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

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I didn't experience any lag in game but I did get a communication error while switching weapons a few times and at least one person disconnected in game.
 
I'd actually love to see more hair styles in the game.

141226splatoonanatomy-e1419621345942.jpg


lol
 
Hey guys, how was the stability of the game, any lag or something?

Played great for me. There was one point where a Japanese player used a roller attack right in front of me and missed but I can't say for sure if it was due to lag or if the attack got blocked by level geometry or a weird hitbox or something.

Other than the first couple of minutes and then one point in the middle where it took about three minutes to get into a group of eight, my connection was flawless
 
Rig was the better map if only because the battle was evolving all around you with a nice balance of wide open place, narrow places, and low/high places which felt better built around Splatoon's movement. The warehouse level by comparison was fairly flat and felt more like a game of tug of war where most of the action took place in the center of the map with less ability to go around and explore.
 
Lag, when it happens, is very handicapping because your ink doesn't appear on the ground.

I've only experienced it twice during the hour though.
 
- Really liked Walleye Warehouse, totally dominated it.
- Liked the the Splattershot Jr(played it more), but I think I will try the Splattershot(won the 2 matches I played with it) next time. Didn't like what I played of the charger because I need to change the sensitivity, and since my connection wasn't that good I had to wait sometime to get back to a game. Didn't really try the roller for the same reason.
- My internet is shit, and I only had problem early in only one match and in finding rooms to play.
- Trapping players in the respaw was fun, did it one time but one of them was in the middle of the map and the rest of his team wouldn't just jump to his location. lol
- The game really is fun! =D

#TeamGyro
 
I don't think I want to wake up at 6am to play this lol

I really like the game but I think I want sleep more. Finals have been tiring me out big time.
 
I personally never suffered lag though in one or two matches my opponents were clearly lagging out because they would awkwardly glitch around and then die to my weapon even when I wasn't shooting/rolling at them yet
 
My thoughts:

This game is really fucking fun. Hiding in the ink is great, I killed a few people by running around a corner, turning into a squid, letting them run passed me and then re-emerging behind them. Obviously doesn't work with people using rollers but it's really satisfying against anyone else.

The controls suck. The stick-only controls feel off, and controlling the x-axis with the stick and the y-axis with the gyro just feels really weird. Maybe it'll click, but I never felt like the gyro controls were doing quite what I wanted them too.

After playing the demo I'm still probably picking this up day one though, the movement feels great, the short matches feel great, it looks great. Can't wait to play more tomorrow.
 
So did anyone find a way to get into the enemy's spawn in the rig? I didn't look too hard cause I was a roller. If not I'll probably try to figure out how tomorrow.
 
What about putting the pigtails in a bun like Princess leia? or putting them back in a poytail?

Callie and marie have different hairstyles changing and tying up their tentacles, but thats probably a concept they want to save for the sequel.
 
I'M USING TILT CONTROLS
I'M USING TILT CONTROLS
I'M USING TILT CONTROLS
I'M USING TILT CONTROLS
etc.

I can't wait for the full game to release. I NEED the Splatoon Amiibo pack.

You don't need a taunt for that, you know who's using tilt controls because they're all shooting the ground and shit.
 
Just came up with a new idea for communicating with team members.

A flag/beacon system.

Touch anywhere on the map( as long as it is not your team member) and a colored beacon will appear for all to see.

The colors would be Red, White, and Black.

Red means there is an area that needs ink.
White: means that the area is secure
Black: engaged in fire need backup

I think this would be a perfect way to implement team communication(If Nintendo is hell-bent on No voice chat) and it would be balanced too. For example, a team member may set a red beacon indicating to both friend and enemy that an area needs to be inked. In doing so everyone may arrive in the area or, another team member could stay back and ambush incoming opponents. There would also be the question of which team sent out the beacon for mind games of course.

Also known as pinging. But seriously, do the people complaining about voice chat even play team-based multiplayer games? Sure it is sometimes more fun when you are with friends, but there is very few times when voice chatting with randoms help or happens at all. In my 500+ hours of BF3/BF4, I've only had about 2 random squadmates use voice (grant it, BF has objective orders/flagging). And in MOBAs voice chat is not needed at all. Of course, those games all have some sort of ping system while Splatoon doesn't. But Splatoon doesn't have that many objectives also.

