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 Spla2n: What do we ink?

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JayMoyles
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PostSubject: Re: Spla2n: What do we ink?   Thu 27 Jul 2017 - 18:30

I tried the motion controls for the first couple of stages in single player and I just felt uncomfortable playing with them. Not for me, and I'm getting on fine without them.
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PostSubject: Re: Spla2n: What do we ink?   Thu 27 Jul 2017 - 18:57

Yep, I'm with Jay and Andy on this one.  It's a bit meh to be struggling with a game's controls, find a method that works for you, and immediately be told 'YOU'RE DOING IT WRONG'.  (I know you mean well though Jas. Smile ) If there's a patch to go a bit more BotW I'll try them again.
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PostSubject: Re: Spla2n: What do we ink?   Thu 27 Jul 2017 - 19:30

Yeah I wasn't trying to make it sound like that at all & doubt they'll patch that in.
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PostSubject: Re: Spla2n: What do we ink?   Thu 27 Jul 2017 - 19:56

I've been thinking about this, reading the thread here. I normally hate motion controls, but I don't think I mind them here - I think because it is a subtle tilt, rather than the dreaded Wii shaking. Having said that, I know that, while playing, should I need to shoot someone down sharpish, I do tend to overcompensate my aim all the time and just shoot round people. Hmm... I might try it without. Then I can truly decide which half of you guys are the dickheads. #democracy
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PostSubject: Re: Spla2n: What do we ink?   Thu 27 Jul 2017 - 20:25

May not be an either/or situation in that department. Very Happy
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PostSubject: Re: Spla2n: What do we ink?   Thu 27 Jul 2017 - 20:35

Jimbob wrote:
I've been thinking about this, reading the thread here. I normally hate motion controls, but I don't think I mind them here - I think because it is a subtle tilt, rather than the dreaded Wii shaking. Having said that, I know that, while playing, should I need to shoot someone down sharpish, I do tend to overcompensate my aim all the time and just shoot round people. Hmm... I might try it without. Then I can truly decide which half of you guys are the dickheads. #democracy

Laughing

I do that bit in bold in other online shooters as well & that is just a sensitivity issue so it might be case of finding what setting works for you.
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PostSubject: Re: Spla2n: What do we ink?   Thu 27 Jul 2017 - 21:46

Crumpy Andy wrote:


Finally made it up to B- on Splatzones. Still furious about the ranking system, but there we go, Nintendo had to be archaic didn't they?

It's actually making me dislike playing the online battles now. I'm only playing ranked so I can unlock League Battles to play in a proper team of four with my friends. But I'm stuck playing with shitty randoms who either throw games by literally hanging about the spawn point doing nothing or get plagued with disconnects. If I lose a well-contested game, that's fine - that's gaming for you. But even those losses are starting to piss me off because I know it's keeping me from getting to B- Rank. I don't want to play this mode. I dislike playing this mode. I just want to play with friends against other players - not in a private battle, but in a real mode.

It doesn't help that somebody thought it'd be an amazing idea to couple barring off the fun team mode through asking players to achieve a specific rank with the fact that each ranked mode has a different rank associated with it. I spent my first session of Ranked playing Splat Zones - fine, fair enough. I got to C+ so not too shabby for a first session, I'll mop it up the next night. I get home, I've got a spare couple of hours to play some Ranked - nope, Rainmaker is up so I'm shit out of luck. Get home tonight, it's Splatzones! Hurray! I get a few wins, and then get plagued by losses. And then the modes change. So, it's back to Rainmaker which I'm a C- rank in. Guess who still can't play League Battles and team up with you guys?

I'm so pissed off at this stupid fucking system. Just let me play with my mates against other folks Nintendo. It's not going to be overpowered or ruin other people's experiences - if it did, then every other shooter in existence would have failed.

