped In a fashion where the ends of the lines cross or meet closely and I have to try to discern which is which.
 
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.

Mm, I'll think about it. I know it's a great value. Didn't know about the Day One shipping either, so thanks for that.

Tower Control will probably be my favorite mode. Basically seems like Payload Race.
 
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.

Where do you live? Your profile says Pennsylvania...there is no test on Mother's Day...
 
Another factor to consider is that having advantages and disadvantages to different control schemes is not that much of a problem in casual fights or maybe even in ranked so long as they're 'balanced'. I mean gyro v non-gyro is already probably significantly different but also a matter of preference, so it's not that huge an issue of a half-second lag for superjump on-screen v superjump on-pad.
 
I've really enjoyed my time in the game but I have serious issues with the controls. I couldn't get on with motion controls so I turned it off. But using the right thumbstick felt too unresponsive and I couldn't find the right sensitivity.

I think more time with motion controls is needed - hopefully it will click eventually.

Other than that, the game is sex.
 
Splatoon was planned for the gamepad to be one of the key features of the Wii U from the start. I don't think they'll change that as it has been brought up in investor stuff that this is one of those big games to feature the gamepad in unique ways.

Options are nice, but I don't expect it here at all with how they talk about it.
 
What's the general take? My good friend messaged me this morning and said he's not enjoying this at all. He went from super hype to skip in one hour.

Good friend reporting in.

Yes, this is true, I went from extremely hyped by this game to an absolute skip within an hour. It would appear by the thread that I'm in the minority with this opinion.

I was well aware that Gyro controls could be disabled, and had no issues handling the controls in any way. I am an experienced shooter player on both PC and consoles.

All of this said, I have re-downloaded the test after my initial rage/frustration deletion of the demo after a few games during the last test session. I am going to give it a second chance during this last session, but I'm not sure I will feel any differently about the game.

I make it a personal point to try and limit my exposure to games media and discussions, so I knew next to nothing about this game going into it. The netcode is fantastic - I never had to wait more than a minute or so to get into a game, and the NES-style minigame you play in the lobby is a great way to kill that very short downtime. No real latency issues in-game either, and this was clearly playing with overseas players. However, after the abysmal Metroid Prime Hunters, and now this, it is clear to me that Nintendo first-party studios have no idea how to develop a competent multiplayer shooter.

4 weapons, 2 of which seem rather useless (sniper and roller), and the other two which functions practically identically to one another. A sniper rifle without zoom and the ability for enemies to see exactly where you're aiming from any distance due to the laser pointer. The most effective weapon for completing the actual victory objectives, from what I've seen (the roller) happens to be one of the worst for actual self defense, as it can be easily jumped over or flanked. All of this being said, it appears there is no actual real motive for even eliminating other players aside from getting them out of your way momentarily (and I do mean momentarily - the super jump function and lack of respawn timer means the player you just took down is right back in your face within moments, recalling the worst feelings of poor Call of Duty spawn patterns), and the few seconds spent engaging the enemy is typically better spent flanking and over-painting their already painted areas yourself. If entire teams follow this obvious and basic strategy, the game turns into two teams running the map in circles re-painting, like an 8 man ouroboros snake.

I was extremely excited for this release. I am probably the biggest Nintendo supporter of my local peers, I buy almost every first party product release, software or hardware. The Global Testfire session was heartbreaking for me. I've never felt this way about a Nintendo release before, and it's pretty shitty that a brand I'd felt I could always count on for quality gaming experiences has let me down so hard. I'll hang out in the thread for awhile and what people are still having to say - maybe there was some key aspect of this game that went right over my head and will totally change my perceptions. Looking forward to engaging with you all in some productive discussion about this, because rarely have I felt so misled and uninformed about a major new release like Splatoon.
 
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.

Count me in on team no voice chat as well. In my history playing shooters on the 360, 75% of people didn't even have mics (wii u will be worse), and the people that did have them were insta-muted for various reasons.
 
