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

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So, if you kill someone, he explodes in your own colour.

What's going on if you trade hits as two Rollers, though? It's just a matter of milliseconds in that case, isn't it?
 
Does anyone technical know how much voice chat stresses a server? 2%, 5%, 10%?

They'd likely have to toss voice on a separate server, and it's more of a bandwidth consideration than a server strain consideration. Not too bad w/ only four people on your team, assuming you're not on a terrible connection.

So, if you kill someone, he explodes in your own colour.

What's going on if you trade hits as two Rollers, though? It's just a matter of milliseconds in that case, isn't it?

Probably a case of roughly equal splatter (since it's in a radius) but w/ the zone immediately around the players going to whoever gets second kill credit, yeah.

It seems to be 1/3.

It's definitely a % and not a static value, and thinking it over 1/3rd sounds about right for what I noticed when I died.
 
I hate to be one of those people but I dunno, the looking up and down with the gamepad just felt silly and I was trying to look at the tv and move the gamepad up and down. I'm gonna try again at 3 cause I was asleep for the morning test. The game seemed fun, probably gonna try out the roller the most this time since I feel like it's the smartest for this game mode and I don't have to aim as much.
 
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.

Excellent point, and one I did not consider. Even when you're missing you're still contributing towards your team's victory in some measure...hmm. /nod
 
I find myself wishing jump was on another button than X though. Can't remember if L is taken or not.

At first I was the same way but now it is no problem. it will take time.

Was anyone extremely proficient with the sniper rifle?

Forget noscope 360's
Squidjump, charge, snipe, kill.
 
I hate to be one of those people but I dunno, the looking up and down with the gamepad just felt silly and I was trying to look at the tv and move the gamepad up and down. I'm gonna try again at 3 cause I was asleep for the morning test. The game seemed fun, probably gonna try out the roller the most this time since I feel like it's the smartest for this game mode and I don't have to aim as much.
You can change the controls to stick controls by pressing + while selecting a weapon
 
When I first played this, I went from hype to skip cause I couldn't control well with the gyro controls, but I went back to hype when I changed it to dual stick
 
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. ;)

Good summary.

I had reservations about the strategic merit of attacking after hearing (false) reports that the game doesn't sufficiently penalise deaths or reward kills enough, and playing the game for myself revealed this not to be the case at all. Watching the tide turn before my eyes very quickly due to a smart balance of painting and attack from both sides allayed any fear I had that the game lacked the depth I expected. It's awesome.

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.

Floor paint patterns make a huge contribution to how encounters play out. Even the simple act of shooting at the ground can box in or seriously immobilise an opponent, making them an easier target. It's very clever.
 
Gyro is the only way to play this, switching to analog felt really cumbersome. Completely hyped for this now!

The wait until the 29th is going to feel like ages.
 
I don't know if there is a name for that 'tech' but I feel like they are totally using MK8's lag compensation for this and it's great, especially since it's not quite as fast as kart racing, so it's barely noticeable.

Probably a case of roughly equal splatter (since it's in a radius) but w/ the zone immediately around the players going to whoever gets second kill credit, yeah.

Hm, makes sense. That's roughly how it looked to me when I was paying attention to that.
 
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.
Ah, so now there are tactical and gameplay reasons to voice chat? What about the countless posts saying that voice chat is not that essential for this game? Anyway, the point is countered by the fact that online games with voice chat allow to manually mute the people you don't like. Or have the option to just voice chat with team mates or just people on friends lists, etc.

Related to the above and talking about potential "disadvanatages", Nintendo is supporting the option play with no motion assist, yet this could also have gameplay impact. But the option to turn it off is there.

Your second point, far more complex online games, with more people playing at any given time and more critical of twitch response do support voice chat.

It boils down to:

1) Part of user base don't like voice chat. i say Bravo for diversity.
2) Other significant part wants voice chat. i say Bravo too.

You don't get voice chat, you alienate part of that user base. You put voice chat no one loses functionality since the part that don't like it turn it off.

Awaiting your response.
 
Ah, so now there are tactical and gameplay reasons to voice chat? What about the countless post saying that voice chat is not that essential? ANyway, the point is countered by the fact that online game with voice chat allow to manually mute the people you don't like. Or have the option to just voice chat with team mates or friends, etc.

