Splatoon | Spoiler Thread

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More footage, mission 11 this time:
https://youtu.be/krgQ0yDSaUI

Dang, I really am getting a Mario Galaxy vibe with all the different ideas. I love the invisible path here
More of a 3D World implementation:
jbVtNTR.png

Ok, I watched again the American Splatoon Direct: https://www.youtube.com/watch?v=kQsZPYB0vMw&t=16m50s

“The number of abilities each piece of gear can have is based on its star count. The more stars it has, the more slots it will have.
Up to 4 abilities can be equipped per piece of gear.
However, other than the first one equipped, abilities are assigned at random. Frequent usage of the same gear apparently generates more abilities to equip.
In this way, squids can level up a piece of gear to enhance its strength, or make up for its weaknesses. And so, gear combinations can improve one's strategy.”

“Spyke can increase the number of slots allotted to gear. That said, one can't make a request without a Super Sea Snail. And it won't be always easy to acquire one. If one does take advantage of the services, it may be possible to optimize the abilities of every single piece of gear.”

On-screen Spyke text:
“I can reroll abilities on items wif full slots!”


It's still not 100% clear if “equipped” = “active”, but it is likely to be.

That's what I took from the direct.
 
I was watching a Splatoon video and I found myself thinking "It would be cool to be an Inkling." What is wrong with me.

Absolutely nothing.

I think life would be more fun in a world like that. Maybe.

I think being anything but a human would be better. Except maybe a bug, well as long as I'm sentient/self aware.

Actually there would probably be a lot of stress and pressure in that world to always be at the forefront in fashion and never falling behind. (JUST LIKE REAL LIFE!)
 
Blackbelly Skatepark online multiplayer: https://www.youtube.com/watch?v=7_hUb49kNfQ

Arowana Mall multiplayer footage: https://www.youtube.com/watch?v=N-vOwdyWxwE

If people want Story Mode footage, I can do some later tonight. But I figure most don't want to be spoiled.

Man I'm surprised how good and exciting the maps just look. I'm not sure which one I think I like the most from all the ones we've seen. I think either Saltspray Rig or Arowana Mall will be my jams, but the open-endedness of Blackbelly Skatepark and the potential for trick jumps in Squid Form looks mighty compelling.
 
Blackbelly Skatepark online multiplayer: https://www.youtube.com/watch?v=7_hUb49kNfQ

Arowana Mall multiplayer footage: https://www.youtube.com/watch?v=N-vOwdyWxwE

If people want Story Mode footage, I can do some later tonight. But I figure most don't want to be spoiled.

I only wish matches lasted just a little longer, perhaps one minute longer. It seems like as soon as you get in there and start playing, the match goes into the final countdown.

I'm really hoping that they will add custom gametypes later on. There's so much potential for variety in this game.
 
Absolutely nothing.

I think life would be more fun in a world like that. Maybe.

I think being anything but a human would be better. Except maybe a bug, well as long as I'm sentient/self aware.

Actually there would probably be a lot of stress and pressure in that world to always be at the forefront in fashion and never falling behind. (JUST LIKE REAL LIFE!)
I agree

It'd be easier to be fashionable when you are a cute little humanoid squid, though :D
I only wish matches lasted just a little longer, perhaps one minute longer. It seems like as soon as you get in there and start playing, the match goes into the final countdown.
Maybe in a different mode?
 

I like this map a lot. It offers a lot of strategic possibilities. And I like your style of playing, waiting patiently for the moves of the enemy, maybe wasting some seconds but holding up the higher ground and combining the bombs with the shooting to take them down. The fight against the roller guy was kind of tense, as he had the killer wail active.
 
though on the hand, how are the stealth perks supposed to stack?

