Smash Arena
Pro Squid
- Joined
- Dec 11, 2014
- Messages
- 117
It's no question that the gear building system could use some improvements, considering how creating a custom piece of gear is extremely time-consuming and tedious.
Before even getting into the problems with the current system, the value of a custom gear should be discussed, which should determine the difficulty of obtaining it. Gear in Splatoon has a strong effect on a player's abilities, allowing the player to augment both him/herself and the chosen weapon. In fact, gear can make some weapons far more viable, like Ink Recovery Up on a Charger or Run Speed Up on a Splatling. Thus, the value of being able to customize your gear is high. This means that gear customization should be accessible, but require effort and resources (Cash/Chunks).
Unfortunately, the current gear building system is anything but accessible, and makes obtaining chunks an absolute RNG-induced nightmare. The two main problems with the current gear building system are:
This leads me to the second problem. For a system which already makes it incredibly-difficult to obtain desired chunks, the chunk requirements for gear building are absurdly high. Just to place the first non-repeated sub on any piece of gear, it costs 10 chunks. That's already an enormous amount of chunks. Try to make a double sub, it's 20 chunks for the second, in addition to the 10 for the first. Even worse, it's another 30 for the third sub, making for a grand total of 60 for a triple if none of the desired subs had already been rolled. That amount of time, effort, and resources to reach that amount is insane, and there's absolutely no reason making a custom piece of gear should be that difficult.
One might argue that this encourages people to play the game more, and also rewards players who put in the time and effort, but I strongly disagree with this. For the amount of time and effort exerted by the small percentage of players who are actually willing to spend hours farming chunks (like me), the payout it pitifully low and barely a reward, as the ability to customize gear should be a regular feature as opposed to a privilege of players who have the time to build it through the current system. As for encouraging people to play more, there are better ways of doing this, which leads into my solution.
The core of the problem with the current gear system is one acronym: RNG. To fix this, a way of obtaining the desired gear chunks with no RNG must be created. My idea for fixing this actually would fix another issue I've noticed in Splatoon, especially for players who spend a massive amount of time with the game. Once a player has bought all the weapons and most of the gear they want, cash suddenly becomes increasingly useless, as its only use at that point is for scrubbing and re-rolling. Rather than wasting it on RNG-based chunk farming, a chunk vending machine could be introduced, which exchanges cash for specific chunks. Players would be able to choose which type of chunk they want to buy, and purchase as many as they would like with their cash. The price for each chunk could be 1,650, which would make a triple built from 60 chunks cost nearly 100,000, like buying a triple from Murch.
This method would fix a plethora of issues. First of all, the RNG issue would be solved, as desired chunks could be reliably obtained while still requiring effort to be expended to pay for them. Second, gear building would become less time-consuming as rather than fiddling with scrubbing/drink tickets/re-rolling, cash generation would become key, and cash can be obtained reliably through a variety of sources. Third, cash would become even more valuable, as dedicated players who already bought everything they could would have a reason to use/generate cash again. Fourth, this would make gear building accessible to average players, helping even the playing field a bit for them and more dedicated players. Lastly, it would offer more gameplay opportunities to all players, as everyone could have fun experimenting and playing with custom gear sets that were previously to difficult to obtain
Overall, I think that with some changes, gear building could become much more accessible and enjoyable than the current system, improving the game for all players.
Before even getting into the problems with the current system, the value of a custom gear should be discussed, which should determine the difficulty of obtaining it. Gear in Splatoon has a strong effect on a player's abilities, allowing the player to augment both him/herself and the chosen weapon. In fact, gear can make some weapons far more viable, like Ink Recovery Up on a Charger or Run Speed Up on a Splatling. Thus, the value of being able to customize your gear is high. This means that gear customization should be accessible, but require effort and resources (Cash/Chunks).
Unfortunately, the current gear building system is anything but accessible, and makes obtaining chunks an absolute RNG-induced nightmare. The two main problems with the current gear building system are:
- The only way to obtain chunks is through RNG.
- Gear building is too time-consuming, especially for the average player.
This leads me to the second problem. For a system which already makes it incredibly-difficult to obtain desired chunks, the chunk requirements for gear building are absurdly high. Just to place the first non-repeated sub on any piece of gear, it costs 10 chunks. That's already an enormous amount of chunks. Try to make a double sub, it's 20 chunks for the second, in addition to the 10 for the first. Even worse, it's another 30 for the third sub, making for a grand total of 60 for a triple if none of the desired subs had already been rolled. That amount of time, effort, and resources to reach that amount is insane, and there's absolutely no reason making a custom piece of gear should be that difficult.
One might argue that this encourages people to play the game more, and also rewards players who put in the time and effort, but I strongly disagree with this. For the amount of time and effort exerted by the small percentage of players who are actually willing to spend hours farming chunks (like me), the payout it pitifully low and barely a reward, as the ability to customize gear should be a regular feature as opposed to a privilege of players who have the time to build it through the current system. As for encouraging people to play more, there are better ways of doing this, which leads into my solution.
The core of the problem with the current gear system is one acronym: RNG. To fix this, a way of obtaining the desired gear chunks with no RNG must be created. My idea for fixing this actually would fix another issue I've noticed in Splatoon, especially for players who spend a massive amount of time with the game. Once a player has bought all the weapons and most of the gear they want, cash suddenly becomes increasingly useless, as its only use at that point is for scrubbing and re-rolling. Rather than wasting it on RNG-based chunk farming, a chunk vending machine could be introduced, which exchanges cash for specific chunks. Players would be able to choose which type of chunk they want to buy, and purchase as many as they would like with their cash. The price for each chunk could be 1,650, which would make a triple built from 60 chunks cost nearly 100,000, like buying a triple from Murch.
This method would fix a plethora of issues. First of all, the RNG issue would be solved, as desired chunks could be reliably obtained while still requiring effort to be expended to pay for them. Second, gear building would become less time-consuming as rather than fiddling with scrubbing/drink tickets/re-rolling, cash generation would become key, and cash can be obtained reliably through a variety of sources. Third, cash would become even more valuable, as dedicated players who already bought everything they could would have a reason to use/generate cash again. Fourth, this would make gear building accessible to average players, helping even the playing field a bit for them and more dedicated players. Lastly, it would offer more gameplay opportunities to all players, as everyone could have fun experimenting and playing with custom gear sets that were previously to difficult to obtain
Overall, I think that with some changes, gear building could become much more accessible and enjoyable than the current system, improving the game for all players.