Paragon-Yoshi
Inkling Cadet
Who says anything against new gear?
This argument is silly in my eyes.
You can have customization and new gear.
This argument is silly in my eyes.
You can have customization and new gear.
unfortunately nintendo is a company and is looking to make money which in a companies case means less time more profitI still don't get this argument.
What exactly is your problem?
We can still get brand new gear, even with ability-customization in place.
It can both work hand-in-hand no problems,
First and foremost, clothing is always about asthetics.
At least that is how it generally works in video games.
You wear clothes, because you want to look cool.
So being forced to wear gear looking like garbage, just because it has a good ability, is an unnecessary inconvenience.
but just because the ability-lock would be gone, doesn't mean there can't be any more gear.
There is always something for everyone, one way or another.
On the topic of Main Ability Transfer
This doesn't sound bad, actually. As for Cuttlegear you could just buy them from Judd (since he seems to mysteriously find these things) after destroying them, for a price (higher than what you'd see in the shops).
The "sticker" idea is pretty good, too.
On the topic of Sub Ability Rolling
There is another thing I would like to propose instead of single sub rolling that works generally the way you'd like it to.
Slot-locking. This is a feature I know from an MMO where you can reroll your equipment for bonuses and pay an increasing amount of money the more slots you roll. However, to keep rolling for, say, three slots, you must pick the three slots option so that you don't obliterate your other slot(s) in favour of rolling just the one. How did they do this? By locking the slots that had bonuses they desired.
In summary, instead of limiting rolling to a single slot, have Spyke roll all slots and maybe ask a higher fee for preserving selected slots to keep rolling for the one ability you're still missing. The ideal would be that we could just buy the exact slot we want, because honestly, that's exactly what we're doing - only we're getting ripped off at present.
General
I find that the overall way ability rolling works is a bit ridiculous considering there is no trade market (my opinion can be found in this thread) so the system doesn't make a lot of sense to me. I like using gear I find aesthetically pleasing so personally I can get behind this.
Also, I would actually argue that it is wrong. Again, referring to the link up above. It's a really clumsy system that frankly doesn't work for this game. The fact that so many savescum is evidence of that.
Also, I think you're the first to defend the slot-rolling system. The point isn't whether or not "pros" can grind for it, it's the fact that the system is designed to work like an MMO would, with slightly more favourable odds for brand native abilities. You think it's reasonable to expect even the most dedicated Splatoon player to invest an absurd amount of time into rolling equipment? I inquire you to consider this:If anything, players should buy "stickers" from a specifc to replace the current ability that the gear already has. That would seem to be a simpler way and it would fit in with this Inkopilis theme of having 3 clothing shops with different gear every day just now with "stickers" at expensive prices. There you go you already made me think of a suggestion xD
The thing is I think a player shouldn't be relaying on their gear a new player can because he's learning, this making it so the learner and the master have the same level of gear the only difference is their skill and that is how it should be it's not the lack of gear in the way it's your skill level thats in the way and the only way you can get better is to better your skill and besides the one sub skill slot only gives you around 7% (not sure if this is the number but i know it's single digits) and if you need that one percent you should be trying new things to try to get better not rerolling in hopes of getting the three slots and hoping it changes everything.@Dolphoshi
Also, I think you're the first to defend the slot-rolling system. The point isn't whether or not "pros" can grind for it, it's the fact that the system is designed to work like an MMO would, with slightly more favourable odds for brand native abilities. You think it's reasonable to expect even the most dedicated Splatoon player to invest an absurd amount of time into rolling equipment? I inquire you to consider this:
On average, it costs 1,080,000 gold to roll native triple slots (1 in 36 chance (0.0278%)), which equals 197 Knockout games in S rank (5,500 gold). Assuming you win every match in 3 minutes on average, factoring in the lobby waiting times it'll take you about 16 and a half hours of grinding to save up that kind of money.
But, imagine you desperately need a particular set of sub slots, but there are no native brands that support your particular set up? If you're lucky, there is a neutral brand piece with the main ability you want, like Cuttlegear, amiibo, or the various one-shot costumes like Famitsu, etc. Your odds decreased to 1 in 2197 (0.000455%). Now you're suddenly spending 65,910,000 gold on average. That's 11,984 Knockouts in S rank and, given the same unrealistic conditions above, about 999 hours of non-stop grinding. Or a month and twelve days.
Now, imagine the worst case scenario, neither of these conditions apply. You're stuck rolling for unnatural sub slots. You're stuck with a 1 in 4492 chance. (0.000223%) Your average estimated gold requirement went up from 65.9M to a whopping 134,760,000 gold. 24,502 Knockouts. 2042 hours, or two months and 25 days. Your odds didn't just get bad, they got ridiculous. You could be playing this game way into the next generation of consoles with these odds.
Roll chances sourced from this guide made by @Hitzel that was first posted in this thread.
Back on topic:
I see the concern with Nintendo wanting to refrain from releasing new gear if we could simply switch main slots (or re-brand gear) around to basically always end up with the ideal loadout for both stats and looks. On one end, it almost feels like it would be below Nintendo to operate like that, but on the other, the argument makes sense. A nice compromise would be the slot-locking mechanic that I mentioned earlier in this thread, which would make slot-rolling far more reasonable whilst still keeping it pricey. The new price-tag may still discourage enough people that Nintendo would feel incentivised to keep releasing new gear, as there are still plenty of combinations to be had.
Besides, the idea behind this entire topic is to allow us to wear what we feel most appealing and whilst releasing new gear could give way for new, fresh looks, some people would still be stuck with gear combinations that don't suit their taste and then we'd be back here again.
that fine we can agree to disagree but it makes so the new player have access to the same stuff we do because skills do matter but it will be how you use them and almost everyone will have similar equipment, I do agree with the diverse play styles but I feel like if you MUST have to have that third skill you aren't adapting besides you can just have two subs of one and your third sub another thing you like then mirror it with another piece of equipment and you have your three (ish) slot but for me 7% of something I can live without plus if someone has a three gear piece they either got lucky or they fought to get it showing an experienced player. But as for me I can work around the one missing omniimportant slot which will allow me to have more optain then the player who wanted three triple slotsThere is always going to be a difference between the casuals and the hardcore, whether it's the difference in skill or the equipment they use. Going with that logic, we should just do away with all abilities and make it a "true" game of skill, with no abilities to factor in.
This, however, is not the reality we live in, and the use of abilities actually encourage more diverse levels of play that may not otherwise have existed. In that sense, I find your argument rather weak as just about any game that involves difference in programmed abilities share this dilemma, so to speak. Additionally, this game relies less on hard stat values and more on physical and psychological skill sets. A new player with a competitive gear loadout is still going to have to fight for supremacy just like another new player without their amazing meta-game equipment.
That is never going to change within this game, unlike in an RPG where better equipment actually does mean an equally experienced player has a clear advantage simply because of their increased stats. But again, that is not the type of game Splatoon is, hence, I do not agree with your argument.