Elecmaw
Lord of the Squids
- Joined
- Aug 15, 2015
- Messages
- 1,088
- Location
- Netherlands
- NNID
- 024589
- Switch Friend Code
- SW-3466-8927-7969
wah wrong topic lol
Then they did a terrible job. Splatoon was never intended to be a "hardcore" competitive game. Just look at the adverts for the first game. What happened, is that they ended up making a competitively viable game largely on accident, in largely the same vein as Melee, and after seeing this, much like with the Super Smash Bros. series, they toned down the next installment, unless somebody wants to tell me nerfing Run Speed Up, making Chargers borderline irrelevant, and making the Ranked system 10x more forgiving was Nintendo looking after the competitive community.But i feel nintendo is mostly focusing on the 'hard core' audience.
One of the biggest things that also made the comp scene drop Splatoon 1 immetiately was also Spectator mode . As only that makes it easier to stream tournaments, which helps a lot with the game getting exposure. For Splatoon 1 setting up streams for tournaments was quite the hassle, and you ended up watching from only 1 player's perspective, which isn't always the most spectator friendly thing.The only aspects where Splatoon 2 is more competitively viable than the first game, is the addition of LAN play, replacing all the specials (although with their approach to balancing them, they're all about Splatoon 1 level now) and the ability to get perfect gear, but I could do the same thing a hell of a lot faster in Splatoon 1 with a modified save file, although I realize that isn't really a fair comparison.
If anything, this enhances the fact that splatoon 2 is for casual play. Since only 6% of the active ranked player base actually plays at an S+ or higher level. If this game was designed for competitive play, these changes would not have taken almost a year to occur, let alone just announcing the changes last week. Since no competitive games let their top rank be maintained with a 33% win rate. Rank X is more of a fix to the needs to competitive players who got a game that initially wasn't designed for competitive play. And like you said, it was based on a mechanic already found in the game. Making it just a quick fix for competitive players.I don't think there's a good argument left that Nintendo isn't trying to target the hardcore audience. They completely eliminated S+10 to S+50--which was occupied by only 1% of active players--in favor of an entirely new ladder system. Which, granted, is based on the previously-hidden Power Level mechanic, so it's not a tremendous stretch, but it's an effort they didn't have to make if they didn't care about hardcore players.
Also, to everyone who thought it was "trivial" to reach S+50, perhaps you'll rethink that. Only 1% of players active in the week they sampled had even reached S+10. That doesn't include players who've stopped playing, but I'll guess that folks who've reached that level are more likely to keep playing, not less.
Nothing impeding it except for the opinions of everyone in the eSports scene right now. Just as most people really into physical sports look down on eSports, I guarantee that there are many people that refuse to acknowledge Splatoon as a "real" eSport. I may be completely wrong, but the only thing stopping Splatoon in the eSports scene is the people that started it and continue it.There is nothing impeding Splatoon 2 from having an eSports scene, of course, but I don't think the game is designed in a way that it could make it big in the scene.
Even if it only requires a 33% win rate to maintain your rank—to maintain your rank, not increase it—there are still better players in S+ than S, which is better than A+, etc. If the matchmaking is S+ is based on your power level (I don't know, but does anybody know?) then it doesn't really matter how easy it is to reach S+ as long as you are battling players with a similar skill level. All that does is take away from the accomplishment of reaching S+, but not from reaching S+50, which still requires a lot of winning.Since only 6% of the active ranked player base actually plays at an S+ or higher level. If this game was designed for competitive play, these changes would not have taken almost a year to occur, let alone just announcing the changes last week. Since no competitive games let their top rank be maintained with a 33% win rate.
To be fair, yes, it was, to the point Blizzard was originally against more casual approaches to the game, such as maining heroes or being one trick ponies (basically, playing only one hero, all the time), which goes against the core design of the game (switching heroes to counter the opponent hero picks), which you need to play around in a competitive setting. They also invest heavily in eSports stuff, such as Overwatch League and improving the game's spectating features.@Reila Because Overwatch was designed to be competitive?