Update [Wed 26th Oct, 2022 03:30 BST]: This update has now officially gone live. Nintendo's official Japanese Twitter account has shared a reminder. You can see the full patch notes in the original post below.
Original article [Tue 25th Oct, 2022 04:00 BST]: Nintendo has announced Version 1.2.0 of Splatoon 3 will be delivered on October 25th/26th. Perhaps the most exciting part of this update could be the "improvements" to online communication, including faster data trasnfer.
This latest version will also include changes to amiibo, changes to multiplayer, changes to Splatfest, many other changes, and a number of fixes. Here's the full rundown, courtesy of Nintendo's official support page:
Ver. 1.2.0 (Releases October 25, 2022)
Changes and Feature Improvements
Changes to amiibo
- Added support for the Inkling (Yellow), Octoling (Blue), and Smallfry amiibo.
Changes to Communication
- Made improvements to data transfer between players.
- On average, data will be transferred about .05 seconds more quickly than before.
- Users can expect to see a reduction in the time it takes from a player being dealt
damage to them being defeated, the time it takes from touching a Golden Egg to
actually picking it up, and other similar actions. - These improvements cannot fully compensate for a slow or unreliable internet
connection.
Changes to Multiplayer
- Specifications for some of the sub weapons have been changed.
Sub-Weapon change:
Fizzy Bomb - Increased the time it takes for ink to start recovering after using a Fizzy Bomb by about .25 seconds.
- Points required for some weapon specials have been changed.
Weapon Name | Before | After |
Flingza Roller | 200 | 210 |
Sloshing Machine | 200 | 210 |
REEF-LUX 450 | 200 | 210 |
Changes to Splatfest
- Made it so that when players from each team appear during Open and Pro Splatfest Battles,
each team’s affiliation is also displayed, making it easy to know which Splatfest team they’re on. - Made it possible to report “Fresh!” hand-drawn pictures that appear in the sky above Splatsville
during a Splatfest.
Other Changes
- Information like the name of the current mode and progress through a challenge will now be
displayed when opening the lobby menu during matchmaking in the lobby or Grizzco.
- When playing alone, immediately after choosing “Keep Going” or “Change Gear, Then Go!” the
player can now use the – Button in the lobby or Grizzco to cancel matchmaking, depending on
the game mode selected.
- In the lobby or Grizzco, when the player can select “OK!” or “Yeah” when joining a friend, a
sound effect will now play and the controller will vibrate to notify the player.
- Improved the efficiency of matchmaking for Anarchy Battles (Open), Anarchy Battles (Series),
Splatfest Battles (Open), and Tricolor Attack. - These changes mean that a pair of players joining an Anarchy Battle (Open) or Splatfest
Battle (Open) can expect shorter wait times.
- When reading amiibo with a Freshest Fit saved on the equip screen, there will now be an
exclamation point where “Freshest Fit” is displayed on the bottom right of the screen.
This update focuses on adjusting some weapons, improving several features, and fixing bugs that
relate to battles.
We’ve implemented several adjustments to curtail to a certain extent the style of play where the
player stays far removed from the action and continually uses sub weapons or special weapons. This
patch prioritizes bug fixes, and other adjustments to weapons will continue in the next update.
In addition, we’ve reduced the amount of time matchmaking takes for certain modes, reduced battle
latency, and made small convenience improvements to the lobby and more.
The next update will focus on new features for the season beginning in December, weapon balance
changes, and changes to the Splatfest Tricolor Attack mode. It is scheduled to be released at the end
of the current season.
