I dunno man. While it's definitely possible for anyone to make a Splatoon guide if they read up enough about it, I feel like if you've never played the game on a competitive level before then you're going to misjudge, miss out on, or add too much about certain details in a way that'll just work together to lower the quality of said guide, among other things.
From my understanding from reading these posts so far you have a solid understanding of what flc's saying goes on in a top player's head, but that's very different from the thought process that goes on about how to play the game. This is the reason I personally think watching VODs of a player just above your level is more important than watching those of top players if it's for the sake of learning things about a new weapon. In this case, the most pressing questions for me are these - how should a player go about learning how to cut out the fluff their thought process? You're explaining the end goal, but not the thought process or any simpler ways to kickstart this line of thinking. Are there any common pitfalls that should be avoided while implementing these things? If you learn about these two things through someone else then chances are it's through someone else's guide which by that point you can just suggest someone checks that out instead to avoid the earlier problems I mentioned.
It's worth mentioning that competitive play is completely different from solo play. While you can absolutely take concepts from one to improve with the other, it's not going to be one-to-one and there will be some things you learn from one that won't apply to the other. Solo play is generally a lot slower, but it forces you to have a degree of self-sufficiency that competitive play does not. You can get away with a lot of plays in solo that are really stupid on paper but there will also be a lot of points where you're making a good play only for your teammates to not know how to play around it.
Either way, welcome to Squidboards! I love seeing this kind of enthusiasm towards the game and I hope this doesn't mess with any of that.
To the point from earlier actually, this much is why I'm hoping as many people here as possible can at some point get around to making a guide for their main(s). This whole website's guides section could eventually turn into what you would want this to be but it's not my place to comment on the Bamboozler for example. I already did something for both the Decavitator and Stamper and a great Wiper guide already exists on the forum but there's still plenty of other room that I can't cover that nobody else has done yet.
Thanks, glad to be here. It is good to break out of the 1-man echo chamber.
I agree with your comment, and my own doubts mirror this.
I don't know competitive, especially the thought process which isn't obvious on the surface, like you said.
That is a interesting opinion on watching someone just above your own skill level in stead of much higher. But that makes sense to understand the experimentation that went into how a weapon is played.
As for the 2 questions:
Cut the fluff from a learning player's thinking-
- Not sure on this one. The point would be to increase the awareness of a player, so they know their opportunities and what they can get away with (so they can play more proactively than passively.) Perhaps to cut the fluff I could focus on engagements themselves, how to approach a future engagement, rather than on how to think in terms of a developing situation.
This guide, if I make it, will not necessarily include teaching specific weapons, but short notes on what their niches are, to play proactively, to their advantage.
Avoid common pitfalls to implementation-
- As I already commented on, the priority list is useless without making predictions. I added in a phrase (Do not engage) which means to not join a fight (as a training habit to form) until you know where it will take place, and at least what you intend to gain from it.
So to avoid pointless/wasteful behavior, a player could avoid a engagement at first, to then choose how and where they wish to engage on their own terms. This forces the thought process of foresight into a player's thinking rather than a reactionary one.
But even then, a player cannot have perfect knowledge and many predictions will be false, which is something to refine over time. And random outcomes force a change in one's actions, but another point would be to pay attention and then know if a prediction is wrong, thus increasing awareness of the current situation.
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The main idea of this guide is to think ahead the future engagement, so while I am currently handling a engagement now, my thought process is focused on the next engagement after, and how I can leverage that foresight to my advantage.
To just play efficiently (being good at engaging or prioritizing certain subconscious decisions) requires training in good habits, and removing the bad. To that I want to experiment with restrictions on certain behaviors, such as focusing on special spam, then only using your special to combine with your teammates; or focusing on fleeing every engagement, except those which are as safe as possible to engage in; all while avoiding other ways of playing, in order to break bad habits (rush and die, wasting specials without momentum) and being conscious of your own actions/decisions.
This is something I would have to experiment with myself, before I ever consider making it a published guide, along with gaining competitive experience.