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

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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.
I've been watching videos of Saltspray Rig and I think I found the paint-able wall I was talking about. It doesn't connect to the spawn like I thought, but it is as high as that and lets you dominate below.

This is embarrassing for me, but I never discovered it until the final match since it was in the back and never took that path. Sorry for the confusion!
ia4TKw1.png
 
It popped up on the quick launch of my Wii U Gamepad. I had no idea this demo was even a thing until last night, when I was notified that way.

I'm aware. Most people probably won't notice that though. And honestly, regardless of that issue, most people have enough sense to realize any demo of any game is going to be very, very limited compared to the full version
 
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.

Sorry, I'm confused. What 'lines' are you referring to, here?

And why does it matter which player you're selecting? The location is the important part.
 
I'm aware. Most people probably won't notice that though. And honestly, regardless of that issue, most people have enough sense to realize any demo of any game is going to be very, very limited compared to the full version

It's a stress test 2 weeks before release. Do you play a beta for an MMO expecting that 3/4 of the classes are locked away before the beta is over, as an example?
 
fyi i do find using reverse mirrors difficult so don't be an ass. gamepad is hard to use while fighting. i only look at it when dead or flying through the air. i would way prefer a toggle button to flash it up on screen or something, even using the gyro/pad.

anyway i drew a thing

tumblr_no36fiJuEF1rnx5rho1_400.png

Wow that's impressive. You coulda told me that was official concept art and I'd believe you.
 
It's a stress test 2 weeks before release. Do you play a beta for an MMO expecting that 3/4 of the classes are locked away before the beta is over, as an example?

I played Destiny beta and knew that we were only getting a taste of what weapons,perks,maps,game types. they literally locked out half the subclasses. This is the same thing.
 
I played Destiny beta and knew that we were only getting a taste of what weapons,perks,maps,game types. This is the same thing.

Guess I'm a stupid gamer then who doesn't understand the hobby he's participated in for the past 28 years of his life. Cool.
 
It's a stress test 2 weeks before release. Do you play a beta for an MMO expecting that 3/4 of the classes are locked away before the beta is over, as an example?

1. It's not a beta.
2. At a maximum of 3 hours of playtime, even if all content was included, it would be impossible to experience everything since you unlock content as you progress and level up.

Guess I'm a stupid gamer then who doesn't deserve to play this game. Oh well.

And nobody said this. What is wrong with you?
 
"I can't figure out how to shoot, and don't want to learn how to shoot even though the info is readily available.
This game is shit because I can't shoot"
 
[...] 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?

Well, if you're actively "chasing"/hunting enemies, you're "doing it wrong", but in Turf War you can certainly play zone denial and engage enemies. There were plenty of times last night, even in only 16 games as a neophyte, that I was able to use the Splattershot Jr, Bubble, and timed explosive to play area/zone denial against some roller folks while my team was running around behind me painting the whole map.

The game is definitely about painting and disrupting your foes' chance to paint, though, so it plays a little different than most arena or tacticool shooters -- but it seems like it was easy to pick up the nuance in the first hour (at least, I found it easy) and I'm sure the depth will be apparent down the road, esp. in ranked team vs. team matches.

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.

Well, when you post a verbose critique that seems to indicate you 'missed' a lot of points on your first pass through, and are painting the game not suiting your going-in-blind expectations as Nintendo "not knowing how to design a competent shooter" or w/e, you're probably going to get some heat, but you certainly got plenty of "rational" conversation as well. I mean, this is a forum on the internet - not expecting someone to throw a personal attack out (as invalid as it is) is a little befuddling. ;)
 
It's a stress test 2 weeks before release. Do you play a beta for an MMO expecting that 3/4 of the classes are locked away before the beta is over, as an example?

A stress test is only there to test server capacity, not to actually balance the game. Its a given that they only offer the "base" variety of weapons (Splatshooter Jr. being an exception) when there's not much time to offer everything.
 
Well, if you're actively "chasing"/hunting enemies, you're "doing it wrong", but in Turf War you can certainly play zone denial and engage enemies. There were plenty of times last night, even in only 16 games as a neophyte, that I was able to use the Splattershot Jr, Bubble, and timed explosive to play area/zone denial against some roller folks while my team was running around behind me painting the whole map.

The game is definitely about painting and disrupting your foes' chance to paint, though, so it plays a little different than most arena or tacticool shooters -- but it seems like it was easy to pick up the nuance in the first hour (at least, I found it easy) and I'm sure the depth will be apparent down the road, esp. in ranked team vs. team matches.