Bug Fixes
Fixes to Player Controls
- Fixed an issue where, when another player’s movements were unable to be reproduced
smoothly due to the terrain, a process to instantaneously move them would not run, causing
them to stay in their displaced position for a long time. - Fixed an issue where Super Jumping to a distant location and attacking just before landing
would cause shots to travel farther than intended. - Fixed an issue where the gear ability Ink Saver (Main) was not being activated when using
brushes and holding ZR to ink while moving. - Fixed an issue that was making it easier to interrupt the player’s attack and turn back into swim
form when repeatedly pressing ZR to attack while holding ZL when using brushes or sloshers. - Changed the player’s pose when they attack right after a Squid Surge or a Squid Roll away from
a wall while having a charger or stringer equipped so that the direction they are facing and the
direction the shot actually travels are not as different. - Fixed an issue where, when aiming a charger with a scope attached while pressed up against an
obstacle, obstacles would become transparent in some cases when they shouldn’t be. - Fixed an issue with sloshers where the weapon-use sound effect would not be played correctly
when attacking immediately after “Low ink!” is shown. - Fixed an issue with the Bloblobber where some of the blobs would not be lobbed when used
while submerged and aiming upward. - Fixed an issue with the Ballpoint Splatling when firing at long range where the variation of the
speed of the ink fired was greater than intended. - Fixed an issue when firing the Glooga Dualies and Dodge Rolling repeatedly where low-damage
shots would be fired at the moment of the second slide. - Fixed an issue with the Tenta Brella where its launched umbrella’s hit detection was farther
forward than intended, bringing it closer to the position it had in Splatoon 2. - Fixed an issue with splatanas where the width inked would be larger than intended depending
on the number of swings. - Fixed an issue where certain control inputs with the Splatana Stamper would cause horizontal
slashes to be repeated faster than intended. - Fixed an issue with moving long distances with the Zipcaster where certain inputs could allow
the player to use their main weapon even while moving.
Fixes to Multiplayer
- Fixed an issue where inking certain terrain with a bomb or the Rainmaker explosion would
award more points than intended. - Fixed an issue where inking the walls of some objects in a stage would charge the special gauge.
- Fixed an issue where some objects in a stage would not be applied toward inked area in Turf
War battles. - Fixed an issue where blaster shots would produce the same shock wave as a midair explosion
when hitting a Tacticooler or Ultra Stamp. - Fixed an issue where rollers would ink surfaces they weren’t touching when rolling in a way that
clips into certain terrain. - Fixed an issue where the Sloshing Machine’s spiral would deal damage when hitting an
opponent on the other side of thin terrain even though they were hidden by the terrain. - Fixed an issue where the Sloshing Machine’s spiral would deal damage when hitting an
opponent inside an Ink Vac’s vacuum area despite the opponent being entirely inside the area. - Fixed an issue where a bomb would remain in its location when hitting a brella at the moment it
closes, regardless of damage dealt to the umbrella. - Fixed an issue where using a splatana when in close contact with the Tower Control tower
would cause the ink to disappear when it hit the tower. - Fixed an issue where Burst Bombs would disappear without activating when hitting certain
terrain. - Fixed an issue where a Point Sensor or Toxic Mist would disappear without activating when
hitting certain terrain or an Ultra Stamp. - Fixed an issue where a Splash Wall would immediately disappear if placed in a certain location.
- Fixed an issue on some stages where a Booyah Bomb’s blast would not ink the ground correctly.
- Fixed an issue where the Ultra Stamp would not block enemy bombs’ blast waves.
- Fixed an issue where the Ultra Stamp would not block fully charged shots from a charger.
