How CUSTOMIZABLE KITS could work in SPLATOON!

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  • Опубликовано: 15 сен 2024
  • #splatoon #splatoon2 #splatoon3 #splatoon4 #nintendo #nintendoswitch

Комментарии • 57

  • @Grenze_Splatoon
    @Grenze_Splatoon 2 месяца назад +17

    I like chara’s idea where every weapon is assigned a pool of assets to pick and choose from. Every part would also affect pfs. My idea to add on to this is every combination would have to have different skins so you know what you’re fighting, or they would have to add icons onto the player count on the top to display their kits. If the models are chosen, the models could be taken from all games. For example, we could have the splatter shots from all three games, Splatoon 3’s ttek, Splatoon 1’s wasabi, and Splatoon 2’s kensa. On top of that, they can add a Splatoon 4 splatter shot and have seven models to choose from, and thus seven possible shot kits. They could also add subs and specials through the game like chara said, and also add models to accompany the new possibilities.
    Edit: I would also like the player bars on the map to display how close each player is to special, at least on your team. For clearance, the bars that display your teammates, their abilities, and buttons they are mapped to for putting your cursor on them for super jumping.

    • @kirby260b3
      @kirby260b3 2 месяца назад

      If you look at the map you can already see what sub and special people have I'm prty sure

    • @Grenze_Splatoon
      @Grenze_Splatoon 2 месяца назад +1

      @@kirby260b3 I still think it’d be a good idea to add it on top as well. That way, you don’t have to lose visibility. It makes it a lot easier to engage if you can watch someone and see what they have.

  • @Olavi_VLIi.47
    @Olavi_VLIi.47 2 месяца назад +17

    How they could do custom kits is what ProChara said in one of his videos about it: every weapon gets a couple of subs and specials assigned to it and you can choose which you want. Then every update, a weapon gets more options and maybe also a new skin.
    Here’s an example if I’m not clear enough:
    Take for example, the REEF-LUX 450.
    It would have the Curling Bomb, the Splash Wall and the Point Sensor assigned to it (the Point Sensor is not something I want on the weapon, its just a random sub).
    It would then have the specials Tenta Missiles, Tacticooler (please) and Ink Storm.
    Now I would personally choose the Curling Bomb and Tacticooler, if this were the options, but you could for example choose Point Sensor and Ink Storm.
    Now imagine update 3.0.0 for Splatoon 4 releases. The devs are adding more options! Only one new sub and special at a time though. Now, the Splat Bomb can be chosen, as well as the Kraken Royale.
    This would - in my opinion -be a near perfect system. Some weapons could of course still get unlucky and have zero good combinations, but at least it’s not that if your weapon got a kit that you don’t like, or if one kit has a sub you like and the other a special you like, well then too bad. It’s also good that certain broken combinations, like Slosher with Burst Bomb or REEF-LUX 450 with Burst Bomb (I didn’t suggest that one because I know it’d be way too broken) can’t be selected as well

    • @landensplatoon
      @landensplatoon  2 месяца назад +2

      That’s a great idea actually! Definitely feels a lot more manageable than what I proposed, I would just love more than just a few options

