Comments 139

Re: All Those amiibo On Your Shelf? You Can't Use Them In Super Mario Maker 2

pawlslax

it's because of the multiplayer element. everyone has to be a different character on screen to avoid confusion. adding in mushrooms that literally change the character you're playing as negates that.

i mean it sucks, but i see why they did it. could have found a way around it beyond just saying "nope" and saving themselves having to pay for the rights to the characters though.

Re: Splatoon 2's #GearForAll Social Media Movement Fights Exclusive Japanese Content

pawlslax

@Maxz i seem to recall that the gear is related to corocoro insofar as the splatoon manga runs in corocoro magazine.

The same manga that is licensed for translation in the west.

A potential solution would be for corocoro to include western codes as part of the licensing agreement for the manga, as that would help push sales of the individual volumes (which themselves are worth more than 1 magazine).

Re: Switch Gets A Major Retail Boost In The UK Thanks To Pokémon: Let's Go Success

pawlslax

@nocdaes interesting thing to note is that, it's quite likely that the majority of systems sold will be the Let's Go bundles, which have the game pre-installed (and one would assume that this counts as a digital sale, much like when codes have been bundled in with consoles in the past)

Which basically means, the chart data is only telling us:
1) Physical sales of the games to existing switch owners
2) Physical sales of the games to new switch owners, who bought a non-Let's Go SKU

In other words, there's potentially a wealth of sales that would indicate whether or not it's a system seller that we cannot account for with the current data.

Oh well, guess we'll have to wait for the next round of financial reporting!

Re: Soapbox: What Splatoon 2 Can Learn From Fortnite And Paladins, And Vice Versa

pawlslax

@FoxyGlen Are you suggesting that it isn't more arbitrary to extend that playtime by being rewarded for playing by giving meaningless skins that literally add nothing to the game? I think you're placing value on the most arbitrary of factors and then making an assumption that should be the draw for playing in Splatoon, a game that sells itself on it's gameplay.

Unlike the skins and emotes in fortnite, the gear (and weapons) you work for in splatoon aren't meaningless. It's about carefully refining your optimal setup. There's no bragging rights involved. It exists to help further your own performance in the game. The reason it becomes complicated to achieve the very maximum (if you want to go that far) is so that you have actually earned something tangible by the time you're done.

And that's just the rewards, the challenges themselves in fortnite to a large extent require very little skill at all outside of the elimination-based ones. So far this season we have seen repeated use of "open X number of chests in location Y" which boils down to landing there first and hoping that RNG is on your side (yes, that same RNG you decried) then lather rinse repeat, perform action X (usually some form of emote) in various fixed locations and even the infamous week 1 challenge of looting a supply llama - the very definition of a reward based on RNG!

But as you've already stated, putting prolonged time and effort into the game to be rewarded isn't what you're looking for. So, onto your issue where you are seeking instant gratification for a short play session.

The answer here is simple, something others in the comments have highlighted (and something that fortnite lacks): Ranked and/or league mode. If you want a barometer for having achieved something in a session regardless of length, well there's literally no better way to mark that than by progression/placement of you own rank. And the turnaround on that is actually faster than in Fortnite (assuming you're playing to win and not just dieing in the first minute) as each game is no more than 6 minutes in length, including potential overtime.

I'm assuming that you chose to focus on Splatoon's levelling system in your article because could translate this to Fortnite's own system, but the real meat of Splatoon comes from playing for rank (a levelling system in it's own right, but not the base one) and - once you're good enough to get there - getting involved in X-Rank and achieving new personal bests with your power level. And how do you progress? By playing more, developing your own skills and - yes - putting effort into gaining optimal gear. There's also the knock on effect to your level. The higher you push into the ranks, the more XP and cash you earn for your wins, the quicker you level up, fill up those ability slots etc.

But in order to do that, you kind of have to want to play the game for the enjoyment factor and gradually improving your own skills and the challenges that come with that. Will that draw you back every single day? Only if that competitive fire starts to burn brightly.

Would a system of simple daily challenges really improve that? To a certain degree, but the types of rewards that would likely be involved would inevitably cater to those who are already hooked (you'd be looking at the same type of rewards as you get in salmon run) so i can't see it substanitally increasing user activity beyond what is already there.

It seems to me though that you aren't likely to be convinced by any amount of words on this matter though - my take from both your article and your reply (rightly or wrongly) is that you're looking for something from your gaming sessions that Splatoon isn't going to provide: a quick injection of "well done you!" so you can move on to something else. All I can say is that if you invest the time into Splatoon, you will be rewarded with one of the richest gaming experiences currently on offer and that itself will be what draws you back day after day.

Re: Soapbox: What Splatoon 2 Can Learn From Fortnite And Paladins, And Vice Versa

pawlslax

So to summarise: You want to unlock stuff faster in splatoon and don't want have to grind for better abilities that other players have earned the right to use through playing more and/or having better luck with RNG?

The levelling up process from 1-30 (where you stop unlocking items to purchase) doesn't take that long at all and is designed in such a way that you get to pick up new weapons along the way to test out, while you make your way through the early ranks or just in turf.