- Fixed an issue with the Ultra Stamp’s repeated stamping attack where there would be moments
in which direct attacks could not deal damage to the opponent. - Fixed an issue that would prevent the Ultra Stamp’s repeated stamping attack from properly
inking the ground. - Fixed an issue that allowed the Ultra Stamp’s repeated stamping attack to deal damage to
enemies on the other side of thin walls. - Fixed an issue where the Ultra Stamp’s midair spinning attack could not deal damage to
opponents on the ground. - Fixed an issue that allowed the Ultra Stamp’s midair spinning attack to deal damage to enemies
on the other side of thin walls. - Fixed an issue where hitting terrain at the instant the Ultra Stamp is thrown would cause an
explosion in a different location than where it hit. - Fixed an issue where the Ultra Stamp’s throw attack, when aimed at an opponent on iron
grating, would deal direct damage even if hitting from the back side. - Fixed an issue where hitting an enemy on the other side of a thin wall with the Trizooka would
deal damage to them even though they were hidden by terrain. - Fixed an issue with the Killer Wail 5.1 where the megaphone targeting a locked-on opponent
who was splatted during its active period would move. - Fixed an issue with the Wave Breaker where its waves would not be visible if placed in a
location with a height difference, even in the area of effect. - Fixed an issue with the Wave Breaker where it would not activate when placed on terrain at a
certain angle, rather than catching and falling. - Fixed an issue where placing a Wave Breaker overlapping an opponent’s Splash Wall would
cause the Wave Breaker to disappear on the opponent’s screen. - Fixed an issue where a Tacticooler activating at the same moment a previously placed
Tacticooler disappears would cause both to disappear. - Fixed an issue where the appearance of a placed Tacticooler that inclines at an angle due to
moving terrain would differ from its collision detection. - Fixed an issue where, when a player is splatted directly before a Tacticooler’s effect runs out,
the special-gauge reduction would remain normal even though the player still has a shortened
respawn time. - Implemented measures to prevent players clipping into terrain when a Tacticooler is placed in
certain corners. - Fixed an issue where the gear ability Comeback was also activating for respawns from the
player falling off the stage or into water. - Fixed an issue in Splat Zones mode where the borderlines of the zones were difficult to see on
certain stages. - Adjusted Rainmaker so that if the player is splatted right at the moment they place the
Rainmaker at the goal, the count will be at 1. - Fixed an issue with overtime in Rainmaker where an announcement about taking the lead thatdiffers from the actual results would be shown when the Rainmaker is dropped at the moment a team takes the lead.
- Fixed an issue in Rainmaker where the tops of signboards that show areas the Rainmaker is
restricted from entering would block ink shots. - Fixed an issue in Rainmaker where a player would get the Rainmaker at the instant its barrier is
broken if the Rainmaker was returned to the center just as someone was trying to touch it. - Fixed an issue in Clam Blitz where a Tacticooler placed on top of the clam basket would
disappear. - Fixed an issue in Clam Blitz where overtime would be entered when the time limit is reached
even if the team with the lower score has no existing power clams. - Fixed an issue in the Scorch Gorge stage in Turf War, Splat Zone and Clam Blitz battles where
squeezing into the gap between certain terrain would cause the player to enter into the terrain. - Removed the box on top of the grating in the Undertow Spillway stage in Splat Zones because
of an issue where attacks would pass between the box and the terrain despite looking like it
blocked attacks from below. - Fixed an issue in Mincemeat Metalworks where part of a player’s model would clip into certain
terrain. - Fixed an issue in Mincemeat Metalworks where players could unintentionally climb on top of
certain terrain at the edge of the stage. - Fixed an issue in Hagglefish Market where the position of the box placed on the metal grate
near the starting point was displaced from the grate. - In the Hagglefish Market stage in Tower Control mode, slightly adjusted the route of the tower
and fixed an issue where the player would become unable to move on top of the small gap
between the tower and terrain. - Fixed an issue in Inkblot Art Academy where a Wave Breaker placed along a certain wall would
break immediately after being placed.