Thank you for the kind post. I appreciate that there are some other people here willing to speak with me without resorting to attacks on my character. Clearly I'm missing something about the benefit to eliminating enemy teammates in this game. It seems to me that with any sort of teamplay, you'll find yourself facing the same opponent within moments of their being splattered, due to the Super Jump system. What is the tactical benefit to eliminating a player, in terms of assisting you in painting more of the map, when they can simply continue to apply almost equivalent frontline pressure regardless of death? Was there some sort of death effect that I'd missed, like a refill to your ink or a boost to your super meter charge or something?

Well, when you post a verbose critique that seems to indicate you 'missed' a lot of points on your first pass through, and are painting the game not suiting your going-in-blind expectations as Nintendo "not knowing how to design a competent shooter" or w/e, you're probably going to get some heat, but you certainly got plenty of "rational" conversation as well. I mean, this is a forum on the internet - not expecting someone to throw a personal attack out (as invalid as it is) is a little befuddling. ;)

Yes, I have, and I thank you and the others who've done so for that! Really giving me more motivation to try again during the next session, I appreciate it. Last time I'd actively participated on GAF, there was a standing rule that personal attacks were a bannable offense, hence my obviously unrealistic expectation.
 
Thank you for the kind post. I appreciate that there are some other people here willing to speak with me without resorting to attacks on my character. Clearly I'm missing something about the benefit to eliminating enemy teammates in this game. It seems to me that with any sort of teamplay, you'll find yourself facing the same opponent within moments of their being splattered, due to the Super Jump system. What is the tactical benefit to eliminating a player, in terms of assisting you in painting more of the map, when they can simply continue to apply almost equivalent frontline pressure regardless of death? Was there some sort of death effect that I'd missed, like a refill to your ink or a boost to your super meter charge or something?

You can only Super Jump to a team mate. You can't just jump back to where you were unless a team mate is also there.
 
You can only Super Jump to a team mate. You can't just jump back to where you were unless a team mate is also there.

Yes, I'm aware. That's why I'd said what I did about facing good teamplay - because a good team probably isn't going to have people on the frontlines without another teammate nearby, right?
 
Thank you for the kind post. I appreciate that there are some other people here willing to speak with me without resorting to attacks on my character. Clearly I'm missing something about the benefit to eliminating enemy teammates in this game. It seems to me that with any sort of teamplay, you'll find yourself facing the same opponent within moments of their being splattered, due to the Super Jump system. What is the tactical benefit to eliminating a player, in terms of assisting you in painting more of the map, when they can simply continue to apply almost equivalent frontline pressure regardless of death? Was there some sort of death effect that I'd missed, like a refill to your ink or a boost to your super meter charge or something?

When they splatter, they explode into your teams ink.

I also think you severely under estimate the time it takes them to get back to the front lines. 5 second respawn. Another 5 seconds to jump back in assuming you don't kill the jump link first. Maybe you can clobber them as they land to. Say an average of ten or fifteen seconds to get back to the front lines assuming they have teammates in the area. In three minute matches, that's a lot! And you can already change the layout of the battlefield by disrupting their ink patterns so they don't have as many pathways or refill spots. You can sneak behind their lines and cover areas they think are safe. Just cos they come back doesn't mean you can't make some gains while they're out.
 
Thank you for the kind post. I appreciate that there are some other people here willing to speak with me without resorting to attacks on my character. Clearly I'm missing something about the benefit to eliminating enemy teammates in this game. It seems to me that with any sort of teamplay, you'll find yourself facing the same opponent within moments of their being splattered, due to the Super Jump system. What is the tactical benefit to eliminating a player, in terms of assisting you in painting more of the map, when they can simply continue to apply almost equivalent frontline pressure regardless of death? Was there some sort of death effect that I'd missed, like a refill to your ink or a boost to your super meter charge or something?

I'll give my thoughts from what I saw over the course of the hour.

