I think the whole problem with this splatfest can be summarized in the fact that the ranked matchmaking system has been MASSIVELY flawed for a long time, and there are dozens of posts around Squidboards where we've discussed that. We've been searching for so long for a solution. And all Nintendo has offered us, now, is to take that disastrously broken matchmaker from ranked and drag it over to carry DIRECTLY into our splatfest experience now. So whatever flaws you've experienced in ranked are now going to directly affect your Splatfest experience too.
Additionally, the duration of time you have to play Splatfest to get your snails (or should want to play Splatfest because it's supposed to be fun), does not translate well into the level of intensity associated with ranked. Splatoon at high level is arguably the most intense shooter on the market in terms of speed of play. It's the Short Track Speedskating of the video game world. "Full intensity" doesn't play well in TW for hours and hours. And without an objective to focus on, TW descended into deathmatch rather than REAL TW strategies that would apply if people were really playing TW.
It actually is, a good part of it could be designing the game better:
Having weapons splat slower or have expectations of some lag and dealing with it properly, not making a game pace so fast it is only suited to LAN. Also the hit detection differences of main/sub/RM, cuz you know I actually depend on seeing the person get splatted by the whatever when I see it so they do not make unfair trade (having slower splat times could hep with this though) Also the weird lag of stuff passing though splash wall from the delay it has of going down. Still I do not get the thinking of the different hit detection and even with that sometimes you are still hitting people 5 times or bouncing of people with a normal roller when you run over them. So there is something wrong in the code that allows lag to bug the game like it does. I also seen a tower score for the opponents with no one on it because one of my teammates wailed it so I got on it solo, it went backwards for like 10 points with me alone on it.
Having rank saved on Nintendo end
Having squads not effect rank (people do these for money/fun/ find high skill or play with friends?)
If they changed how rank is saved, they should basically reset everyone to C-
This would help balance teams more, along with the matchmaking should a large group of players think "Oh all the kids pick A so I pick B) be more willing for mirror matches.I shouldn't be paired with people 1400-1600 if I am 1700 vs the other team average being 1600+
dealing with connection issues during match making better, maybe option to wait to pair up last played teammate? Anyways I should not get a connection error just because the game loses a packet or something, along with 1-2 hit shot splattershots when it should be 4 hits with my defense setup
the reason of the huge skill gaps of A/S/S+ is from flippin savesscum/and or squad carries. The game is simply more fun if 8 people are the same skill, not 4 true S+ vs a B rank carry, C rank savescum,A random A rank that was thrown in there because matchmaking could not find anyone, then me S.....(I am not sure if I am true S+ or not, lag does not help this =.=) No reason S and S+ should start at the same points since it takes a lot to break out of S..... compared to other ranks.
From my carry attempts this is how i see the general skill level of ranks:
All C (same) > gap B-,B, > gap> B+ >> gap >A-, A, >gap> A+, Gap>> S, >Gap >>>S+
You bring up some PHENOMENAL points which I haven't seen anyone else bring up before! Your points on the time to kill and the pace of the game being so fast it's not suited for internet play. These are points that are so obvious and glaring, yet I don't think I've seen anyone point out that issue before. The very nature of the game is inherently flawed for internet play! That's a very insightful (and depressing) realization.
This is one place, I hate to admit, Nintendo's critics are right. Nintendo doesn't understand "this Internet thing" yet, and they're too isolated in their Kyoto shaped bubble. As I understand it, internet in Japan is different than virtually everywhere else. The performance is such that, "the internet" is essentially LAN level performance there. I truly believe Nintendo had pretty much ZERO understanding of the way internet behaves outside Japan and considered lag only the smallest of issues. It's a game designed for the LAN-like internet of Japan, not so much out of disregard for the rest of the world, but a lack of understanding it's even different elsewhere. The launch of the WiiU with the day one patch that had a habit of bricking consoles if the connection dropped because it directly overwrote the firmware block by block. Nintendo's attitude was essentially "well it's not like dropped connections are common or anything." They didn't even KNOW. I love Nintendo for being isolated and backward thinking....but not so much for online games.