It's getting to the point where I may just say fuck it and ignore the online mode in this. I'm having a blast playing through the story, and I've enjoyed Salmon Run. But the past two sessions of this have felt like I'm playing as a means to an end rather than to have fun. I know if I achieve that B- Rank that I can then have said fun, but pushing myself to that rank is really trying my patience.
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PostSubject: Re: Spla2n: What do we ink?   Thu 27 Jul 2017 - 21:52

Person in 'Angrier than Balla about Spla2n' Shocker! Shocked
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PostSubject: Re: Spla2n: What do we ink?   Thu 27 Jul 2017 - 21:55

I'm playing some single player now - much better! Grin

I'm just going to play online when Splat Zones are the featured mode on Ranked. I'll persevere for now.
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PostSubject: Re: Spla2n: What do we ink?   Thu 27 Jul 2017 - 22:18

I was going to suggest just sticking to one ranked mode until you get that B- rank, I'm really not a fan of the separate ranks for each mode either especially since ranking up seems so slow & it also ruins your momentum if you are higher in one than the others. Hope you stick with it Jay because the brief time we done squad games in the first game it was quality!
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PostSubject: Re: Spla2n: What do we ink?   Fri 28 Jul 2017 - 16:53

Double post. Razz

With this thread getting a bit serious recently let Dunkey break the game down for you. Thumbs Up!

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PostSubject: Re: Spla2n: What do we ink?   Fri 28 Jul 2017 - 17:43

The good news is that GNamer's Team Mayo is looking pretty stacked so we should be able to have some squad matches then. I'll be picking this up next week. Is it not possible to just group up in turf wars? That was always my favourite mode in the original as it was more about contributing to the objective than going head hunting.
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PostSubject: Re: Spla2n: What do we ink?   Fri 28 Jul 2017 - 17:51

Muss wrote:
The good news is that GNamer's Team Mayo is looking pretty stacked so we should be able to have some squad matches then. I'll be picking this up next week. Is it not possible to just group up in turf wars? That was always my favourite mode in the original as it was more about contributing to the objective than going head hunting.

You can still do that but like the first game you're mostly not on the same team, in fact when there's 4 of you it's typically the case one person get's left to deal with 3 randoms while the others team up.
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PostSubject: Re: Spla2n: What do we ink?   Fri 28 Jul 2017 - 18:16

Ah good, that sounds just fine to me - a mix of teaming up and against friends. It should do 2v2 splits but I always viewed that mode as really casual so I'm not too fussed.

The rank segregation is silly, so with what's been said in this thread I think I'll just treat it as a casual thing to not get too worried about. Annoying, certainly, that co-op is locked off but as long as I have Turf Wars I'm happy.
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PostSubject: Re: Spla2n: What do we ink?   Sat 29 Jul 2017 - 22:10

Yeah, I've already accepted that I'm just going to play turf war, and if there are people I can embarrass by joining their game, I will do. I left it a week, and already everyone else is on a double-figure level! Ultimately, I'm looking forward to being on a level where I can get "3-slot" clothes, which I plan to fill up with speed upgrades, and Leroy Jenkins it.
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PostSubject: Re: Spla2n: What do we ink?   Mon 31 Jul 2017 - 13:18

Turf War was always the best part of Splatoon, so I'm not too worried. That would be enough for me, especially with Splatfests upping the ante now and then.

That said, I'll get to the appropriate levels and ranks for the rest of the game eventually, hopefully over the next couple of days while I'm not working dumb 12-hour shifts, and then I'll be able to play those in my own good time. I'm gonna be playing Spla2n for a long time to come, I've no doubt about that.
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PostSubject: Re: Spla2n: What do we ink?   Tue 1 Aug 2017 - 22:02

The Octobombers can get stuffed. That is all. DAMN YOU!
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PostSubject: Re: Spla2n: What do we ink?   Sat 5 Aug 2017 - 15:10

I forgot how much I loved the Ninja Squid ability, that combined with the curling bombs is great, everyone panics when they see the curling bomb coming and either runs away or shoots in front of the bomb ignoring the trail so I can just ninja squid through the trail, pop up right behind them and splat them with my Dualies Dance
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PostSubject: Re: Spla2n: What do we ink?   Sat 5 Aug 2017 - 19:59

So I was told about this today

This explains time and again when I put a lot of damage into an enemy and they either splat me first like I wasn't shooting or we trade, my god I trade splats a lot in this game compared to the first. It's absolutely baffling why they have decided to use such a low tick rate and with it being peer 2 peer it only makes it worse because you are at the mercy of how good that persons internet is, one of the absolute worst things I've experienced in the game is dying to a bomb I flat out couldn't see because the game hadn't updated for me yet.