I can't wait for the launch and post launch DLC. This game is going to be awesome with all the features.

Can't wait for GAF tournaments.
 
Good friend reporting in.

Yes, this is true, I went from extremely hyped by this game to an absolute skip within an hour. It would appear by the thread that I'm in the minority with this opinion.

I was well aware that Gyro controls could be disabled, and had no issues handling the controls in any way. I am an experienced shooter player on both PC and consoles.

All of this said, I have re-downloaded the test after my initial rage/frustration deletion of the demo after a few games during the last test session. I am going to give it a second chance during this last session, but I'm not sure I will feel any differently about the game.

I make it a personal point to try and limit my exposure to games media and discussions, so I knew next to nothing about this game going into it. The netcode is fantastic - I never had to wait more than a minute or so to get into a game, and the NES-style minigame you play in the lobby is a great way to kill that very short downtime. No real latency issues in-game either, and this was clearly playing with overseas players. However, after the abysmal Metroid Prime Hunters, and now this, it is clear to me that Nintendo first-party studios have no idea how to develop a competent multiplayer shooter.

4 weapons, 2 of which seem rather useless (sniper and roller), and the other two which functions practically identically to one another. A sniper rifle without zoom and the ability for enemies to see exactly where you're aiming from any distance due to the laser pointer. The most effective weapon for completing the actual victory objectives, from what I've seen (the roller) happens to be one of the worst for actual self defense, as it can be easily jumped over or flanked. All of this being said, it appears there is no actual real motive for even eliminating other players aside from getting them out of your way momentarily (and I do mean momentarily - the super jump function and lack of respawn timer means the player you just took down is right back in your face within moments, recalling the worst feelings of poor Call of Duty spawn patterns), and the few seconds spent engaging the enemy is typically better spent flanking and over-painting their already painted areas yourself. If entire teams follow this obvious and basic strategy, the game turns into two teams running the map in circles re-painting, like an 8 man ouroboros snake.

I was extremely excited for this release. I am probably the biggest Nintendo supporter of my local peers, I buy almost every first party product release, software or hardware. The Global Testfire session was heartbreaking for me. I've never felt this way about a Nintendo release before, and it's pretty shitty that a brand I'd felt I could always count on for quality gaming experiences has let me down so hard. I'll hang out in the thread for awhile and what people are still having to say - maybe there was some key aspect of this game that went right over my head and will totally change my perceptions. Looking forward to engaging with you all in some productive discussion about this, because rarely have I felt so misled and uninformed about a major new release like Splatoon.

This is just ONE mode in the game.

There are more weapons in the final game, much more options etc. with all the Gear you can equip.

I would strongly suggest you watch the recent Splatoon Direct.
 
Good friend reporting in.


4 weapons, 2 of which seem rather useless (sniper and roller), and the other two which functions practically identically to one another. A sniper rifle without zoom and the ability for enemies to see exactly where you're aiming from any distance due to the laser pointer. The most effective weapon for completing the actual victory objectives, from what I've seen (the roller) happens to be one of the worst for actual self defense, as it can be easily jumped over or flanked. All of this being said, it appears there is no actual real motive for even eliminating other players aside from getting them out of your way momentarily (and I do mean momentarily - the super jump function and lack of respawn timer means the player you just took down is right back in your face within moments, recalling the worst feelings of poor Call of Duty spawn patterns), and the few seconds spent engaging the enemy is typically better spent flanking and over-painting their already painted areas yourself. If entire teams follow this obvious and basic strategy, the game turns into two teams running the map in circles re-painting, like an 8 man ouroboros snake.

This test didn't include all of the weapons, and each weapon can be customized during release (sniper gets scope, etc). It may have been a mistake by Nintendo to not include all weapon options for this test, but maybe they're not ready yet.

Turf War is also just one game-mode (not sure how many will be at release...

Edit: Beaten...
 
Good friend reporting in.