Related to the above, Nintendo is supporting the option play with no motion assist, yet this could also have gameplay impact.

Your second point, far more complex online games, with more people playing at any given time and more critical of twitch response do support voice chat.

It boils down to:

1) Part of user base don't like voice chat. i say Bravo for diversity.
2) Other significant part wants voice chat. i say Bravo too.

You don't get voice chat, you alienate part of that user base. You put voice chat no one loses functionality since the part that don't like it turn it off.

Awaiting your response.

I think the lack voice chat just boils down to Nintendo wanting to avoid toxic behavior.

The functionality of it in the game can be debated all day, but the truth is that at the end of the day its not essential to gameplay, so cutting it out is safer than keeping it, as simple as that.

And alienating a part of the fanbase may seem preferable than alienating potentially everyone with toxic behavior if they allow voice chat.
 
I did perfectly fine not using gyro.

yeah, i was really upset at first because i thought the gyro controls were the only option, was super pleased when i found the options menu to turn it off

I think the lack voice chat just boils down to Nintendo wanting to avoid toxic behavior.

The functionality of it in the game can be debated all day, but the truth is that at the end of the day its not essential to gameplay, so cutting it out is safer than keeping it, as simple as that.
and if people are super serious about having it, they can, there are options
 
In response to the "why bother attacking enemies?" question, people also seem to underestimate the value of pushing the opposing team back towards their spawn.

Obviously this isn't in play nearly as much on the rig, but in the warehouse I had a few games where my team (or the opposing team) gained complete control of the center midway through the game and spent the rest of the game just pushing the enemy team back until it turned into spawncamping. This also doesn't have to apply to whole team, you can easily have 2-3 gunners push back most of the enemy team while 1 or 2 rollers paint the rest of the map.
 
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Hope it makes Nintendo realize they need to work on genres people like. That way I may have a chance to see sports games back in their catalog.
 
I think the lack voice chat just boils down to Nintendo wanting to avoid toxic behavior.

The functionality of it in the game can be debated all day, but the truth is that at the end of the day its not essential to gameplay, so cutting it out is safer than keeping it, as simple as that.

Games with lower player count tends to be the most toxic cause every team mate's actios count in 64 player count games, one person doing crap doesn't really mater.

Plus there is always skype, PS4. X1, etc for voice chat.
 
so having played a full hour, I think I liked but not enough to pay $60, I am not a shooters guy so I am sure I will get bored after a week of playing it and will go to the game once every now and then, I think I'll wait for a price drop but I am afraid the community will be dead by then
 
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Hope it makes Nintendo realize they need to work on genres people like. That way I may have a chance to see sports games back in their catalog.

Its pretty cool, but not that impressive if we take into account Smash has been out for half a year.
 
Does anyone technical know how much voice chat stresses a server? 2%, 5%, 10%?
Percent of what? The shortest links are always directly peer to peer which would only stress the local clients and their bandwidth (once that's exhausted one can forget getting any good ping). Unfortunately with all the ugly NAT types and traffic shaping by ISP this doesn't always equal the fastest possible links which means indirections through mediating servers may be required. Those very likely wouldn't be the same as the matchmaking servers though.

In this game's case Nintendo probably just focused on minimizing ping and data travel time between all participants which is most easily achieved by keep bandwidth usage at a minimum (to accommodate for the weakest links in international matches). Adding the relatively massive audio data for 8 different players to that may be something they considered too far outside of their expertise and thus not worth the effort. Of course that's no excuse to not offer voice chat in lobbies though.
 
Missed the first two rounds. One because it was too early, and the other because I thought the European times in the OP weren't UK time duh.

If I'm on for the last round, can I get through the tutorial to play a few online matches within an hour?
 
I think the lack voice chat just boils down to Nintendo wanting to avoid toxic behavior.

The functionality of it in the game can be debated all day, but the truth is that at the end of the day its not essential to gameplay, so cutting it out is safer than keeping it, as simple as that.

I agree with this sentiment ten thousand percent. Nintendo made a decision about how they want to cultivate the online community for this game, that choice is done, and I don't foresee them reversing course on it. How beneficial it is or isn't is a moot point now. Individuals can decide whether or not the loss of voice chat is a deal-breaking decision to them personally, but I've gotten awfully sick of seeing it debated in endless circles when the game itself has already definitively stated what it's going to do.

