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

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And guys there are more specials right other than the bubble and mass grenade attacks etc?

Quite a lot more. Maybe I'm getting the wrong impression, but it does feel that the loadouts are the principle way Nintendo are aiming for variety over time, more so than maps. Whether it's successful or not is another matter, of course!
 
Is there a link for proof of this? Because that's not what I got out of playing.

That's because you didn't get used to the controls. I don't know if there are any articles lying around about gyro and IR aiming in general, but analog sticks are inherently inferior for aiming. They have less precision, less sensitivity, and the sheer physical resistance to movement they provide make them harder to be accurate with than gyro and IR.

I'm not saying someone can't prefer analog stick aiming, or be better with it, just that technically, it's worse than the alternative. There's a reason why shooters on consoles have auto-aim and aim assist to some degree.
 
Not liking Gyro, I get.

Not liking the Gamepad, I heard that before.

Not liking the Jump button being X - the button that is closest to the analog stick and thus easiest to press - is something I REALLY can not understand. Wouldn't pressing the B button be more difficult since it's farther away?

I'm assuming muscle memory's a component of his problem with it. B is jump in an awful lot of games. I had the same problem for a while, but I managed to train myself out of it with practice.
 
yeah but you only have to press one of them, that being the single input. like, I'm all for options and I'm not saying it wouldn't work it's just the way it's set up now seems objectively more convenient. at least where I'm sitting. still nothing wrong with options for those that want them though, definitely not what I'm trying to say.

The 4 stationary digital buttons are effectively real physical buttons. The 3 that move require you to remove your hand from controls or outstretch your thumb to catch them.They're all on the single input sure but functionally they're like big old buttons you have to stretch your hands to reach. Some players that are used to button prompts would argue that the traditional way is more convenient.

still nothing wrong with options for those that want them though, definitely not what I'm trying to say.
Fair enough. As always: give us options within reason, game designers!
 
Got to say I love what I played of this last night. My 8 year old daughter did really well. She won 4 games and finished top in 2 of those. She has zero experience with this sort of game. She just loved painting stuff.
 
Mini maps suck. Putting on the game pad is a great compromise. I hate COD is all mini map management. tF2 has no minimal and it rocks

What a terrible comparison. TF2 has no minimap because it's a completely different game. In Splatoon the map is essential to the game because you need to know ink placements and teammate positions at all times.
 
Wow, good thing it isnt Y, it is X

Wow, you should really learn to follow a thread before posting and you re not gonna last long around here with that hostile-for no reason attitude, but even if it was like that does it matter?
It's not on B, I want it on B. If it's on Y (used for camera centering) or X it doesn't change a thing for me... except that on Y it'd actually be a bit better coming from decades of Nintendo games. X is just awkward and stupid.

Just give us the option to change buttons, in 2015 for fuck's sake.
 
The 4 stationary digital buttons are effectively real physical buttons. The 3 that move require you to remove your hand from controls or outstretch your thumb to catch them.They're all on the single input sure but functionally they're like big old buttons you have to stretch your hands to reach. Some players that are used to button prompts would argue that the traditional way is more convenient.

I never had to stretch my thumb, the icons for teammates were on the top right on the touch screen next to the analog stick and face buttons
 
What a terrible comparison. TF2 has no minimap because it's a completely different game. In Splatoon the map is essential to the game because you need to know ink placements and teammate positions at all times.

So you'll be fine with the mode that's functionally equivalent to Payload, then?
 
So you'll be fine with the mode that's functionally equivalent to Payload, then?

I'm not sure what you're asking here? Are you trying to say the map is less important for payload or that Splatoon is more than just turf war? Cause I'm not denying either of those things, and if it's the latter then I guess I should have specified turf war.
 
Wow, you should really learn to follow a thread before posting and you re not gonna last long around here with that hostile-for no reason attitude, but even if it was like that does it matter?
It's not on B, I want it on B. If it's on Y (used for camera centering) or X it doesn't change a thing for me... except that on Y it'd actually be a bit better coming from decades of Nintendo games. X is just awkward and stupid.