Beyond 30, it starts to get a bit grindy but a sikthvash said, there are boosters available from playing either salmon run or the solo modes. Plus, the only benefit to gaining a level beyond 30 is being granted 1 whole sea snail - the only currency that you can use to add slots to lower level gear OR re-roll your abilities. Even in Splatoon 1 you unlocked a couple of bits of clothing and the octoshot as rewards for level progression, I was disappointed to see that be dropped. There's very little incentive to level up deliberately rather than just accumulating XP from playing beyond 30.

On the subject of cash, They could really do with re-implementing the ability to use 30K cash to do re-rolling (and ideally adding slots) because the cash ultimately becomes useless for anything other than just scrubbing clothes for ability chunks. Again, that's more about having an incentive to play for the rewards offered by the game currently outside of fun.

On the subject of abilities on gear: I agree that it would be good to be shown what effect the abilities actually have, especially when stacking. That sort of thing seems minor but tha level of knowledge actually makes a ton of difference and the devs know this.

I do not agree that gear should be purely cosmetic with the option to add whatever abilities you want to them. As it stands, most gear is available with multiple different main abilities through Splatnet 2. You're free to order them if you see a combination you like. Or, if you miss them when they're on splatnet 2, you can order them from another player who did grab them. There's actually a social/community aspect to gear swapping to find the right look combined with abilities and/or branding and helps to engage the player base with eachother for more than just battling. The only gear with main abilities that are static are the amiibo gear and those unlocked in solo modes. I wouldn't mind those having the option to choose the main ability as you've paid extra for them in most cases. Every other aspect of the gear is customisable, it just takes time and effort.

You want 3x swim speed up on those Crazy Arrows shoes? You've either got to keep scrubbing and hoping for RNG as you play, rerolling with those snails you've earned from levelling up/splatfest, earn ability chunks to fill in the slots yourself, or find someone who has already done it, order it from them and hope that Murch delivers the whole set (but be prepared to pay 100K for it!) I don't think that's a bad system - it's the very rewards you're looking for, and provides a great sense of achievement when you finally get that gear you wanted, it's just not tied to a level system.

Re: Pokémon's President Confirms 2019 RPG Will Include Many New Pokémon And Better Graphics

pawlslax

@DrakeFeathers hate to break it to you, but the switch is a handheld. Regardless of if you consider it to be purely a console, it's still a handheld as well. That's why you have the three modes, one of which is officially called "handheld"

So no, they won't be screwing over the fanbase that has been with them on handheld for 20+ years, because if they choose to, it can still be played entirely as a handheld experience. They just have to buy a switch if they want to continue the journey, in the same way that Gen 1 & 2 players had to buy a GBA for gen 3, then a DS for gens 4 & 5, and a 3DS for gens 6 & 7.

Re: Max Brass And Dr. Coyle Will Heat Things Up In The Next ARMS Party Crash

pawlslax

@thesilverbrick @krisi people have gotten far too hung up on there being X number of slots for party crashes. Remember the first time you got a badge? It looked like there were only so many slots available for those... until you got 1 more and it just ran over to another page.

I'll be surprised if we don't go through at least 1 more full cycle. These are very easy to generate by the devs.

Re: Splatoon 2 Version 2.3.0 Is Now Live

pawlslax

@Obitokamui64 1 year of weapon/map releases, 2 years of splatfests. updates themselves will no doubt continue at least as long as the splatfests as they tweak things here and there. They'll get less frequent though as there won't be new weapons and maps to bring unforeseen glitches and balancing needs.

Re: Review: FIFA 18 (Switch)

pawlslax

The inability to play with friends online is absolutely ridiculous and inexcusable.

The rest of the cuts here and there I can forgive, because ultimately they still put out a competent game and a decent experience, but why won't you let me play against my friends directly?

Re: 2K Goes for a Chokehold With Its WWE 2K18 Season Pass

pawlslax

The accelerator is pointless. Either play the game and unlock things that way or don't.

Hell, back in the day we had a free way of doing it: Cheat Codes.

Honestly, the only part of the pack even worth looking at is the NXT set, because 4/5 of them are people I'd want to play as. But it's not like the game is lacking in character options as it, especially since the community will make very good free versions to share and download*

*well, maybe not on the switch version, we don't know how good the creation suite will be or if any talented creators will move over to switch

Re: Review: Splatoon 2 (Switch)

pawlslax

@Timppis Alex has played an extensive amount of Splatoon.

If he didn't feel the sequel lived up to/surpassed his lofty expectations, he wouldn't have given it a 10.

Re: Sports Direct Buys 25.75 Percent Stake In Embattled UK Retail Chain GAME

pawlslax

@AlexOlney Totally agree re: the lack of demos. That used to be a BIG part of the experience when going into a game store (not just GAME but... stores that sell games) and now it's virtually non-existent....

Unless of course, you want a quick game of FIFA on the XBONE.

I do feel that they need to move more into the gaming café style of store. Not completely, but having a section for people to meet up and play games whilst buying some food/drink would be a great way to increase footfall and demonstrate the games organically. Easy enough to organise special events that way too.