In the Inkblot Art Academy stage in Tower Control mode, slightly adjusted the route of the
tower and fixed an issue where the player would become unable to move on top of the small
gap between the tower and terrain. - Fixed an issue in the Mahi-Mahi Resort stage in Tower Control mode where an area impassable
to players would appear midair when the water level dropped. - Fixed an issue in the Mahi-Mahi Resort stage in Rainmaker mode where in certain locations the
score count would not change as intended. - Fixed an issue in Sturgeon Shipyard where part of the back of the drawbridges was able to be
inked. - Fixed an issue in Sturgeon Shipyard where players were able to get on top of a pipe outside the
stage boundaries. - Fixed an issue in Sturgeon Shipyard where, when using the Zipcaster from the lower part of the
stage, players could pass through certain terrain and come out on the stage’s surface. - Fixed an issue in the Sturgeon Shipyard stage in Tower Control mode where players could be
pushed inside terrain by the tower. - Fixed an issue in the Sturgeon Shipyard stage in Rainmaker mode where certain off-limits
locations were accessible to the Rainmaker. - Fixed an issue in the Sturgeon Shipyard stage in Rainmaker mode where the score count would
not change as intended in certain locations. - Fixed an issue in the Sturgeon Shipyard stage in Tricolor Battle mode where a box placed on a
metal grate had no collision detection at its bottom surface, which allowed things like ink shots
to pass through. - Fixed an issue in Museum d’Alfonsino where the thin legs of the bronze statues would block ink,
contrary to their appearance. - Fixed an issue in Museum d’Alfonsino where the top of the revolving doors was treated as
outside the stage. - Fixed an issue in Museum d’Alfonsino where shots would penetrate some of the terrain outside
the stage. - Fixed an issue in Museum d’Alfonsino where players would be unable to swim on the walls of
the rotating doors despite it looking like they had been inked. - Fixed an issue in the Museum d’Alfonsino stage in Rainmaker mode where players were not
able to ink part of the terrain. - Fixed an issue in the Museum d’Alfonsino stage in Rainmaker and Clam Blitz modes where
players were able to climb on top of the revolving doors. - Fixed an issue in the Museum d’Alfonsino stage in Clam Blitz mode where some of the clams
that spawn in the middle of the stage would not be shown on the turf map despite the ground
beneath them being inked. - Fixed an issue in MakoMart where players could stand on top of the surrounding fence outside
the stage. - In the MakoMart stage in Splat Zones, Tower Control, and Clam Blitz modes, adjusted the Squid
Spawn beginning positions and fixed an issue where part of the ceiling would be displayed onscreen. - Fixed an issue in Wahoo World where trying to Super Jump to certain locations would result in
landing in a slightly displaced position. - Fixed an issue in the Wahoo World stage in Tower Control mode where certain objects would
appear inkable on the map even though they are not.
Fixes to Salmon Run
- Fixed an issue where player hit boxes in life-ring form were smaller than intended.
- Fixed an issue where multiple arrows would appear within the screen if the same player
signaled “Help!” or “This way!” repeatedly and made it so that there will only be one arrow from
a single player. - Fixed an issue where a launched umbrella would have a large rebound when making contact
near a Salmonid’s head. - Fixed an issue where game movements would slow down if a player used a jet pack to reach the
top of the egg basket. - Fixed an issue where bombs thrown into a Flyfish’s weak point would then come out.
- Fixed an issue where a player attacked by Maws near the water or certain terrain would be
blown far into the air. - Fixed an issue where a player that touched the side surface of Maws during its attack would be
splatted. - Fixed an issue where the player’s respawn point would be in midair and leave them unable to
return to the stage. This could happen when jumping into the water from the top of a Fish Stick
just before it disappears. - Fixed an issue where players could avoid taking damage by jumping when a Flipper-Flopper
attacked, regardless of whether they were in the attack area or not. - Fixed an issue where a Slammin’ Lid may have become unable to move if it touched a Fish Stick.
- Fixed an issue where a player riding on a Slammin’ Lid would rarely be launched far away.
- Fixed an issue where a player would be pushed into stage terrain when attacked by a Cohozuna.
- Fixed an issue where players could avoid taking damage by jumping when a Cohozuna did its
jump attack, regardless of whether they were in the attack area or not.
Made it so that Cohozunas will not attempt to do jump attacks against players on top of a Fish
Stick. - Fixed an issue in the Cohock Charge event where players were unable to mount the cannons.
- Fixed an issue in the Goldie Seeking event where a launched umbrella wouldn’t activate a
gusher it touched. - Fixed an issue in the Griller event where the Griller’s red laser sight wouldn’t be shown if a
player was resurrected by a bomb at the last second before a crew wipe. - Fixed an issue in the Mudmouth Eruptions event where players would clip into a Mudmouth
right after it spawned and be splatted. - Fixed an issue in the Giant Tornado event when playing in a bad communications environment
where a box containing Golden Eggs wouldn’t appear or be positioned as intended. - Fixed an issue where players would not be able to get their special badge upon arriving at an
Xtrawave at MAX hazard level. - Fixed an issue where players would not be able to receive Grizzco Points correctly when the
shift schedule was updated while playing a job. - Fixed an issue with reporting a player from the Grizzco terminal where their number of delivery
assists was not shown correctly. - Fixed a problem where simultaneously pressing certain buttons at the reward-pickup window
would cause the game to crash.
