Welcome to SquidBoards, the largest forum dedicated to Splatoon! Over 25,000 Splatoon fans from around the world have come to discuss this fantastic game with over 250,000 posts!
Hey, we get it. However this website is run by and for the community... and it needs ads in order to keep running.
Please disable your adblock on Squidboards, or go premium to hide all advertisements and this notice. Alternatively, this ad may have just failed to load. Woops!
here's the list of what I think is neccessary to run a proper LAN tournament, I also posted this in your thread. The Raspberry Pis are obviously optional but IMO participating teams will love you for them.
get 8 pc monitors with HDMI or use HDMI -> DVI cables (they work well)
if you wanna...
No worries, I won't try to set up a LAN event.
In any case, false information and misconceptions about how networking works have been rampant on these boards. I've created a thread to clear things up here: http://squidboards.com/threads/clearing-up-misconceptions-about-lan-mode.19221/
Hey guys,
I've seen it a lot on this forums that a lot of people say that Splatoon has a ****ty LAN-Mode which in essence is flat out wrong. Yes Splatoon does have a ****ty netcode that has nothing to do with LAN though. Also since Nintendo showed off how to play on LAN there's been more and...
well that's just wrong. you can just use ethernet adapters as I've outlined in my earlier post. also the lan mode is barely worse than a traditional lan mode and will probably only have an nearly immeasurable amount of additional latency.
only watched a little but here's my thoughts.
audio quality seems good.
I take it you use an elgato game capture hd? your video has the characteristic pixelation.
definitely up the bitrate, there's a bunch of compression artifacts especially around the game clock. there's no reason to record...
Here's my thoughts on this
get 8 pc monitors with HDMI or use HDMI -> DVI cables (they work well)
if you wanna connect the Wii Us to the switch you must not forget ethernet adapters
all communication between Wii Us will have to go through your router. I'd make sure you don't have a lousy one...
I don't think using seeds in a league makes a lot of sense other than grrouping teams by division in season 1.
We would need a method to resolve 3 way ties though. I don't like it but american football uses a pretty subjective measure in taking the difficutly of schedule into account. You could...
they wouldn't, demotion / promotion would be determined through a playoff between highest seeds of the lower division and lowest seeds of higher division. If it ended up being a 16 team division seed #9 would probably end up being in a range where they wouldn't play in the post-season. that...
see here's the problem we would have as TOs
really the most accurate measurement we could have is getting video of how a laggy player is killed and calculate the latency between the last hitsound and the kill confirmation then put it in relation to the locations the players are in and gauge if...
Well it would be really stupid to try to ping a private IP address and expect it to reach something that is not in your own network so NAT doesn't play a role. Most consumer grade routers won't have ICMP disabled so pinging another player wouldn't be that big of a problem.
I agree though that...
IMHO it shouldn't though! A single players POV can't prove it because we don't know how splatoon handles certain information, how it is sent out, relayed and received. A player may only lag for a certain player in which case it you can't make a single player responsible.
People will have to...
not really sure what you are talking about :P
as I mentioned in my first post discord has a desktop, mobile and web app so do the other programs minus the web app so you have no disadvantage compared to skype in that regard unless you have either:
no admin privileges (with mumble or...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.