Some abilities could possibly have several levels based on duration/effect (speculation):


  • Ink Saver (Main): The more instances of the ability are equipped, the less ink is consumed while shooting
  • Ink Saver (Sub): Less and less ink is consumed when using sub weapons (R button)
  • Ink Recovery Up: Ink will recover even faster

  • Special Charge Up: Charge gauge builds up even faster
  • Special Saver: Charge gauge loss for dying/falling is even smaller
  • Special Duration Up: Special attack duration is even longer

  • Quick Super Jump: Super jump engages even faster and/or moves even faster
  • Quick Respawn: Respawn is even faster
  • Run Speed Up: Increases run speed even more
  • Swim Speed Up: Increases swim speed even more
  • Opening Gambit: Inkling/squid speed is increased even more during the first 30 seconds of a match
  • Last-Ditch Effort: Inkling/squid speed is increased even more during the last 30 seconds of a match
  • Comeback: The bonus after respawning lasts even longer

  • Bomb Range Up: Bomb / Point sensors / Disruptors can be thrown even farther
  • Damage Up: Main, sub & special weapons deal even more damage
  • Defense Up: Damage taken is reduced even more
  • Ink Resistance Up: Damage/movement penalties are reduced even further when walking in enemy ink

  • Tenacity: If your team has fewer players than the enemy team, the special gauge is filled even faster
  • Cold Blooded: Shortens even more the amount of time that enemies can track you with items
  • Haunt: Reveals to your teammates the position of the enemy who splatted you for an even longer period



…but maybe not all of them? More problematic ones:

Bomb Sniffer: Reveals traps / hidden bombs… from an even greater distance?
Recon: Allows you to see enemy team on map while standing on respawn point… and share this information with your teammates / continue tracking for a short time after leaving the respawn point?
Ninja Squid: Leaves no trace while swimming, but reduces swim speed – this reduction can be alleviated if the ability is equipped multiple times? (but then it conflicts with Swim Speed Up)
Stealth Jump: Hides Super Jump landing, but makes Super Jump slower – can be alleviated if the ability is equipped multiple times? (but then if conflicts with Quick Super Jump)



Source for ability effects:
http://www.reddit.com/r/splatoon/comments/35pb37/got_some_information_from_some_guy_in_4chan_that

 
the more maps I see in action after actually playing the game myself the less I care about how many of them there are. they all just look so good, deep, and varied. each map looks like it should be approached differently and the strategies for each can go in a number of directions. loving it.

before all the maps looked cool but prior to having some hands on time the strategic variety and depth wasn't immediately apparent.
 
the more maps I see in action after actually playing the game myself the less I care about how many of them there are. they all just look so good, deep, and varied. each map looks like it should be approached differently and the strategies for each can go in a number of directions. loving it.

before all the maps looked cool but prior to having some hands on time the strategic variety and depth wasn't immediately apparent.

I would be perfectly content with just the two Testfire maps until August even. Okay maybe one more for more variety.
 
the more maps I see in action after actually playing the game myself the less I care about how many of them there are. they all just look so good, deep, and varied. each map looks like it should be approached differently and the strategies for each can go in a number of directions. loving it.

This. Take for example the Arowana Mall map. Depending on how the game start you can have like 10 different maps in one, each part with so many possibilities. Once more players start to think strategically it will become a messy shooting chess game. That's why I liked Nate's way of playing this, not rushed, in control. You can go fast through the middle, you can take the high ground on the side, you can try to paint and hold the ramps in the middle, you can have a teammate go fast into enemy territory and super jump after him, each time you play the map will be different.
 
Based on my time in the test, I came away with the impression of this game's maps being akin to MOBA maps. You're fighting over every square inch of territory (sometimes in three dimensions), and the design of the maps takes this into account.

Which also means there's more to learn about the flow of each map.
 
I would be perfectly content with just the two Testfire maps until August even. Okay maybe one more for more variety.

haha, yeah during my three hours with the game I never got bored once. in fact I actually loved that they switched between the same maps because it allowed me to experiment with different approaches.