- The respawn timer is about three seconds, which is fair for a three minute round -- if each player on your team lands six kills, for example, you're taking a little over 1/12th of the available (total) play time, plus the time wasted superjumping or swimming back and from the 'spawn in' animation.
- When you kill an enemy, they explode in paint of your colour, so it saves some time repainting.
- When someone dies, they lose a not-insignificant chunk of their special (right-stick click) weapon meter.
- If you can axe a few people nearby, you can isolate a zone, especially since they won't have a way to super jump back easily to that part of the map -- and if you've got an alert crew, you can just wax people as they land from a super jump. If you've got a ranged weapon to cover, it also gives, say, an avenue for a friendly roller to quickly sweep through and paint that area -- I did a lot of teaming w/ someone w/ a roller last night (as Splatter Jr.) and protecting them while they ran roughshod over map control.
- The psychological/morale impact of wiping someone or denying access to an area is a powerful force, even in a game this short/impersonal. The next time they run at you they might try to chase/engage you, which gives you an edge. ;)
 
but I expected rational conversation and not attacks on character.

It's Neogaf man... the only thing this place is good for is making quick, snippy little remarks. Not meaningful or deep conversations (have learned this the hard way myself).
 
When they splatter, they explode into your teams ink.

I also think you severely under estimate the time it takes them to get back to the front lines. 5 second respawn. Another 5 seconds to jump back in assuming you don't kill the jump link first. Maybe you can clobber them as they land to. Say an average of ten or fifteen seconds to get back to the front lines assuming they have teammates in the area. In three minute matches, that's a lot! And you can already change the layout of the battlefield by disrupting their ink patterns so they don't have as many pathways or refill spots. You can sneak behind their lines and cover areas they think are safe. Just cos they come back doesn't mean you can't make some gains while they're out.

I did not notice the ink explosion on death! That's a huge benefit, indeed. I think you're probably right, but in the midst of pitched battles it certainly felt like the same people I'd just splattered were right back in my face within moments, almost before I could even react.

It's Neogaf man... the only thing this place is good for is making quick, snippy little remarks. Not meaningful or deep conversations (have learned this the hard way myself).

NeoGAF used to pride itself as being a forum above that. Too bad, I guess.
 
Thank you for the kind post. I appreciate that there are some other people here willing to speak with me without resorting to attacks on my character.
Nobody did that until you started victimizing yourself. Though you kind of brought it on yourself by being willfuly ignorant and bashing a game without knowing even basic facts about it.
Clearly I'm missing something about the benefit to eliminating enemy teammates in this game. It seems to me that with any sort of teamplay, you'll find yourself facing the same opponent within moments of their being splattered, due to the Super Jump system. What is the tactical benefit to eliminating a player, in terms of assisting you in painting more of the map, when they can simply continue to apply almost equivalent frontline pressure regardless of death? Was there some sort of death effect that I'd missed, like a refill to your ink or a boost to your super meter charge or something?
Because if you don't kill them they will continue to ink the arena, it gives you and your teammates room to get the advantage.
The short respawn keeps the matches tense until the end.
And yes, there were death effects that you missed. Enemies killed explode in the ink of your colour, covering the floor and killing other enemies nearby. and yes, it gives a boost to your super meter.

It's Neogaf man... the only thing this place is good for is making quick, snippy little remarks. Not meaningful or deep conversations (have learned this the hard way myself).
Only one making snippy remarks was him when we started disagreeing with him.
 
It's Neogaf man... the only thing this place is good for is making quick, snippy little remarks. Not meaningful or deep conversations (have learned this the hard way myself).
Unless you enjoy the game then yep. Don't say anything negative to a game with a huge fanbase.
Overall I give the demo a 7/10. Puzzle & Dragons will have my attention for awhile.
 
Thank you for the kind post. I appreciate that there are some other people here willing to speak with me without resorting to attacks on my character. Clearly I'm missing something about the benefit to eliminating enemy teammates in this game. It seems to me that with any sort of teamplay, you'll find yourself facing the same opponent within moments of their being splattered, due to the Super Jump system. What is the tactical benefit to eliminating a player, in terms of assisting you in painting more of the map, when they can simply continue to apply almost equivalent frontline pressure regardless of death? Was there some sort of death effect that I'd missed, like a refill to your ink or a boost to your super meter charge or something?



Yes, I have, and I thank you and the others who've done so for that! Really giving me more motivation to try again during the next session, I appreciate it. Last time I'd actively participated on GAF, there was a standing rule that personal attacks were a bannable offense, hence my obviously unrealistic expectation.

1. You can only superjump to a teammate
2. The enemy can see exaclty where someone is going to land and ready a granade or a roller to kill them as soon as they land
3. If you lost the control of an area, you cant super jump there as there is probably no one there to target, or if there is one guy in a 1v3, you are just dead on arrival
 
Any consensus on whether you can jump over Rollers, yet?