Just give us the option to change buttons, in 2015 for fuck's sake.

You want to move your thumb all the way from the top end of the controller, to the bottom end, just to jump, when half of the buttons aren't used for anything?

That's just like, bad control design.
 
Wait, right?

Edit: Oh, wait, were you tapping the nameplates instead?

yeah I've been tapping the nameplates

I actually didn't know you could tap the moving squid icon until just now haha

You know you can tap the icons on the map itself, right? That's what I was doing, at least. That's why I've been banging on about the association between tap position and destination location!

yeah I didn't know that haha. there's a line that connects the name to where they are on the map so I just figured out where I wanted to go and tapped the name. worked well for me. also the name plates are bigger, aren't moving, and are closer to the buttons so they were easier to hit for me.
 
1402596373-splatoon-gamepad-2.jpg

You know you can tap the icons on the map itself, right? That's what I was doing, at least. That's why I've been banging on about the association between tap position and destination location!
 
yeah I didn't know that haha. there's a line that connects the name to where they are on the map so I just figured out where I wanted to go and tapped the name. worked well for me. also the name plates are bigger, aren't moving, and are closer to the buttons so they were easier to hit for me.

Yeah, I didn't actually notice the lines until the final play session myself; I just went straight to interacting directly with the minimap.
 
I never had to stretch my thumb, the icons for teammates were on the top right on the touch screen next to the analog stick and face buttons
To clarify, I'm coming at this from a "traditional gamer" point of view. Anything that requires you to move your thumb beyond default position (left thumb on analog stick, right thumb on button diamond/right stick) is stretching. The spawn point button is a bit farther as well, bottom middle or bottom left.

Personally, I'm fine with the gamepad. Options for those that want traditional control should be made in this instance.

That inkstrike special uses the gamepad. I wonder how that would be done without it.

Go back a page or two and read my post.
 
Personally I think a lot of the issues with the gamepad being required would be lessened if the gamepad was a bit smaller, thinner, and lighter. I agree with someone upthread who said that the looking between screens is, at the end of the day, an element that can be used purposefully as a risk tradeoff.

I'm actually fine with having a large map on the gamepad and tapping to jump to a teammate. I think it makes it easier to see what's going on at a glance. My only criticism of the gamepad itself in games like this is that the pad is slightly too big and heavy, not the fundamental concept of looking between screens.
 
There's one undeinable fact about the gyro controls:

They are factually superior in both precision and speed.

And now it's my opinion:

I loved them.

And, yeah, I loved the game. I knew since the very first trailer that I basically fell in love with this game.
 
To clarify, I'm coming at this from a "traditional gamer" point of view. Anything that requires you to move your thumb beyond default position (left thumb on analog stick, right thumb on button diamond/right stick) is stretching. The spawn point button is a bit farther as well, bottom middle or bottom left.

Personally, I'm fine with the gamepad. Options for those that want traditional control should be made in this instance.

oh yeah for sure


and you're right and I never once super jumped back to the spawn area in my play time. another thing I didn't know existed until I watched a youtube of somebody who did that a couple of times haha. that one looks annoying to hit and I usually found an ideal teammate to jump to so I'm gonna try to avoid it.
 
Have Nintendo released any info on the number of people who participated in the Global Testfire?
 
it's the special for the splattershot jr.

The Jr. I love waiting until a roller is right about to get me then I pop it and just devastate them. Especially when two or three of them are all coming at me together.

Special from the Splattershot Jr.

Thanks! I can't remember ever seeing them when I played (2 of the 3 sessions). Really strange since I know others were using the Splattershot Jr. and that obviously a very useful special. I wonder if it's just a case of people not knowing about specials?
 
oh yeah for sure


and you're right and I never once super jumped back to the spawn area in my play time. another thing I didn't know existed until I watched a youtube of somebody who did that a couple of times haha. that one looks annoying to hit and I usually found an ideal teammate to jump to so I'm gonna try to avoid it.

Yeah I didn't do it much either. I think I was just in the "shooter" mindset. I wanted to push forward instead of backtracking.