For an online game that can be quite fast paced & where positioning/area control is vital this is a real problem & I hope they either update it to what the original was (25Hz) or bump it up to 30/40Hz.
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PostSubject: Re: Spla2n: What do we ink?   Sat 5 Aug 2017 - 22:57

For me, having still not picked this up because work Embarrassed , I've always viewed Splatoon as equal parts frantic and chill. Win, lose. I don't particularly care I just like the spectacle that's displayed. That's why I mostly just played Turf Wars in the original.

It is disconcerting that the tickrate (a think I'd never heard of before this post) is so low, considering that it dictates how regularly the server client updates player positions, with regards to Nintendo's future online fee. The standard rate seems to be anything from 30hrz to 65hrz, so 16 is way off the mark. In the specific instance of Splatoon and how I approach the game, it probably won't bother me at all (gotta wonder, is a low tickrate why MK8D has such dodgy hit detection online - I genuinely never noticed it in the Wii U version?). The bigger issue is that, considering just how off this is from the standard, I'm baulking at the idea of paying a monthly fee in the future. I'd really appreciate a clear direct addressing the future online subscription stuff, hopefully confirming dedicated servers for first party titles.
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PostSubject: Re: Spla2n: What do we ink?   Sun 6 Aug 2017 - 8:42

I had heard of tickrates before but never fully understood them until I got really into playing Rainbow 6 Siege and the community there was up in arms about that game being at 50Hz for so long and it's just now being changed in a patch coming this month so for Splatoon 2's to be less than half that is a real joke to be honest.

It just makes me not want to play Ranked at all but what's more this equally affects turf war too, sure I can still play it and have fun to a point but there's some games where I'm left wondering "did I play bad there or was it the bad tick rate/p2p connection messing with me?" that also works in the reverse btw with you winning games because of it so it's not knowing the real reason is what bugs me the most. Also that's an excellent point in bringing up the paid online service but with that not due until next year I'd honestly want them to update the game before that because a lot of people might give up playing over this and it could be too little too late.
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PostSubject: Re: Spla2n: What do we ink?   Sun 6 Aug 2017 - 9:24

That isn't great at all.  Does anyone know if it applies to other games?  MK8's been mentioned, but can you imagine SSB5 running at a low 'tick rate'?  That would be awful.  Definitely doesn't get a tick in the box from me (sorry (not sorry)).

The other bad thing I can think of is that this is such a bitty technical issue (albeit with non-technical impact), without the widespread notoriety that p/FPS has, that it'll be tough to pin Nintendo down on it. Nintendo Life and places haven't even picked up on this, and until they do, getting the famously private Nintendo itself to own up to this mistake will be very tricky.
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PostSubject: Re: Spla2n: What do we ink?   Mon 7 Aug 2017 - 14:03

I can't even read whatever you were all just talking about without my eyes glazing over. Sorry!
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PostSubject: Re: Spla2n: What do we ink?   Mon 7 Aug 2017 - 15:05

Even if you are into the game just to play casually this is still a big issue because a higher tick rate would make the game more balanced, most of the time I can put it out my mind but that doesn't mean it shouldn't be looked at/improved.

Balladeer wrote:
The other bad thing I can think of is that this is such a bitty technical issue (albeit with non-technical impact), without the widespread notoriety that p/FPS has, that it'll be tough to pin Nintendo down on it. Nintendo Life and places haven't even picked up on this, and until they do, getting the famously private Nintendo itself to own up to this mistake will be very tricky.

Shit! You're right about that one. DAMN YOU! Nintendo DAMN YOU!
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PostSubject: Re: Spla2n: What do we ink?   Mon 7 Aug 2017 - 23:35

Balladeer wrote:
That isn't great at all.  Does anyone know if it applies to other games?  MK8's been mentioned, but can you imagine SSB5 running at a low 'tick rate'?

I don't know how the intricacies of how servers and online gaming interact, but I'm fairly sure issues with fighters like Smash are far less prevalent than in shooters or racers because the game has less of a job tracking where you are on screen relative to everybody else on a far simpler stage compared to a sprawling map or track in other games.
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