Fixes to Story Mode
- Fixed a rare issue where ink wheels would not reappear.
Implemented measures to prevent the game from crashing on stages where Octoling enemies
appear. - Fixed an issue where using a Splashdown on the edge of a cliff would cause player controls to
stop working. - Fixed an issue where collecting a canned special attack while using the Zipcaster could cause
player controls to stop working. - Fixed an issue on stages with time limits where, after the player lost their armor due to an
enemy attack and time ran out at the same time as the player’s armor was restored, the player
would lose control of their character but the stage wouldn’t be counted as a loss. - Fixed an issue that could prevent the game from progressing when entering a pipeline
immediately after throwing Smallfry at a Fuzzball. - Fixed an issue where touching an upward dash track repeatedly could move the player outside
the stage, counting as a loss. - Fixed an issue where the player being splatted or restarting the stage while Smallfry was
thrown onto a Flooder would cause the Flooder to no longer ink the ground. - Fixed an issue where the player being splatted or restarting the stage just before a balloon fish
exploded would cause the bomb fish’s area to shift and, depending on the stage, make clearing
the stage difficult. - Fixed an issue where quickly moving a lift on a stage where Octodiscos appear could cause the
game to crash. - Fixed an issue in Alterna Site 1 Stage 6 where enemies originally meant to appear were not
appearing. - Fixed an issue in Alterna Site 4 Stage 6 where breaking a certain target just before falling out of
the stage would prevent the next target from spawning and make the stage impossible to clear.
Fixes to Splatfests
- Fixed an issue where players not pledged to any team could still earn conch shells.
- Adjusted the color of ink when Color Lock is on during Tricolor Battles.
Fixed an issue when a team had a synergy bonus related to hairstyles where the name displayed
would differ from the actual hairstyle.
Other Fixes
- Fixed an issue where ability changes due to secondary gear abilities would not be immediately
reflected when changing gear in the lobby.
Fixed an issue where, after finishing a battle and choosing “Change Gear, Then Go!” reading
amiibo just before the countdown timer ran out would prevent the game from proceeding. - Fixed a number of issues relating to the player’s species changing when reading amiibo on the
Equip screen.
When buying gear from Murch, the purchased gear will now be marked as New and will appear
at the top of the list in the Equip screen. - Fixed an issue when buying gear from Murch where the price would become 0.
- Fixed an issue that could prevent the game from proceeding while talking to Murch. This could
happen when repeatedly pressing the B Button while the ability-chunks screen was displayed. - Fixed an issue where the names of the Squid 3 logo and Octopus 3 logo stickers were switched.
- Fixed an issue with pressing ZL to check an item’s info at Hotlantis where, depending on the
item, the example image would be scattered due to how the light hits it. - Fixed an issue with Photo Mode where the Y Button’s camera reset would not work while
taking a photo with the timer. - Fixed an issue with Photo Mode where the image shown as a preview and the photo actually
saved to the album would differ greatly when shooting at certain camera angles. - Fixed an issue with joining and dropping in on friends where, when everyone has pressed
“Ready!” inputting certain controls could cause matchmaking not to proceed even after the
timer reaches zero. - Fixed an issue with joining and dropping in on friends where opening the lobby menu at a
certain time would make the controls stop working and ultimately disband everyone. - Fixed an issue where the ghost of a friend who appeared in the lobby or at Grizzco via
notification message would differ in appearance from that player’s actual appearance. - Fixed an issue with picking up an item obtained via SplatNet 3 at the lobby terminal where a
connection error when receiving the item could make you unable to obtain the item until
reentering the controls to obtain the item in SplatNet 3. - Fixed an issue when playing a battle or Salmon Run at the Shoal with a user who is not using
network features where a connection error can occur when equipping a Splashtag background
or title other than those owned from the start. - Fixed an issue where other players would see you wearing different gear if you changed your
equipment right before a match started in a Private Battle. - Fixed an issue where the damage shown on test-range targets or the copy machine would be
slightly lower than the actual damage. - Fixed an issue in locker editing where some weapons would not stabilize after being placed.