You're right about splash wall delays. I understand what they were trying for but also where it goes wrong. And the time to kill....it is very VERY rare when I trade that I was killed first. The trade almost always happens that I hear hits then splat some seconds AFTER my opponent was confirmed splatted. And when I play brushes I've had to learn to NOT attack until they splat, but instead, attack a few flicks and then FLEE while they're still fighting - in most cases it seems to happen that I "splat them" after I've left the area. This has the effect that they might actually not be killed. But I have to risk it. Yet if they have a blaster shot on me they get me right away? I've also seen the tower move on its own with a suction bomb or sprinkler on it. I started to believe putting a bomb or sprinkler on the tower could actually make it move! Then I tried it and it didn't work. Yesterday I played an SZ round in warehouse where a Japanese inkbrush player was walking on the side, then teleported into the zone, attacked a teammate, then teleported back to the side and attacked me as though he had never been inside the zone. Had I followed him into the zone to attack, I'd have been splatted on the zone from behind, where he apparently REALLY was.
Despite that both of us are alts and hate to be hypocrites, when discussing the scum/carry players we should not leave out the effect of alts. We are breaking the game as alts every bit as badly as the carried (not as bad as the scummers.) The carried will drop down when they play solo. Our alts will rise up, but probably not to where they should be because we use our alts to experiment with weapons etc. At some point, probably the A's, maybe the B's is this meeting place of us A+/S/S+ players who haven't been playing our best on our alts, and the dropping point of the carried players. The result is predictably AWFUL. Technically with periodic rank resets, alts would probably vanish. There'd be no time or need to have a separate account if they'd get reset in a few weeks anyway. Scummers are worse though as they can land in S+ and stay there forever because they NEVER LOSE.
I wonder if the skill gap chart you have is really the same in 2.6 where B,B+, A-,A,A+ are ally equally matched together as a single large rank. I still believe that's one of the worst decisions they could have made to turn A and B each into a single rank.
This seems to be the crux of many complaints I'm hearing. People have to actually fight those around their skill level instead of having the entire spectrum of player level pop up in matches. I've yet to hear about any newbies being put against S ranks, no, it's only high level people groaning about actually having to put in effort.
I think a good part of the complains is, regardless of whether you're C or S, you have to play to the same number of points to get your snail allotment. Fighting in ranked it's one thing to say, "it's a bad rotation, just play later" etc. I prefer not doing THAT either, but many people do that. But Splatfest it's a single rotation and you MUST exp grind your way through it no matter how good or bad it goes to get your allotment if in-game currency that then further affects your performance in the Ranked battles....so if you don't do your splatfest, you're out of luck for the next month in trying to get your slots or rerolls. So it's a little different in splatfest. Having to play at A/S level for 4 hours non-stop isn't something you do for fun. Even in normal ranked days you'd get two different game modes during that time to break up the playstyle.
People were initially excited you'd get more points faster and thus it would get the high rank people out of the game faster. But when you're losing 8.2 out of every 10 matches, it takes a LONG time to collect the 200 or so points. It forces players to slog through many hours of "play at your absolute best possible and then even better" - that's not fun, that's a chore.
Then again, the caveat I'll keep saying is due to schedule I played only the final 4 hours of splatfest. I saw *VERY* few royalty players, so there's a high likelihood that the majority of players I was seeing were alts, meaning it was really 4 hours of non-stop S+ level battles. Or put another way: Imagine someone telling you you're going to be playing Kelp Dome Tower Control for the next 4 hours against S+, S+, S, A- teams. Would you ACTUALLY choose to play? Would you block out time a week in advance just to play that? :) I love TC, and I love high challenge battles except when my rank tanks. But even I'd draw the line at 4 hours of that slaughter :p