Nintendo doesn't follow the same checklist of "standard" features in the way that other companies do, especially when making their first major foray into a genre they don't normally touch. For better or for worse, they do whatever they believe is best for the experience they're making. A game like this wouldn't have existed in the first place if they were concerned about keeping up with genre trends.
 
Missed the first two rounds. One because it was too early, and the other because I thought the European times in the OP weren't UK time duh.

If I'm on for the last round, can I get through the tutorial to play a few online matches within an hour?

The tutorial will only take you a couple minutes.
 
Missed the first two rounds. One because it was too early, and the other because I thought the European times in the OP weren't UK time duh.

If I'm on for the last round, can I get through the tutorial to play a few online matches within an hour?

Yeah, the tutorial is like 5 minutes at most.
 
Gyro is the only way to play this, switching to analog felt really cumbersome. Completely hyped for this now!

The wait until the 29th is going to feel like ages.

Totally, gyro helped a ton with the rifle. I can't imagine playing without it. I'm playing monster hunter right now and I would kill for gyro aiming with the bow.
 
Speaking of which, what is that 'Bomb Rush' popup? I thought it was for a special, but I'm a little confused that I didn't see it for any other special.

yeah that's the special. it's the one I had with the splattershot too. when you activate it you can unload bombs for a limited period of time. you can see the timer in the upper right corner.
 
Speaking of which, what is that 'Bomb Rush' popup? I thought it was for a special, but I'm a little confused that I didn't see it for any other special.

That's the charger's special move, which let's you throw unlimited bombs for a short period of time.
 
Speaking of which, what is that 'Bomb Rush' popup? I thought it was for a special, but I'm a little confused that I didn't see it for any other special.
I saw it for all of them, it just pops up to say that someone has activated their special.
 
Ah, so now there are tactical and gameplay reasons to voice chat? What about the countless posts saying that voice chat is not that essential for this game? Anyway, the point is countered by the fact that online games with voice chat allow to manually mute the people you don't like. Or have the option to just voice chat with team mates or just people on friends lists, etc.
You don't get voice chat, you alienate part of that user base. You put voice chat no one loses functionality since the part that don't like it turn it off.

Awaiting your response.

From my experiences with the demo/beta/whatever voice chat with a party would make this game a lot more fun, even if we weren't using it to straegize. I mean, we'll work around it with skype on our phones, but it's 2015. Party chat should have been built in with an option to blanket disable it on the main menu. Maybe it's a resource concern though. Who knows?
 
It's interesting that they gave specific gear with certain powerups for the demo. It seems like faster respawn, higher ink capacity, and the ability to see who killed you(?)
 
same lol. I would of completely skip if i was forced to use gyro controls.
Gyro is not forced. Tutorial will initially default to gyro, but after that, during the Weapon select screen, Press +/Start and you can choose to turn off gyro sensor, and even invert Y-Axis/X-Axis control.
 
Everytime someone express they are skipping the game after playing the demo I get worried. Don't want Splatoon to be a ghost town 1 month after release :'( Smash and MK8 will always have people online since they are very popular and stablished franchises but Splatoon is a brand new IP...
 
A MK8 Wii U + Splatoon + Smash bundle would be great for the holidays. I'd definitely try to jump in on a deal like that.

Even for a black friday deal that seems a little over the top. Maybe two of the three, or something with a couple amiibo packed in seems more likely.

Everytime someone express they are skipping the game after playing the demo I get worried. Don't want Splatoon to be a ghost town 1 month after release :'( Smash and MK8 will always have people online since they are very popular and stablished franchises but Splatoon is a brand new IP...

It's been pointed out before, but even if it's small the game isn't likely to be dead at any point. Just look to the COD communities on Wii-U. There's never really much of a problem finding lobbies, and this is a nintendo franchise on a nintendo system. I wouldn't worry about it being dead, even if you are late to the party.
 
It's definitely a % and not a static value, and thinking it over 1/3rd sounds about right for what I noticed when I died.

It indeed seems to be -1/3 of the current special value according to approximate angle measurements.

270° → 180° = 66,7 %
203° → 136° = 67,0 %
112° → 072° = 64,3 %

1431189280-splatoon-respawn-special.png
 
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