    • @glitchingeclipse9850
      @glitchingeclipse9850 2 месяца назад +1

      I like the idea of having 3 subs and 3 specials for every weapon, but I feel that the extra on top of that is really overstepping it, and there are a few reasons why I don’t like it compared to switching between 3 subs 3 specials.
      Firstly, it overcrowds the user with choices for a single main weapon. From this point on I’m going to refer to the ideas as 3x3 (for 3 subs and 3 specials) and 5x5 (chara’s extra on top of 3x3 which iirc went up to 5 subs and 5 specials in the video).
      If we go off of the total amount of possible kits a weapon could have in the 3x3 idea, it comes out to 9 total combinations, which is a larger amount than what we usually get currently while being limited enough to not overcrowd the player with choices.
      Meanwhile, if we go by the 5x5 idea, the total amount of kits comes out to 25 for a single weapon, 16 more than the 3x3 total. While this could seem like a good thing at first, there is no real reason why a person needs that many options on a single weapon. From a casual perspective, the 5x5 method overwhelms the user with options that they likely wouldn’t use ever in the long run.
      Following up this, the 5x5 method also discourages the user from switching weapons. While the kits being limited in the way they are currently designed isn’t that great, I believe that it’s good to keep the weapons limited to some degree, as it encourages players to try other weapons and other playstyles. While the current system encourages this well, it doesn’t allow much room for one tricking a weapon with how limited they are. I think that the 3x3 method is a perfect balance between these two, as it provides enough options for one tricks to use for their weapon while being limited enough to encourage trying out different weapons.
      With the 5x5 method, however, I don’t think that it encourages the player to switch weapons at all. With 25 playstyles, the player would most likely have the other playstyle available to play with their weapon already, meaning they wouldn’t need to switch weapons for something else. While this is good for one tricks to have huge variety in one weapon, it doesn’t encourage the player to switch off weapons at all, and I don’t think that this is a good thing. Players SHOULD be encouraged to use more than just one weapon all the time, and therefore, weapons SHOULD still be limited in kit amounts to an extent.
      Finally, the 5x5 method would create a huge amount of kit overlap and repeats while bringing down weapon identity as well. One thing I do not like is repeat kits, as they bring down the identity of both weapons that have the kit. I believe that a weapon’s identity is tied with their kits, as you’re going to be able to tell what weapon is what based on the kit they have. When there is a repeat kit, however, it becomes harder to identify both weapons based on kit, and especially so if the weapons are more similar. In the 5x5 method, the amount of overlaps would be so high and would make weapons less identifiable based on kit and drags down all of their identities much more than repeats currently, and definitely much more compared to the 3x3 method.
      To provide an example of this, lets say that we keep the same weapon amount (which is 63 iirc) and the same sub amount (14) and special amount (19). The total amount of kit combinations with the current sub and special amounts is 266 kits. Lets assume that each kit would be done an equal amount of times for them. If we did the 3x3 method of 9 kits for each weapon, then there would be 567 weapon kits total (63 x 9), which is a little above double the amount of total kits, meaning every kit would be repeated at least once. With the 5x5 method, there would be a whopping 1,575 weapon kits (63 x 25), just shy of 6 times the total amount of kits possible, meaning every kit would be repeated almost five times. My problem with this is that every weapon should feel unique enough to a weapon, but if the same kit exists six times on multiple other weapons then it no longer feels special to play that weapon.
      Overall, while I’m sure chara saw the idea as very helpful to both casual and comp with the 5x5 method, I think that it oversteps on what the 3x3 method does well while creating new problems with it, some of which come from fully customized kits. I think that the 5x5 method is less helpful than it seems design wise, as it would overwhelm players with options, discourage players from switching to new weapons, and exaggerates the repeating of kits more than currently and thus drags down the identity of weapons and the kits as well.

    • @Olavi_VLIi.47
      @Olavi_VLIi.47 Месяц назад

      @@glitchingeclipse9850 Good point! But what other replacement *would* be completely perfect?
      Otherwise, what we could do is have every special and sub be for the same playstyle? For example, the options for subs could be Point Sensor, Ink Mine and Angle Shooter.

    • @glitchingeclipse9850
      @glitchingeclipse9850 Месяц назад

      @@Olavi_VLIi.47 Sorry, I’m having a bit of a hard time understanding what you’re trying to say, think you could try to reword it a bit?

    • @Olavi_VLIi.47
      @Olavi_VLIi.47 Месяц назад

      @@glitchingeclipse9850 What I meant was that there can’t be any system that doesn’t have any flaws.
      And what I meant with the second thing I said was that they could have every sub or special weapon be the same type of playstyle, that’s one of the arguments you gave to not have the system I recommended.

  • @Cuttlefishyt
    @Cuttlefishyt 2 месяца назад +2

    I do agree that it would be a good idea in general, but in that case meme teams would be a lot more of a problem in comp, with a special like reefslider, triple splashdowns, and ink vac.

    • @SerialBull
      @SerialBull 2 месяца назад +1

      Certain things can be banned in comp

  • @romanaww
    @romanaww 2 месяца назад +2

    No I don't want custom kits only. I just like having trade-offs in some kits instead of people only running disgusting comps. Plus it'd be harder to prepare and learn other players' kits. But I am all for custom kit lobbies. Like one that's anything goes where everyone brings a fully custom kit, and then there should be the possibility of custom rules where you can preset possible kits that players who join might use. That'd be my dream.

  • @voguefurret
    @voguefurret Месяц назад +1

    They could have the Sub and Special linked togheter by Brand, Maybe Krak-On has Squid Beakon + Kraken but you could place their Sticker (Kit) on any weapon.
    Let's say there's 30 Brands, Which makes for about 2 Kits per Sub and Special.

    • @voguefurret
      @voguefurret Месяц назад

      Special Charge would still be determined by the Weapon, Here are some examples of Kits:
      - Tentatek
      Splat Bomb + Big Bubbler
      - Forge
      Suction Bomb + Booyah Bomb
      - Barazushi
      Ink Mine + Crab Tank
      - Dolphin
      Angle Shooter + Ink Storm
      - Skalop
      Splat Bomb + Ink Vac
      - Annaki
      Autobomb + Ink Jet
      - Nouveau
      Toxic Mist + Killer Wail
      - Krak-On
      Squid Beakon + Kraken Royale
      - Neo
      Burst Bomb + Reefslider
      - Foil
      Point Sensor + Splattercolor Screen
      - Inkline
      Sprinkler + Super Chumps
      - Rockenberg
      Squid Beakon + Tacticooler
      - Express
      Sprinkler + Tenta Missiles
      - Firefin
      Splash Wall + Triple Inkstrike
      - Enperry
      Curling Bomb + Triple Splashdown
      - Deco
      Point Sensor + Trizooka
      - