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Other than random "server error" message I did have to reboot due to some emergency server maintenance Wednesday or Thursday last week.Has anyone else seeing the issue where you turn on your switch having turned it off in the lobby and are back in plaza. And every time you go into the lobby you just get "an error occurred" until you totally close the game and restart it? It's weird I know it's not happening to everyone but it's daily now for me. Or just started a week or two ago.
That's not so much a glitch as it is the "normal" symptoms when someone is about to disconnect and may or may not drag others in their wake. ... which can be incredibly frustrating during a ranked match and their dc drags you along with them---automatic loss and no medals!Also I had the funniest glitch game the other day. TW. I splat someone, but they don't die. Then I get splatted. But the kill cam can't find them, it's scanning frantically over the map not locking onto the squid that killed me. Then finally showed an under ink swimming squid.
I respawn, head to center, then a kill icon pops up.... Huh? Ididn't do anything. That was the splat I got 8 seconds ago registering..... Then I get splatted. Wipeout! Ugh. Respawn, back to center, splat someone. Wipeout! Yeah comeback! Respawn, get splatted. Wipeout! Wait a minute....I look up.
6 black holes and 2 squids. Everyone else was disconnected, it was 1v1 for a full minute of tw. I had explosher, he had splatter shot......
Defeat. With only 2 squids on the screen.
I got "server error" back around the Splatfest (but then it came back and I didn't know it because mine still said server error, but then the details showed the server was fine.) That was similar to this one - I had to quit the game and restart and it was fine. Then it was fine for a while, but even before the server maintenance issue last week it started this new thing that any time I put the console in sleep in the lobby then turn it back on, when I turn it back on, it won't reconnect, just shows an error until I quit the game and restart. Not that big a deal, but it's annoying having to relaunch the game instead of use sleep every time (or maybe go out to plaza first?) I swear nobody else has that problem, which itself is pretty weird.Other than random "server error" message I did have to reboot due to some emergency server maintenance Wednesday or Thursday last week.
Guess people were having more disconnects than usual, so now we're supposedly back to our usual volume of disconnects...
That's not so much a glitch as it is the "normal" symptoms when someone is about to disconnect and may or may not drag others in their wake. ... which can be incredibly frustrating during a ranked match and their dc drags you along with them---automatic loss and no medals!
I took a look at the patch notes. I didn't see anything about banning players that abused exploits though. Where is that?Rejoice! Nintendo has finally released an update tackling the communication issue! Furthermore, they will ban players who abused things that were never meant to be used in the first place. There's safety in good honest gameplay after all.
New weapon kits will be added when the new catalogue releases.It seems weapon re-skins (except for the Hero Shot Replica) are gone. With the Tentatek Splattershot gone, I worry that the meta may be even more centralized than before, not to mention the unfortunate loss of cool-looking weapons we had in past games like the Octoshot Replica or the Kensa weapons line.
I could be wrong though (I hope so) and the weapon re-skins get added in a future update.
- Fixed an issue in Rainmaker that caused the player who placed the Rainmaker on a checkpoint to appear motionless to other players.
- Fixed an issue in Rainmaker where the goal distance count would go to 1 even when the Rainmaker had not reached the goal.
- Fixed an issue where, if you got on an inkrail while using the Inkjet or Zipcaster, allies Super Jumping towards you would land at the start point of the inkrail instead of the intended location
I'm going to make a video about this. Hopefully I will be able to post it here by tomorrow.I realized my digital copy on my other switch can't be used by my other account, so I can't play unlimited ranked on my alt while waiting for "good" times to try a rank-up battle.
......So I bought another copy of Splatoon 3.
@Saber I was thinking while playing about the conversation earlier on momentum and how something is wrong with how momentum-heavy the game is. I haven't quite figured out why it seems worse in S3 than before, but I realized (other than the disastrous netcode and the matchmaking) what the biggest real issue with the gameplay is. SUPERJUMPING!!
It's a staple feature of the series. Some might say a foundation of it. It adds strategy. Outside high-levels it's just a method of team-self-destruction as they all jump to their doom repeatedly. Heck, even at high levels it often is.
But it's largely what breaks the game in ways unintended, and I think has the opposite effect on the game than it was probably intended in the beginning to have. Were trapped with a game breaking "core" feature that's a relic of being a WiiU gimmick for the second screen.
The intention of SJing was presumably to get squids back to the action with their teammates quickly and keep the action and back-and-forth going despite heavy splats. But the real effect is something different. SJ'ing is primarily an asset to the already winning team with the most turf under their control. It is primarily a liability to the losing team, both hurting themselves and helping the enemy team. This then combines with the specials to accellerate that momentum.
Consider a match. It can be any map. Think of the ink lines being equally up to center. Now imagine as team red gets a wipeout on team blue, in the respawn time they ink a lot of turf up to team blue's base, then start fighting into the base. As team red members are picked off, they SJ back all the way across the map, constantly refilling the ranks. They can SJ relatively safely because their team has a huge cache of ink, a large area to pull back a moment to safely provide SJ drops, and the map design of elevations toward spawn actually provides them endless cover to safely drop near walls without being able to be seen or attacked easily by blue, while still being placed into battle effectively at or in blue's base. They effectively become an endless army. Blue can not splat them fast enough that their chain of respawning and dropping right back at or in enemy base allows blue to regain any turf without having to outfight the enemy As soon as blue picks one off there's another coming back in to replace them, without a chance to recover turf between the waves of attackers.
Now consider blue, as they are splatted, they respawn. The enemy is at their doorstep in unrelenting waves SJ-ing has almost no advantage for them at all, because the battle is nearer their spawn, and they lack inked turf. SJing is dangerous/destructive to try in those CQC conditions, and even if they succeed they gain little. The attack positions are elevated and exposed to the enemy, the distance gained vs just swimming from spawn is negated by the SJ time, SJ is a weapon used by red, the leading team, to hold their advance position without having to fall back when defeated, with minimal penalty for defeat, while SJing is not useful in any way to blue. They gain no distance or advantage from the battle being near spawn.
Meanwhile the lead team, red, has total freedom of movement across the map at speed as they have it in their ink. Blue can try to escape the pending spawncamp by taking flank routes and using SJ to break out together. But to try to take the flank route means having to lay down ink over enemy ink to get out, that slows down movement, and also rules out stealth, inking makes them visible. Meanwhile the enemy has both stealth through their own turf, and rapid access to any area of the map, so it's very easy for them to break off and shut down a breakout attempt without giving up their position from a continued position of strength. The game mostly favors keeping a team in the turf lead in that lead permanently unless a herculean breakout effort reverses it. And TW level turf control is no less critical in ranked.
The only thing SJ does is help the team at advantage maintain or extend that advantage, while doing nothing, or being a detriment to the losing team. In other words it's the heart of the momentum problem and the game would be a LOT more balanced with a LOT more back and forth without SJ.
It combines with the specials. As the team in the advantage is continuously gaining turf, they have a greater supply of new ink to gain special charge so DURING that forward SJ-momentum driven push, they ALSO have the advantage of having more specials ready to go, more of the time, this helps secure the push as the leading/advancing team is able to also suppress the enemy with barrages of area specials and continue the advance. The losing team, by nature of losing ground, has little new ink except covering what enemies shoot, meaning that the only new turf is gained through weapon exchanges, meaning much less special charge, and often getting splatted by the driving momentum before charging specials. And the SJ-ing is what secures that momentum advantage. If enemies had to swim all the way back from red spawn, there would be ample opportunity to use every splat to regain territory and keep resetting the situation closer to center.
Now, the massive matchmaker team imbalancing can break that theory if blue happened to be a team that just outshoots team red in every battle. But all things being equal, Superjumping breaks Splatoon's balance, by actually accentuating any advantage and using it against the disadvantaged team. Staple feature or not, the game would be much more balanced and lose that momentum problem without it.
Maybe making SJ much slower without a ton of SJ-up would help fix it while keeping SJ in place. Or would it just disadvantage less skilled teams that will keep SJ-ing even at big time penalties? Right now it means a decent team in the lead is almost invincible unless they are wiped, becasuse one remaining squid puts everyone back in place as though they were never splatted.
(Rainmaker is the one exception to this since the rainmaker can make it's own path through enemy ink, advertises itself, is slow, and the shield halts a lot of that momentum.)