CM86
Pro Squid
- Joined
- Apr 17, 2016
- Messages
- 105
Hello. I know this topic has been talked about in other topics before, but I thought I would just create a separate thread on it instead. I apologize if there already exists one, and I just missed it. If that is the case, please ignore this topic all together.
I think that it is no surprise the mechanics behind getting abilities via roulette (Spyke rerolling) is looked down upon as an annoying game mechanic in general. Here is why. First off, it promotes heavy abuse on save scumming. Don't get me wrong, I can not say that I am against save scumming because I do it myself, but when you think about it, did the game creators really expect that squids would continuously keep overwriting there file until they got the desired result? I think not. It kind of takes away from the game a little. It is not the "cheating" aspect I am talking about. It is more the, I have to copy my save file to a flash drive and then overwrite the wii u memory to build better gear aspect. Never did I expect myself doing this when Splatoon released. It just feels like when I build gear, I spend more time in the wii u settings then the actual game. The obvious solution would be, don't do it, but I can't help it. I have a desire to get pure gear and this is the best way.
My second problem with the roulette method is that it usually wastes valuable sea snails (unless you save scum of course). I just feel like waiting a month to get a handful of sea snails only to just use them all and not get what I want is a major disappoint in general (and yes, I know this is avoided through save scumming). I can only imagine the frustration for people who never save scummed before or refuse to save scum.
So what am I aiming at here? It is to find a different system future Splatoon games could potentially follow in order to completely rid save scumming out of the equation and focus more on the game itself vs the console settings. I think I came up with a decent system. First off, permanent main abilities as well as 1,2,3 star gear stays. I never really had a problem with these mechanics. I would also keep the whole, leveling up ability slots to unlock question marks aspect. Now here is what I would change:
Once a piece of gear has been completely leveled up where all the question marks are gone (and it has three abilities), you may do the following:
1. For one sea snail, you may change one slot to the ability that is 5x likely to occur or equivalently 30k coins.
So in this case, assuming you wanted to do this three times as you didn't get the 5x likely ability in any slots, it would cost a grand total of 3 sea snails or 90k coins.
2. For 5 sea snails, you may change one slot to a neutral ability or equivalently 150k.
So in this case, assuming you wanted to do this three times as you didn't get the neutral ability you wanted in any of the three slots, it would cost a grand total of 15 sea snails or 450k coins (So one splatfest could potentially let you build a piece of pure gear).
3. For 10 sea snails, you may change one slot to an unfavored ability or equivalently 300k.
So in this case, assuming you wanted to do this three times as you didn't get the unfavored ability you wanted in any of the three slots, it would cost a grand total of 30 sea snails or 900k coins.
I like this system because it completely takes advantage of the super sea snail mechanic while also allowing squids to build there desired gear. One question may be, why can't we pick any ability for just the same amount of sea snails? Well, I tried to keep the flavor of brands into the mix as I really do like them and would prefer that it is not just limited to the roulette mechanic. These mechanics would also render save scumming completely useless and make squids play the game more then anything (to collect coins and super sea snails).
Thoughts? Anyone have any other ideas?
I think that it is no surprise the mechanics behind getting abilities via roulette (Spyke rerolling) is looked down upon as an annoying game mechanic in general. Here is why. First off, it promotes heavy abuse on save scumming. Don't get me wrong, I can not say that I am against save scumming because I do it myself, but when you think about it, did the game creators really expect that squids would continuously keep overwriting there file until they got the desired result? I think not. It kind of takes away from the game a little. It is not the "cheating" aspect I am talking about. It is more the, I have to copy my save file to a flash drive and then overwrite the wii u memory to build better gear aspect. Never did I expect myself doing this when Splatoon released. It just feels like when I build gear, I spend more time in the wii u settings then the actual game. The obvious solution would be, don't do it, but I can't help it. I have a desire to get pure gear and this is the best way.
My second problem with the roulette method is that it usually wastes valuable sea snails (unless you save scum of course). I just feel like waiting a month to get a handful of sea snails only to just use them all and not get what I want is a major disappoint in general (and yes, I know this is avoided through save scumming). I can only imagine the frustration for people who never save scummed before or refuse to save scum.
So what am I aiming at here? It is to find a different system future Splatoon games could potentially follow in order to completely rid save scumming out of the equation and focus more on the game itself vs the console settings. I think I came up with a decent system. First off, permanent main abilities as well as 1,2,3 star gear stays. I never really had a problem with these mechanics. I would also keep the whole, leveling up ability slots to unlock question marks aspect. Now here is what I would change:
Once a piece of gear has been completely leveled up where all the question marks are gone (and it has three abilities), you may do the following:
1. For one sea snail, you may change one slot to the ability that is 5x likely to occur or equivalently 30k coins.
So in this case, assuming you wanted to do this three times as you didn't get the 5x likely ability in any slots, it would cost a grand total of 3 sea snails or 90k coins.
2. For 5 sea snails, you may change one slot to a neutral ability or equivalently 150k.
So in this case, assuming you wanted to do this three times as you didn't get the neutral ability you wanted in any of the three slots, it would cost a grand total of 15 sea snails or 450k coins (So one splatfest could potentially let you build a piece of pure gear).
3. For 10 sea snails, you may change one slot to an unfavored ability or equivalently 300k.
So in this case, assuming you wanted to do this three times as you didn't get the unfavored ability you wanted in any of the three slots, it would cost a grand total of 30 sea snails or 900k coins.
I like this system because it completely takes advantage of the super sea snail mechanic while also allowing squids to build there desired gear. One question may be, why can't we pick any ability for just the same amount of sea snails? Well, I tried to keep the flavor of brands into the mix as I really do like them and would prefer that it is not just limited to the roulette mechanic. These mechanics would also render save scumming completely useless and make squids play the game more then anything (to collect coins and super sea snails).
Thoughts? Anyone have any other ideas?