I think the picture above isn't accurate to the demo? I don't remember a spawn button at the bottom right, there was only the one on the arena. Correct me if I'm wrong.
 
Yeah I didn't do it much either. I think I was just in the "shooter" mindset. I wanted to push forward instead of backtracking.

I think the picture above isn't accurate to the demo? I don't remember a spawn button at the bottom right, there was only the one on the arena. Correct me if I'm wrong.

yeah it's not, I just googled real quick to find that
 
So.. gyro + sniper guys..
I was wondering why people were asking for a scope. I guess they werent using gyro. Picking up enemies with the sniper was super easy. the biggest problem for the weapon is that it cant really secure an area for itself, you need support. But you can defend pretty well.
 
Any game on PC could ask you to have the map in a side-by-side program. Dota2 and League, two games that have the biggest audience in the world have it in-client.
That's fair enough, though that kind of relies on a multiple monitor setup. If you just have the map in a separate window on the same screen, it's virtually no different than it being a mini-map.

CoD BLOPS II and Advanced Warfare AND Ghosts (one of the biggest modern franchises) have the radar on the TV on Wii U.
Those are multi-platform efforts that were primarily designed for other systems, ones without proprietary external screens. Arbitrarily moving the radar to the gamepad, when the game already has it on the TV for every other version, would not benefit the game's feel.

If you want to add tension by removing the radar - that's fine. But you still have the radar, at this point you're not adding tension - you're making it more difficult for the player to gain information about the game that is handed to you.
But isn't that tension? There's a conflict between wanting to see the map, and wanting to see the action. Managing your attention between the two is tense, because focusing on one comes at the expense of the other.

Also - We'll never know, but I highly doubt any of the devs put the minimap on the gamepad to build tension. They did it because it was one of the few things they thought they could put on the gamepad and Nintendo probably asked. Like I said though, I could be wrong.
I agree that they didn't set out to create tension, they just wanted to utilise the gamepad screen. But they will have then tested the crap out of that mechanic to see exactly what feeling it gives to the experience, and then shaped the game with that in mind.
 
I wonder if it's just a case of people not knowing about specials?

Probably to some extent, I saw a lot of people not use them. Or maybe they weren't good enough to charge them.

Speaking of the bubble -there's a noticeable knockback when you're shot while shielded; is that only when you're bubbled, or does it exist when you're vulnerable too? It's quite a nice balancing effect.
 
The 3 creators of Splatoon were in the lab coats and played online as well. They are too good it's scary and I'm envious lol

http://youtu.be/PjpcbDmDSEA
Oooooooooh, *that's* how you're intended to use gyro controls...

I wasn't moving left/right the way they did, I was holding the controller flat and like, lowering the right side and raising the left side.

My impression of gyro was actually that it would've been fine if I was able to move just left/right no problem since that would've made it so my brain wasn't all confused, but I couldn't figure out a good way to do that. I'll give it another shot at launch then.
 
ya, super jumping is super useful outside of using it after respawning especially if you feel like you're about to get cornered.
 
So.. one of the best things about the sniper is that if you see some enemy is superjumping near you, you can just charge and splatter them as they fall.

On the other hand, in one of my games I jumped to an ally that died, started shooting before landng and activated the bubble to get free kills on the 2 enemies that killed my teammate.
 
So.. gyro + sniper guys..
I was wondering why people were asking for a scope. I guess they werent using gyro. Picking up enemies with the sniper was super easy. the biggest problem for the weapon is that it cant really secure an area for itself, you need support. But you can defend pretty well.

There is a variation of the Splatcharger with a scoop that zooms in on target in the full game. It was shown in the recent direct.
 
You want to move your thumb all the way from the top end of the controller, to the bottom end, just to jump, when half of the buttons aren't used for anything?

That's just like, bad control design.

Wait what? I don't need to move anything since I don't use the tip of my thumb to click B.
Finger on the Y B with the tip of the thumb you press Y with the mid-top you press B.
So with ONE movement I have at my disposal both Y for centering the camera behind the character and B for jumping.

I'd be even ok with X for camera and A for jumping if I really had to (why?).

It's Y and X that I have big problem with.
 
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