Yes, this is true, I went from extremely hyped by this game to an absolute skip within an hour. It would appear by the thread that I'm in the minority with this opinion.

I was well aware that Gyro controls could be disabled, and had no issues handling the controls in any way. I am an experienced shooter player on both PC and consoles.

All of this said, I have re-downloaded the test after my initial rage/frustration deletion of the demo after a few games during the last test session. I am going to give it a second chance during this last session, but I'm not sure I will feel any differently about the game.

I make it a personal point to try and limit my exposure to games media and discussions, so I knew next to nothing about this game going into it. The netcode is fantastic - I never had to wait more than a minute or so to get into a game, and the NES-style minigame you play in the lobby is a great way to kill that very short downtime. No real latency issues in-game either, and this was clearly playing with overseas players. However, after the abysmal Metroid Prime Hunters, and now this, it is clear to me that Nintendo first-party studios have no idea how to develop a competent multiplayer shooter.

4 weapons, 2 of which seem rather useless (sniper and roller), and the other two which functions practically identically to one another. A sniper rifle without zoom and the ability for enemies to see exactly where you're aiming from any distance due to the laser pointer. The most effective weapon for completing the actual victory objectives, from what I've seen (the roller) happens to be one of the worst for actual self defense, as it can be easily jumped over or flanked. All of this being said, it appears there is no actual real motive for even eliminating other players aside from getting them out of your way momentarily (and I do mean momentarily - the super jump function and lack of respawn timer means the player you just took down is right back in your face within moments, recalling the worst feelings of poor Call of Duty spawn patterns), and the few seconds spent engaging the enemy is typically better spent flanking and over-painting their already painted areas yourself. If entire teams follow this obvious and basic strategy, the game turns into two teams running the map in circles re-painting, like an 8 man ouroboros snake.

I was extremely excited for this release. I am probably the biggest Nintendo supporter of my local peers, I buy almost every first party product release, software or hardware. The Global Testfire session was heartbreaking for me. I've never felt this way about a Nintendo release before, and it's pretty shitty that a brand I'd felt I could always count on for quality gaming experiences has let me down so hard. I'll hang out in the thread for awhile and what people are still having to say - maybe there was some key aspect of this game that went right over my head and will totally change my perceptions. Looking forward to engaging with you all in some productive discussion about this, because rarely have I felt so misled and uninformed about a major new release like Splatoon.

you're only seeing a small selection of the weapons. there is a scoped charger in the game, for example. there is a short respawn timer, and super jump is balanced by markers indicating where enemy players are jumping into, meaning that people who leap right into a fire fight barely hit the ground before being killed.

the roller *should* be the worst at self defense because it's the best at painting. it would be stupid for it to be the best at everything.
 
Good friend reporting in.

Yes, this is true, I went from extremely hyped by this game to an absolute skip within an hour. It would appear by the thread that I'm in the minority with this opinion.

I was well aware that Gyro controls could be disabled, and had no issues handling the controls in any way. I am an experienced shooter player on both PC and consoles.

All of this said, I have re-downloaded the test after my initial rage/frustration deletion of the demo after a few games during the last test session. I am going to give it a second chance during this last session, but I'm not sure I will feel any differently about the game.

I make it a personal point to try and limit my exposure to games media and discussions, so I knew next to nothing about this game going into it. The netcode is fantastic - I never had to wait more than a minute or so to get into a game, and the NES-style minigame you play in the lobby is a great way to kill that very short downtime. No real latency issues in-game either, and this was clearly playing with overseas players. However, after the abysmal Metroid Prime Hunters, and now this, it is clear to me that Nintendo first-party studios have no idea how to develop a competent multiplayer shooter.