- Fixed an issue where an error message would not properly display after a connection error
occurred while exchanging card bits in the deck editor. - Fixed an issue where, when the Post Display option is set to off, the player’s hand-drawn post
that was saved partway through drawing would be displayed rather than the drawings
prepared in advance.
Looking forward to this update? Comment down below.
[source en-americas-support.nintendo.com]
Comments 59
Are you sure this isn't the fix list for Cyberpunk 2077 or Battlefield 2042?
The re flux needed a nerf, I was so sick with how fast they could get those annoying, annoying, missiles, having to dodge those things every other minute if you that lucky that there’s one.
I am seriously surprised that they’ve taken over a month and a half to come out with a single new stage or weapon. Splatoon 2 was introducing new stuff right out of the gate almost weekly. I hate to say it, but this game has gotten stale.
"Fixed an issue with Bloblobber where some of the blobs would not be lobbed..."
This single sentence delights me to no end.
Additionally, I had really felt like the hit boxes were too small when trying to be revived in Salmon Run. I'd be floating around with allies drenching me in ink, and still not manage to get revived. Glad it wasn't my imagination, and even more gladder that its actually being resolved.
....I feel like I wasted money on this game, I was so ready to enjoy Salmon Run, only for it to be ruined by a LOCKED difficulty level, it's at the point where I can barely win anymore and it's infuriating more than fun. I was hoping they would fix this but, guess not...well, back to other games, I guess.
Jesus Mary and Joseph that is quite a list there 😅
@Joeynator3000 I stopped playing Salmon Run too. It was fun to begin with but I found trying to keep up with what was going on in high ranks borderline impossible and I was fed up of people always throwing insults at me too.
So that explains why picking up Golden Eggs on Salmon Run was unresponsive to me..
Wish they'd let your switch weapons between Anarchy battles like you can with Turf War. Hate having to quit a good team, go back into the lobby to equip another weapon, and then join a new Anarchy battle.
This is more bug fixes than updates! 🐛 Reminds me of good old Pokemon Red and Blue minus the patches.
@Ventilator LOL!
@RubyCarbuncle Insults? How? I didn’t know they had a chat?
So I take it we're just skipping Splatoween this year? That's really disappointing, it was one of my favorite parts of Splatoon 2. I always loved Halloween events in the multiplayer games I played back in the day, and it feels like the ones in games I play now are either a shell of what they used to be or they're just gone. I was really excited to see how it'd be handled for Splatoon 3, so I'm sad it seems like October's being skipped entirely for any sort of event.
Splatoon 3 is the Nintendo´s Cyberpunk LOL
Very glad all these issues were fixed, the team is hard at work! But I do hope that the communication errors during matchmaking are fixed, thats the issue I encounter most with my friends.
@thesilverbrick I think it’s all tied to the new ‘Season’ system they’ve implemented this time around. They seem to be holding off major content ‘updates’ (as opposed to ‘fixes’) until December, at which point there’ll be a big dump of new content.
But I completely agree that this creates a less compelling feedback loop that the drip-feed of content we were getting with 2. I actually quite enjoyed not knowing what was coming when. It always felt like such a pleasant surprise!
I also think that, while Splatoon 3 had more than enough content to keep me entertained during the launch window, it’s not really quite enough to stretch over three whole months. The music, maps, weapons, specials etc. are all fantastic, but I’d like to see a bit more variety at this point — at least for the former two.
