setu
Senior Squid
Posts: 61
|
Post by setu on Apr 12, 2015 4:25:48 GMT
mk8builder.com/What would you guys think of having something like this for Splatoon, except with loadouts or clothing combinations?
|
|
|
Post by pinkyconehead on Apr 12, 2015 6:02:06 GMT
I think something like this would be a really strong tool for sharing fun and/or competitive sets with other players. Something like this could be really cool in a competitive scene as well, so that if two teams are playing in a tournament, there could be a "counterpick" system for teams, or to show a potential audience current builds on a team for informative purposes.
|
|
FunkyLobster
Inkling Cadet
http://squidboards.com/members/funkylobster.384/ profile on the new boards!
Posts: 153
|
Post by FunkyLobster on Apr 12, 2015 10:27:34 GMT
that would be very useful for when the game releases however with equipment not having set stats and perks, it would be very difficult to make an app like this
|
|
Xeiros
Inkling Admiral
Posts: 253
|
Post by Xeiros on Apr 12, 2015 13:29:40 GMT
that would be very useful for when the game releases however with equipment not having set stats and perks, it would be very difficult to make an app like this Where exactly did you get the impression that clothing in Splatoon has stats? Oh wait, you're the same one that seems to think weapons are randomized too. That more than one instance of the exact same weapon set will not therefore be the same by nature of its being the exact same set. Random perks? I hope you're just being facetious. You have next to no understanding of this game's simple mechanics. Unbelievable. As far this idea goes, it's utterly misguided to put it kindly. You cannot affect stats in Splatoon. This is not Mario Kart 7/8. It's a great deal more complicated despite weapon stats not being a changeable variable. What about perks you say? They each offer their own unique (to a certain extent) benefits that, ignoring the need to actually calculate each ones individual potency let alone how additional instances might behave, there is no easy list of attributes that can applied to all weapons equally. Let's say for an easy example you want to calculate the potency of the Ink Saver (Main) perk. Say you figure the math and find that a single instance makes your main weapon consume 10% less ink. Now ignoring just how long the list of attributes you'd have to include on the calculator in order to cover every perk effect in the game would be, because of the way the main weapons are designed that 10% consumption decrease will have vastly different effects. That alone is not at all indicative of it's actual in match effect. It doesn't tell the player what they really want to know. Not by itself. Depending on what category of weapon it's applied to you'd have to describe it's effect differently. In Mario Kart 8, all stats behave exactly the same regardless of what your character and vehicle combination is. As a result for example, the time in which it takes a Tier 3 acceleration setup to reach their top speed is exactly the same on the track itself regardless of the variable four factors that created that T3 acceleration setup in the first place. In Splatoon, -10% consumption might mean you'd get an extra two shots from your Splat Charger or 1.5 seconds of constant fire from your .52 Gallon for example. See how that told you far more from a practicality standpoint than -10% main weapon ink consumption ever could? If someone honestly wants to take all the various perk effects and weapon variables and create some sort of genuinely worthwhile whatever this is meant to be, good luck to them. To say it won't be easy would be a gross understatement. It'll make Mario Kart 8's look positively juvenile by comparison. For me it often comes down to a simple thought. Why would I need a calculator to tell me what I can gleam for myself simply by playing the game? Doing that will tell me first hand precisely what in match effects my chosen outfit has. That to me is far more useful.
|
|
FunkyLobster
Inkling Cadet
http://squidboards.com/members/funkylobster.384/ profile on the new boards!
Posts: 153
|
Post by FunkyLobster on Apr 12, 2015 14:33:29 GMT
that would be very useful for when the game releases however with equipment not having set stats and perks, it would be very difficult to make an app like this Where exactly did you get the impression that clothing in Splatoon has stats? Oh wait, you're the same one that seems to think weapons are randomized too. That more than one instance of the exact same weapon set will not therefore be the same by nature of its being the exact same set. Random perks? I hope you're just being facetious. You have next to no understanding of this game's simple mechanics. Unbelievable. As far this idea goes, it's utterly misguided to put it kindly. You cannot affect stats in Splatoon. This is not Mario Kart 7/8. It's a great deal more complicated despite weapon stats not being a changeable variable. What about perks you say? They each offer their own unique (to a certain extent) benefits that, ignoring the need to actually calculate each ones individual potency let alone how additional instances might behave, there is no easy list of attributes that can applied to all weapons equally. Let's say for an easy example you want to calculate the potency of the Ink Saver (Main) perk. Say you figure the math and find that a single instance makes your main weapon consume 10% less ink. Now ignoring just how long the list of attributes you'd have to include on the calculator in order to cover every perk effect in the game would be, because of the way the main weapons are designed that 10% consumption decrease will have vastly different effects. That alone is not at all indicative of it's actual in match effect. It doesn't tell the player what they really want to know. Not by itself. Depending on what category of weapon it's