4 weapons, 2 of which seem rather useless (sniper and roller), and the other two which functions practically identically to one another. A sniper rifle without zoom and the ability for enemies to see exactly where you're aiming from any distance due to the laser pointer. The most effective weapon for completing the actual victory objectives, from what I've seen (the roller) happens to be one of the worst for actual self defense, as it can be easily jumped over or flanked. All of this being said, it appears there is no actual real motive for even eliminating other players aside from getting them out of your way momentarily (and I do mean momentarily - the super jump function and lack of respawn timer means the player you just took down is right back in your face within moments, recalling the worst feelings of poor Call of Duty spawn patterns), and the few seconds spent engaging the enemy is typically better spent flanking and over-painting their already painted areas yourself. If entire teams follow this obvious and basic strategy, the game turns into two teams running the map in circles re-painting, like an 8 man ouroboros snake.

I was extremely excited for this release. I am probably the biggest Nintendo supporter of my local peers, I buy almost every first party product release, software or hardware. The Global Testfire session was heartbreaking for me. I've never felt this way about a Nintendo release before, and it's pretty shitty that a brand I'd felt I could always count on for quality gaming experiences has let me down so hard. I'll hang out in the thread for awhile and what people are still having to say - maybe there was some key aspect of this game that went right over my head and will totally change my perceptions. Looking forward to engaging with you all in some productive discussion about this, because rarely have I felt so misled and uninformed about a major new release like Splatoon.
You listed literally only 2 problems here, one being the lack of weapons (in a demo) and the second being the general strategy, based off the little time you actually spent with it.
There's plenty of strategies that the gameplay promotes, like having the players with the guns taking care of the enemies while the players with the rollers try to get coverage of the map.

Also "misled"? really? you said yourself that you didn't know anything about the game going into it, so how could you be misled?
 
4 weapons, 2 of which seem rather useless (sniper and roller), and the other two which functions practically identically to one another. A sniper rifle without zoom and the ability for enemies to see exactly where you're aiming from any distance due to the laser pointer. The most effective weapon for completing the actual victory objectives, from what I've seen (the roller) happens to be one of the worst for actual self defense, as it can be easily jumped over or flanked. All of this being said, it appears there is no actual real motive for even eliminating other players aside from getting them out of your way momentarily (and I do mean momentarily - the super jump function and lack of respawn timer means the player you just took down is right back in your face within moments, recalling the worst feelings of poor Call of Duty spawn patterns), and the few seconds spent engaging the enemy is typically better spent flanking and over-painting their already painted areas yourself. If entire teams follow this obvious and basic strategy, the game turns into two teams running the map in circles re-painting, like an 8 man ouroboros snake.

4 weapons is just for the demo there are many more in the full game. This isn't really Call of Duty as it has a different play style based around arena shooters and taking control of areas. Killing opponents is still important just not as important to gain dominance in painting the arena. This is also only one mode when there are other in the game like ranked matches and turf wars.
 
This is just ONE mode in the game.

There are more weapons in the final game, much more options etc. with all the Gear you can equip.

I would strongly suggest you watch the recent Splatoon Direct.

I will not watch the recent Direct, as I stated in my prior post I do make it a point not to get myself involved in games media any longer. I'm too susceptible to the hype machine, and gaming has become a much healthier part of my life since disconnecting in that regard. Nintendo should not be expecting every one of their players to be actively researching product ahead of time, this is an unrealistic expectation for people unable or unwilling to spent that amount of their spare time doing something like that.

This test didn't include all of the weapons, and each weapon can be customized during release (sniper gets scope, etc). It may have been a mistake by Nintendo to not include all weapon options for this test, but maybe they're not ready yet.

Turf War is also just one game-mode (not sure how many will be at release...

I will agree, that was a mistake. I had absolutely no idea that there were more than 4 weapons, or any sort of gear customization whatsoever. My only exposure to this game is through this demo and word of mouth, so far.

Edit: Wow, lots of responses very fast. Will respond to them all as I can get to them.

the roller *should* be the worst at self defense because it's the best at painting. it would be stupid for it to be the best at everything.