The ‘Season’ system makes a lot of sense on paper, but I’d be lying if I said I wasn’t hoping for the more at this stage.
i dont remember is 2 ever had this many bugs and fixes at launch, but i suppose the tradition of splatoon have a rocky start lifes on.
for what its worth these are just dozens of lil fixes, rather than anything game breaking. i hardly noticed any of these issues
@Maxz agreed, i wish we got a quicker rollout of content ALONG with the season stuff. a lot of what theyre bringing back is old content so it feels even less warranted to lock this stuff off for longer
When you wish more games get this kind of post launch support.
Finally a reeflux nerf
Cyberpunk took almost two years to fix, this didn't.
@Rykdrew No it’s not. Eshop didn’t pull out Splatoon 3 like with what happened with Cyberpunk at PSN and the game on launch wasn’t remotely as bad.
No idea why people are insisting the two games are similar at all besides bugs getting fixed. Almost any game these days has patches to fix bugs.
I guess MH Rise is Cyberpunk too because that game has patches all the time.
@boxyguy,
Pretty sure 2 had quite a few updates for it, and with long lists just like this, with Splatoon's new server system, there were always going to be a few more connection issues as it's far more stress tested than on the test runs.
@thesilverbrick,
They are just doing things differently this time, and although the new stages are taking longer to come out, the single player game and hub areas are larger, with more varied stages etc.
@RubyCarbuncle @Joeynator3000 I think you can ask Grizzco to demote you while in the main office. Does that do anything?
This looks like a great patch though (even if it's the length of a college thesis). I can lament the fact that only 3 weapons have been changed (Brellas are crying right now) but other than that the sheer amount of bug fixes is highly commendable. Super excited for our first proper content patch in December!
Also poor Flingza got caught in the Tenta Missiles cross-fire, you hate to see it.
@Snatcher Oh I mean when I sometimes talk about it on Social Media. Also I used to use Splatnet.
Nice, pretty hefty patch. Hope this fixes most of the communication errors at least.
Removed - flaming/arguing
Removed - flaming/arguing
@abbyhitter No. Anarchy Battles are more serious and competitive, and unlike Turf War, if you choose to continue you’re gonna be put with the same exact people that were in your previous team if they choose to as well, so having that option can allow you to abuse the matchmaking for example you can all choose the same weapon. That cannot happen in Anarchy Battles. In Turf War up to 8 people can choose to continue but the game will try its best to mix people up according to their weapons.
@thesilverbrick Y’all be saying anything and complaining about everything. If you don’t like the game then don’t play it 🤣 be fr. Splatoon is one of the best Nintendo franchises ever.
Nice list, fixing things is always good. Hope to see less disconnection, it's not acceptable to have sometimes 1/3 matchs who disconnected (wired connection)
Wowie-zowie, that is a long list! I know it's great that Nintendo is evidently trying to make all kinds of adjustments and fixes but Splatoon 3's online lobbies remain the game's biggest issue by far. I've tried to make do with what I can by starting over in the lobby instead of choosing to "keep going" but it's seriously made me not want to play 3 nearly as much as I did 2. They just can't move on.
Good to see that the Flyfish bomb issue is fixed. I didn't know if I was the only one who thought it was even harder than usual to throw bombs in Flyfishes!
@Joeynator3000 Doesn't it allow you to reduce your rank manually? I thought I saw that.
@chapu2006 Haven't tried it yet but I'll give it a go.
@NotSBlurgo I actually agree with @thesilverbrick the game is getting stale with no new content, we need new weapons and stages. Hopefully November will bring new content.
@RubyCarbuncle P.S. If that doesn't work, you could try creating an alternative account to get access to easier matches.
You know this makes so much more sense not being google translates from the Japanese site
@Joeynator3000 hi! your job title determines your hazard level. if you go to the match menu at grizzco, look at your job title. it has a button prompt that says 'demote self'. even as a veteran player, i have used this a lot lol. hope this helps you!
Is the game still gonna crash when trying to set up a Salmon Run shift? That happens to me all the time.
lol, everyone telling me there's a solution to the Salmon Run problem...it only reduces your points by 40, and apparently ONLY ONCE. So yeah, the "demote" thing doesn't help at all.