Will find out in the next play session. If true this will make the roller even weaker. The only time I die from a roller is from behind or going around corners.

The gaming community is so whiny sometimes.

Hour 1- ROLLERS ARE OPPPPPPP!!!!!!!

Hour 2 - They aren't that bad

Hour 3 - They are fine, maybe even underpower.
 
I did not notice the ink explosion on death! That's a huge benefit, indeed. I think you're probably right, but in the midst of pitched battles it certainly felt like the same people I'd just splattered were right back in my face within moments, almost before I could even react.

Splatter and move on man! It's not about pitched battles. Kill only to get breathing room to paint or escape.
 
Thank you for the kind post. I appreciate that there are some other people here willing to speak with me without resorting to attacks on my character. Clearly I'm missing something about the benefit to eliminating enemy teammates in this game. It seems to me that with any sort of teamplay, you'll find yourself facing the same opponent within moments of their being splattered, due to the Super Jump system. What is the tactical benefit to eliminating a player, in terms of assisting you in painting more of the map, when they can simply continue to apply almost equivalent frontline pressure regardless of death? Was there some sort of death effect that I'd missed, like a refill to your ink or a boost to your super meter charge or something?



Yes, I have, and I thank you and the others who've done so for that! Really giving me more motivation to try again during the next session, I appreciate it. Last time I'd actively participated on GAF, there was a standing rule that personal attacks were a bannable offense, hence my obviously unrealistic expectation.

you can see an icon where they are super jumping to, so its pretty risky to super jump to the front line... also your team mate has to live, also respawn times.
 
Unless you enjoy the game then yep. Don't say anything negative to a game with a huge fanbase.

The fanbase is going to be the most knowledgable, though. I came to you guys looking to see something that I'd missed from my own personal experiences. Only by sharing those experiences with you guys would you be able to properly educate me, because clearly based on the general conversation of the thread I was missing something. Why would I willfully jump into the Lion's Den otherwise? Only other reason would be to troll, and that's not my MO.

you can see an icon where they are super jumping to, so its pretty risky to super jump to the front line... also your team mate has to live, also respawn times.

As I stated earlier in the thread (its a fast one so easily overlooked), I found myself having a difficult time seeing those markers when on enemy colored ink. That said, that's not an issue with the game, that's an issue with my eyesight, clearly. No pun intended.
 
I'll give my thoughts from what I saw over the course of the hour.

- The respawn timer is about three seconds, which is fair for a three minute round -- if each player on your team lands six kills, for example, you're taking a little over 1/12th of the available (total) play time, plus the time wasted superjumping or swimming back and from the 'spawn in' animation.
- When you kill an enemy, they explode in paint of your colour, so it saves some time repainting.
- When someone dies, they lose a not-insignificant chunk of their special (right-stick click) weapon meter.
- If you can axe a few people nearby, you can isolate a zone, especially since they won't have a way to super jump back easily to that part of the map -- and if you've got an alert crew, you can just wax people as they land from a super jump. If you've got a ranged weapon to cover, it also gives, say, an avenue for a friendly roller to quickly sweep through and paint that area -- I did a lot of teaming w/ someone w/ a roller last night (as Splatter Jr.) and protecting them while they ran roughshod over map control.
- The psychological/morale impact of wiping someone or denying access to an area is a powerful force, even in a game this short/impersonal. The next time they run at you they might try to chase/engage you, which gives you an edge. ;)

This guy gets it.
 
Will find out in the next play session. If true this will make the roller even weaker. The only time I die from a roller is from behind or going around corners.

The gaming community is so whiny sometimes.

Hour 1- ROLLERS ARE OPPPPPPP!!!!!!!

Hour 2 - They aren't that bad

Hour 3 - They are fine, maybe even underpower.

I find myself wishing jump was on another button than X though. Can't remember if L is taken or not.
 
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.

1) Everyone's on a level playing field (people who mute aren't at a disadvantage to people who coordinate with voice chat).
2) Less for the servers to deal with thus resulting in smoother play for everybody.

You may not feel that those two things are worth the loss of voice chat, but they are justifications.
 
This guy gets it.

One other thing I forgot to mention is that if you're shooting at an enemy and happen to miss, odds are they're coming from a direction where they will have friendly paint behind, beside, or in front of them, so even if you miss some shots you're still repainting territory (esp. w/ the sniper since you're still painting lines) -- and killing them nets you more paint than you'd put down in a comparable amount of time with the Splattershot/Splattershot Jr.
 
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