The marker is not clearly visible, to me, against the same colored ink. When on un-inked ground or on opposing colors, it's not an issue, but when in the midst of a pitched firefight, I have issues seeing the marker. Not a knock on the game itself, clearly this is an issue with my ability to see clearly, but still detrimental to my personal enjoyment either way.

There's plenty of strategies that the gameplay promotes, like having the players with the guns taking care of the enemies while the players with the rollers try to get coverage of the map.

Also "misled"? really? you said yourself that you didn't know anything about the game going into it, so how could you be misled?

I'm sure that over time a metagame will form around the MP and greater depth of strategy will become apparent. That said, this is a demo/stress test, and is the majority of the general public's first exposure to the game. The strategy that you are saying there is not apparent when placed in the context of the overall game - for example, why waste time chasing the enemies when you could be spending that time adding more of your own team's paint to the overall map? As for being "misled", I don't need to have watched in-depth breakdowns of the game or video presentations to see some simple advertisement and draw my own conclusions.

Reading further on in the thread now though, I can see that I'm already being personally attacked for the quality of my post. I realized that sharing my opinions here was jumping into the Lion's Den, but I expected rational conversation and not attacks on character. I'm a busy guy, I don't have/am unwilling to make time in my life to sit and watch a long advertisment about a game (the Direct) just to be able to undertstand more about a game. Have fun, guys.
 
Any idea if the billboards scattered around the level seen here are randomly imported Miiverse drawings?

DwziYiA.png


If so, that would be a very nice little touch.
 
Good friend reporting in.

Yes, this is true, I went from extremely hyped by this game to an absolute skip within an hour. It would appear by the thread that I'm in the minority with this opinion.

I was well aware that Gyro controls could be disabled, and had no issues handling the controls in any way. I am an experienced shooter player on both PC and consoles.

All of this said, I have re-downloaded the test after my initial rage/frustration deletion of the demo after a few games during the last test session. I am going to give it a second chance during this last session, but I'm not sure I will feel any differently about the game.

I make it a personal point to try and limit my exposure to games media and discussions, so I knew next to nothing about this game going into it. The netcode is fantastic - I never had to wait more than a minute or so to get into a game, and the NES-style minigame you play in the lobby is a great way to kill that very short downtime. No real latency issues in-game either, and this was clearly playing with overseas players. However, after the abysmal Metroid Prime Hunters, and now this, it is clear to me that Nintendo first-party studios have no idea how to develop a competent multiplayer shooter.

4 weapons, 2 of which seem rather useless (sniper and roller), and the other two which functions practically identically to one another. A sniper rifle without zoom and the ability for enemies to see exactly where you're aiming from any distance due to the laser pointer. The most effective weapon for completing the actual victory objectives, from what I've seen (the roller) happens to be one of the worst for actual self defense, as it can be easily jumped over or flanked. All of this being said, it appears there is no actual real motive for even eliminating other players aside from getting them out of your way momentarily (and I do mean momentarily - the super jump function and lack of respawn timer means the player you just took down is right back in your face within moments, recalling the worst feelings of poor Call of Duty spawn patterns), and the few seconds spent engaging the enemy is typically better spent flanking and over-painting their already painted areas yourself. If entire teams follow this obvious and basic strategy, the game turns into two teams running the map in circles re-painting, like an 8 man ouroboros snake.

I was extremely excited for this release. I am probably the biggest Nintendo supporter of my local peers, I buy almost every first party product release, software or hardware. The Global Testfire session was heartbreaking for me. I've never felt this way about a Nintendo release before, and it's pretty shitty that a brand I'd felt I could always count on for quality gaming experiences has let me down so hard. I'll hang out in the thread for awhile and what people are still having to say - maybe there was some key aspect of this game that went right over my head and will totally change my perceptions. Looking forward to engaging with you all in some productive discussion about this, because rarely have I felt so misled and uninformed about a major new release like Splatoon.

seems like most of your issues are because this is a limited demo
 
Any idea if the billboards scattered around the level seen here are randomly imported Miiverse drawings?