I understand how console players can complain about gyro controls, because they'd probably also complain about KB/M. The KB/M people complaining though...to me, motion control aiming is less intuitive than KB/M and Light Guns, but way more intuitive than control sticks. I thought I heard some Playstation Move game possibly having to have separate servers for control methods because the Move players dominated the stick users.
 

is my general reaction to the first test. Ended abruptly, and I just want more. I was sold on the idea from the first reveal, but it feels wonderful to be validated by playing it. The test felt great to me. One connection error, 9 or 10 matches with barely any lag.

The control scheme takes getting used to for gyro; I'm not sure it should be judged so harshly as we're only given an hour to interact with it. Got used to it at the end of the hour for sure, and my overall skills improved too. Stuck with the regular splattergun the whole time, felt like the best weapon for me overall; might try some of the others in the next match. Feels good that from reports here, there's a decent list of pros and cons for every weapon type given. The music and visuals were stellar, so colorful and lively. Great mini-game to pass the time between matches too. I definitely think at it's core, this is a competitive shooter I'll want to keep up with.

And having played a little of it now, I so far agree with this sentiment on the lack of voice chat.

As I expected things are way to crazy and move to fast voice chat to even be that useful. Looking at the map makes it very clear what area needs to be painted, or recaptured or checked on. The game is built on the visual. There are actual pings in the game too with the d-pad. Had actually forgotten they were there at first.

I don't think it'd be terrible or totally superfluous to have it as a preference, but it didn't feel as necessary as I thought some made it out to be on Gaf.
 
Has there anybody who uploaded their impressions and/or their play session on youtube, for instance gamexplain?
 
I ran into maybe like two people that used voice chat in MH3U. Most people seemed content to respond to me by typing while they were getting ripped apart.

Maybe it's because I spent 700 hours with the game, but I ran into literally hundreds of people using voice chat.
 
I didn't experience any lag in game but I did get a communication error while switching weapons a few times and at least one person disconnected in game.

Had this happen to me a few times, too. But nothing major. I had little wait time between games.
 
I had fun killing roller users. Of course, I got killed by them a few times as well but for the most part, I had no trouble killing them. I was using the rapid fire gun that has poor accuracy. I found that It was always a good idea to paint the top of objects in the game as they seem to get ignored for some odd reason, free territory! I also got a lot of kills with with the grenade. The bubble special is really good. Not even the killer whale can stop it! I used motion controls throughout the entire event. Really easy to use.
 
So who's waking up/staying up till 4am (or any other insane time for your region) in order to play again? I know I am :P

I actually usually wake up around that time anyway, so I'm going to try. Don't have work or plans tomorrow, though, so the temptation to sleep in is strong.
 
More detail of my idea:

  • Tap a button (e.g. A) to instantly toggle map display. This means you don't have to look down.
  • Have an option to make it hold-to-display map versus toggle-to-display map.
  • Make controls fully configurable like Smash Brothers so people can swap the map button if they want.
  • Once the map display is toggled, hit one of the d-pad directions to pick one of your 3 teammates. Or, use up/down on a control stick to pick one. Or, use a control stick to move a cursor (e.g. if beacons need to be selected).
  • Press A to close the map and superjump.

Other games do things like weapon wheels or scoreboard hovers.

I would VASTLY prefer the pro controller so my hand(s) / wrist(s) don't end up hurting after only an hour of playing.
I agree with you 100% and have been dying the same thing in other threads. The Gamepad functionality is forced and could easily be am on screen toggle like you described.

My hands hurt now too. That stupid Gamepad is so uncomfortable and is holding back my purchase. I LOVED what I played tonight and kept getting angry that the uncomfortable controller kept interfering with the fun.

I wonder what the best way to make suggestions or give feedback to Nintendo is.
 
Shamelessly stolen from Twitter.

*Voice chat in Splatoon*

"Yo you see that purple ink on the map"

"Yeah?"

"Put some green ink on that shit"

"Aight sherlock"
 
The hide/un-hide dynamic of the game reminded me a little of the pacing of Smash Bros. So much of that game is about judging what is safe and when to retreat. I felt like there was a rhythm of "duck -> pivot around -> blast" to a lot of the direct enemy encounters.
 
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