@Joeynator3000 just demote yourself
@Joeynator3000 demote yourself more than once
...Again, the demote thing ONLY WORKED ONCE. I'm literally stuck at a difficulty level where it's near impossible to win any games.
@Joeynator3000 Same but apparently I'm ruining Salmon Run for higher ranked Players according to a certain individual who I won't mention. I mean I try my best and it's not as if I'm dying on purpose after all. I'll try what others have recommended though and see how it goes.
@chapu2006 Thanks I'll keep that in mind you've been very helpful and I appreciate it that you weren't rude.
@RubyCarbuncle Everyone keeps telling me to just demote myself and stop complaining, I could only do it once...and the actual rank of mine didn't actually decrease. So yeah, I'm stuck at the near impossible difficulty and the mode is not fun anymore.
Removed - trolling/baiting
Crikey,
as Larry Burns might say,
put it back in, it ain't done yet.
I can hear the awesome map music from Splatoon 1 in the lobby. Please add that to the music map rotation for the matches. Kraken Up is so good.
Bug fixes are appreciated and so are the nerfs to Reflux especially, but 10 points is barely anything - at most a Reflux is just going to have to shoot an additional time while Flingza maybe 2 flicks to get missiles.
This isn't addressing the issues with tenta missiles as a special being problematic long term looking at splatoon 2.
Also the online is still garbage but I do have yet to try it out with Salmon Run, hopefully the changes make it so it doesn't take so long to simply pick up an egg.
@Maxz I think it's to ease the dev cycle, and to create better feedback timing. I think there should have been some sort of non season tied content update every week, something like, new gear piece, and an item added to hotlantis. or something to do with changing a bit in the plaza.
@RubyCarbuncle No problem
@Joeynator3000 It was like that in 2, too
You just always have to assume the other kids you're paired with don't know what they're doing
Two somewhat opposing thoughts:
1. Splatoon 3 devs are extremely open about what was wrong and what they have fixed, which is nice. Honesty is good policy, and if a player was struggling from one of the bugs, and they are so invested that they read these lists, then they will now know it was fixed. This is the best you can do as a dev.
2. With this many fixes, they are surely introducing new bugs. They just added tons and tons of new or modified code to the game, and no way can they do that without messing something else up here and there. I'm not sure how development works at this scale, but maybe this was indeed an early release. This looks like that QA is probably where it should have been months before release.
@gergelyv Nintendo treats this game as an online shooter. Comparable to to Overwatch and Paladins. Which also have big updates for bugfixes and balances.
10 points more for Reef Lux’s special is nothing. Unfortunately, I can’t think of anything else that can fix the Reef’s missile spam that wouldn’t affect the Flingza or other future Missile launchers. Make it 230!
Also, the usual Great Sloshing Machine Nerf has begun 🙄 Fizzy bomb recharge nerf and 10 points more for Booyah Bomb may cut down on “backline ‘Machines” (they’re supposed to be front line), or it may just increase their campyness. If anything reduce the Special charge to 190. It takes at least 1 partial reload after the start of a match to charge it up fully anyway so it’s not exactly a spammy Special. But it may encourage people to ‘think’ it’s more spammable and therefore they may be encouraged to go out and charge it up. That is, unless they (the devs) leverage it’s slayer potential and know that getting splats offset the charge nerf, and that they want to encourage more aggressive play in that way.
At the very least, they didn’t nerf other aspects of the Machine in the process (shot spiral collision box fixes aside) But this is only the beginning, I can feel it.
Oh, I guess Splatoon 3 isn’t just a copy/paste of Splatoon 1 and 2 if we’re having bug fixes like these that weren’t a problem in 1 and 2, huh?
@Joeynator3000
Just to shed some light on the conflicting information, there's a limit to which ranks the game lets somebody demote themselves to. There's no limit to how many times you can do it.
Profreshional Part-Timer is the lowest rank that can be achieved via the demoting feature (there are four ranks above that one). So, if that's the one you're talking about that is giving you trouble, yeah, you can't use the demote feature to go any lower than that.
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