If so, that would be a very nice little touch.
Sure looks like it, there are purple billboards on the warehouse level too, I think.
 
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.
This is a weird stance to have in a Nintendo game. What about the party/local atmosphere that chatting actually adds to the game beyond the only for strategizing purposes. You know with NIntendo been so huge with local multiplayer XD

No voice chat in a game that tries to make shooters more casual is incredible contradictory. And sorry, i don't bite the BS from the development team for very obvious reasons.

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.
And this is the problem, you have zero valid justification for not having voice chat while there are plenty valid reasons to have it. Don't like what is been said? Mute them, as it is done in thousands of online games already.

It is unreasonable to justify the abscence of it.
 
Good friend reporting in.

Yes, this is true, I went from extremely hyped by this game to an absolute skip within an hour. It would appear by the thread that I'm in the minority with this opinion.

I was well aware that Gyro controls could be disabled, and had no issues handling the controls in any way. I am an experienced shooter player on both PC and consoles.

All of this said, I have re-downloaded the test after my initial rage/frustration deletion of the demo after a few games during the last test session. I am going to give it a second chance during this last session, but I'm not sure I will feel any differently about the game.

I make it a personal point to try and limit my exposure to games media and discussions, so I knew next to nothing about this game going into it. The netcode is fantastic - I never had to wait more than a minute or so to get into a game, and the NES-style minigame you play in the lobby is a great way to kill that very short downtime. No real latency issues in-game either, and this was clearly playing with overseas players. However, after the abysmal Metroid Prime Hunters, and now this, it is clear to me that Nintendo first-party studios have no idea how to develop a competent multiplayer shooter.

4 weapons, 2 of which seem rather useless (sniper and roller), and the other two which functions practically identically to one another. A sniper rifle without zoom and the ability for enemies to see exactly where you're aiming from any distance due to the laser pointer. The most effective weapon for completing the actual victory objectives, from what I've seen (the roller) happens to be one of the worst for actual self defense, as it can be easily jumped over or flanked. All of this being said, it appears there is no actual real motive for even eliminating other players aside from getting them out of your way momentarily (and I do mean momentarily - the super jump function and lack of respawn timer means the player you just took down is right back in your face within moments, recalling the worst feelings of poor Call of Duty spawn patterns), and the few seconds spent engaging the enemy is typically better spent flanking and over-painting their already painted areas yourself. If entire teams follow this obvious and basic strategy, the game turns into two teams running the map in circles re-painting, like an 8 man ouroboros snake.

I was extremely excited for this release. I am probably the biggest Nintendo supporter of my local peers, I buy almost every first party product release, software or hardware. The Global Testfire session was heartbreaking for me. I've never felt this way about a Nintendo release before, and it's pretty shitty that a brand I'd felt I could always count on for quality gaming experiences has let me down so hard. I'll hang out in the thread for awhile and what people are still having to say - maybe there was some key aspect of this game that went right over my head and will totally change my perceptions. Looking forward to engaging with you all in some productive discussion about this, because rarely have I felt so misled and uninformed about a major new release like Splatoon.

Yes because strategies created within the first our of the game would never change throughout the lifetime of the game.

Lets judge weapon usage without access to more than half the weapons or none of the perks.

Such an excellent post. ughhhh......


You are the reason why some devs hate releasing "demos"
 
I will not watch the recent Direct, as I stated in my prior post I do make it a point not to get myself involved in games media any longer. I'm too susceptible to the hype machine, and gaming has become a much healthier part of my life since disconnecting in that regard. Nintendo should not be expecting every one of their players to be actively researching product ahead of time, this is an unrealistic expectation for people unable or unwilling to spent that amount of their spare time doing something like that.



I will agree, that was a mistake. I had absolutely no idea that there were more than 4 weapons, or any sort of gear customization whatsoever. My only exposure to this game is through this demo and word of mouth, so far.