applied to you'd have to describe it's effect differently. In Mario Kart 8, all stats behave exactly the same regardless of what your character and vehicle combination is. As a result for example, the time in which it takes a Tier 3 acceleration setup to reach their top speed is exactly the same on the track itself regardless of the variable four factors that created that T3 acceleration setup in the first place. In Splatoon, -10% consumption might mean you'd get an extra two shots from your Splat Charger or 1.5 seconds of constant fire from your .52 Gallon for example. See how that told you far more from a practicality standpoint than -10% main weapon ink consumption ever could? If someone honestly wants to take all the various perk effects and weapon variables and create some sort of genuinely worthwhile whatever this is meant to be, good luck to them. To say it won't be easy would be a gross understatement. It'll make Mario Kart 8's look positively juvenile by comparison. For me it often comes down to a simple thought. Why would I need a calculator to tell me what I can gleam for myself simply by playing the game? Doing that will tell me first hand precisely what in match effects my chosen outfit has. That to me is far more useful. dude, i mean when you go to buy them, it's not going to be the exact same thing another person gets. not every .52 gal or splattershot is going to have the exact same range, attack, etc has another person's, and the perks on clothes you buy from stores aren't going to be the same as another person's... chill no, i don't understand the game's mechanics because i don't have the game, it's not out until may, and we're just speculating until it we do have it or until a tweet or tumblr post from the devs makes it more clear also having a website or tool where you can just preview what a loadout will look like is useful. you can come up with an ideal build before having to buy it with in game money. it's a helpful theorycrafting tool
|
|
setu
Senior Squid
Posts: 61
|
Post by setu on Apr 12, 2015 23:48:43 GMT
Sorry I don't feel like quoting all of this. FunkyLobster, Each specific main weapon has its own stats that remain constant, but, the stats may be modified with different clothing. Xeiros, I don't feel like it is misguided whatsoever besides the fact that some clothes have bonuses that don't affect stats. But here, and here, it shows that the clothing has different quantities to the powerups, even on a single piece of clothing. So I do, in fact, think this stat calculator would be extremely useful after seeing all of the variety that clothing has, which makes it very hard to keep track of all of the powerups they offer. Plus, these powerups look like they will be quantifiable since they are stats like running speed, ink capacity, special gauge charge speed, squid speed, etc which also usually connect to stats, both regular and hidden, like weight(shown in charge weapons), ink capacity, and ink usage.
|
|
FunkyLobster
Inkling Cadet
http://squidboards.com/members/funkylobster.384/ profile on the new boards!
Posts: 153
|
Post by FunkyLobster on Apr 12, 2015 23:50:14 GMT
Sorry I don't feel like quoting all of this. FunkyLobster, Each specific main weapon has its own stats that remain constant, but, the stats may be modified with different different clothing. Xeiros, I don't feel like it is misguided whatsoever besides the fact that some clothes have bonuses that don't affect stats. But here, and here, it shows that the clothing has different quantities to the powerups, even on a single piece of clothing. So I do, in fact, think this stat calculator would be extremely useful after seeing all of the variety that clothing has, which makes it very hard to keep track of all of the powerups they offer. Plus, these powerups look like they will be quantifiable since they are stats like running speed, ink capacity, special gauge charge speed, squid speed, etc which also usually connect to stats, both regular and hidden, like weight(shown in charge weapons), ink capacity, and ink usage. i thought weapons stats would be semirandom :0 good to know they're set for each weapon but yeah, some calculator and database for perks and whatnot would be very helpful for once the game releases
|
|
|
Post by TheSpeedyMouse on Apr 13, 2015 0:13:36 GMT
If they weren't set for each weapon then it would be like two people playing as Sonic in Smash Bros. but one of them does more damage per punch for no reason. It would be completely unfair!
NOTE: Variants such as the Splattershot Jr. have different stats, but again they are set.
|
|
FunkyLobster
Inkling Cadet
http://squidboards.com/members/funkylobster.384/ profile on the new boards!
Posts: 153
|
Post by FunkyLobster on Apr 13, 2015 2:12:10 GMT
If they weren't set for each weapon then it would be like two people playing as Sonic in Smash Bros. but one of them does more damage per punch for no reason. It would be completely unfair! NOTE: Variants such as the Splattershot Jr. have different stats, but again they are set. yeah it would be very unfair, which is why it was a concern for me. consistency is really important for a game to develop a healthy meta, which is why in general random = bad.
|
|
|
Post by TheSpeedyMouse on Apr 13, 2015 2:39:44 GMT
If they weren't set for each weapon then it would be like two people playing as Sonic in Smash Bros. but one of them does more damage per punch for no reason. It would be completely unfair! NOTE: Variants such as the Splattershot Jr. have different stats, but again they are set. random = bad. Mario Party 9 and 10 in a nutshell.
|
|
FunkyLobster
Inkling Cadet
http://squidboards.com/members/funkylobster.384/ profile on the new boards!
Posts: 153
|
Post by FunkyLobster on Apr 13, 2015 2:43:41 GMT
Mario Party 9 and 10 in a nutshell. well there's a lot of reasons why those games aren't so hot, but yeah, randomness is one of those :B
|
|