This. Take for example the Arowana Mall map. Depending on how the game start you can have like 10 different maps in one each part with so many possibilities. Once more players start to think strategically it will become a messy shooting chess game. That's why I liked Nate's way of playing this, not rushed, in control. You can god fast through the middle, you can the high ground on the side, you can try to paint and hold the ramps in the middle, you can have a teammate go fast into enemy territory and super jump after him, each time you play the map will be different.

yeah that's how I started to approach the game in the third hour and I felt like the game just completely opened up for me. there's a tendency in this game to just run around spraying ink non-stop but I found that exercising restraint and using the squid form more really helped.

Agreed. I think the full game will have plenty of maps and if all of them have the same quality as the ones we played in the demo, it will be fine.

like, honestly when I think about the two maps that I played humoring the idea that there will eventually be 14 is kind of overwhelming haha.
 
the more maps I see in action after actually playing the game myself the less I care about how many of them there are. they all just look so good, deep, and varied. each map looks like it should be approached differently and the strategies for each can go in a number of directions. loving it.

before all the maps looked cool but prior to having some hands on time the strategic variety and depth wasn't immediately apparent.
Agreed. I think the full game will have plenty of maps and if all of them have the same quality as the ones we played in the demo, it will be fine.
 
Does the game have a replay feature, where you can study how the map changed during the match?

Not that I've seen.

Question: Would you all rather see Story Mode stuff or some amiibo missions from Story Mode? I should be getting amiibo for the game sometime this week (hopefully).
 
I think the August update will change the possible maps from 2 to 3. The UI is big enough for that and I feel like 3 is the sweet spot.
 
Not that I've seen.

Question: Would you all rather see Story Mode stuff or some amiibo missions from Story Mode? I should be getting amiibo for the game sometime this week (hopefully).

Story mode please.
amiibo stuff might attract the wrong people.
 
I think the August update will change the possible maps from 2 to 3. The UI is big enough for that and I feel like 3 is the sweet spot.

yeah 3 feels like the sweet spot for sure

the swapping of 2 maps seems intentional to make sure everyone learns the maps
 
Here's a question.

Are there more than 2 songs in the game? Every video I've watched has had the same two, the two from the stress test, playing in the background.
The demo alone had more than two songs. Do you mean songs that play in the matches? If so I share the concern.
 
Someone maybe help me clarify this.

It seems that there are 24 different gear abilities. Since there are 3 types of gear (head, shirt, shoes) with up to 4 ability slots on each, this seems to suggest that you can have as many as 12 of the 24 abilities on one set.

I don't know, that just seems like a lot. Some of the abilities are also really generic. It seems like almost every loadout would have stuff like speed up and defense up simply because there are so many slots that you'd have room for the generic ones and the ones specific to your strategy.

I feel like it would make more sense if you could only choose 1 ability for each piece of gear for a given match. In fact I'm so convinced that I'm wondering if I'm confused about how it seems to work.

So can someone explain how gear abilities work?
 
Here's a question.

Are there more than 2 songs in the game? Every video I've watched has had the same two, the two from the stress test, playing in the background.

I'm pretty sure that one of the videos I saw earlier (GameXPlain's I think) had another song in it that wasn't in the demo

Someone maybe help me clarify this.

It seems that there are 24 different gear abilities. Since there are 3 types of gear (head, shirt, shoes) with up to 4 ability slots on each, this seems to suggest that you can have as many as 12 of the 24 abilities on one set.

I don't know, that just seems like a lot. Some of the abilities are also really generic. It seems like almost every loadout would have stuff like speed up and defense up simply because there are so many slots that you'd have room for the generic ones and the ones specific to your strategy.

I feel like it would make more sense if you could only choose 1 ability for each piece of gear for a given match. In fact I'm so convinced that I'm wondering if I'm confused about how it seems to work.

So can someone explain how gear abilities work?

I assumed that 1 equippable ability per gear was how it was going to work as well. That said considering that the abilities you unlock are randomized it seems like there's a good chance that you can get repeats of the same ability per gear and I don't think they stack. You can't change the abilities without straight up shuffling all of the gear's abilities so there's a lot of risk/reward/experimentation going on with it.
 
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