Edit: Wow, lots of responses very fast. Will respond to them all as I can get to them.

So educating yourself about something is a bad thing? Look at your second paragraph...You admit to not having a clue about many things about the game. Whose fault is that?

You are basing your opinion on the entire game off tiny exposure to a small fragment of the game, all while not even knowing the most basic of things that have been shown off or mentioned since E3 last year.
 
I will not watch the recent Direct, as I stated in my prior post I do make it a point not to get myself involved in games media any longer. I'm too susceptible to the hype machine, and gaming has become a much healthier part of my life since disconnecting in that regard. Nintendo should not be expecting every one of their players to be actively researching product ahead of time, this is an unrealistic expectation for people unable or unwilling to spent that amount of their spare time doing something like that.

But that's what the direct is for... The latest direct had a lot of information in it talking about the modes, the single player campaign, the customization, and lots of stuff about the game. Directs about specific games are usually chock full of information you want to know, like your asking for and in one place.
 
Yea tdm. I think this game has so much potential but Nintendo is holding it back because a small segment of people don't like certain things. I hope they come around on voice chat,and i want to see what other modes they have planed.

I don't see the benefit of s voice chat for such a fast paced 4min match.

Most "serious" team player communicate over mobile apps anyway and don't use console chat systems.
 
So educating yourself about something is a bad thing? Look at your second paragraph...You admit to not having a clue about many things about the game. Whose fault is that?

You are basing your opinion on the entire game off tiny exposure to a small fragment of the game, all while not even knowing the most basic of things that have been shown off or mentioned since E3 last year.
He just totally missed the point of the game and then downright admits of not wanting to be educated about it. Strange and downright contradictory behaviour.
 
Spent an hour last night with this; zero connection errors, zero lag, it was awesome. Splatoon far exceeded my expectations. The end of the month can not come soon enough!
 
either way you are glancing at the map and seeing who is where. make the icon larger or a different colour or something to indicate when it's active and scroll quickly l + r.
In part the edge for the gamepad is that it doesn't actually matter who is where. You know where you want to go, you can tap the nearest person to that spot, job done. When I die I'm usually tapping the key location before I respawn.

One thing you have to be wary of when designing a UI menu is ensuring that it's got a logical layout such that a given keypress sends you to the element you're expecting. This is particularly unpleasant if the actual layout of elements is unpredictable, though; on Rainbow Six: Lone Wolf I did the menu interface for the map (Which is actually not a too bad parallel to this, albeit not something that needs to be done at speed) and was never really satisfied for it.

IE5pvuw.png


And that's without the extra nuance of the menu elements moving!

I think I would prefer a directed menu rather than a cycle because it's annoyingly easy to overshoot with a cycle - there's little direct indication of what option one keypress will put you on next. So I'm thinking that if you were to do it that way I'd want a menu where the options are directly connected to the jump spot by a line; the options would be on a static menu, but the lines would move on the fly based on the target's movement.

That would, I think, give the functionality I'm after while requiring a bit less immediate interpretation of the scene by the player. However, those extra lines might perhaps be a bit cluttered.

i dunno, this is probably something you can only really get by implementing it and racing it i guess. I just hate using the gamepad at all since i'm never sure it registers my touches or not and I hate not looking at the one screen.

Well, to be fair, if you're not flying through the air, it didn't :-). Can't say I've ever noticed unresponsiveness myself.
 
No voice chat in a game that tries to make shooters more casual is incredible contradictory. And sorry, i don't bite the BS from the development team for very obvious reasons.

Bs lol. It's a different opinion, except that it's held by the people who control the game is all. It's hardly bullshit.

Don't get me wrong. I love vc in games. Shooting the shit in tf2 is fun as. I wish it were in splatoon as well. But I know what at least half the pub talk would be.

Maybe opt in? I dunno.
 
Status
Not open for further replies.
Top Bottom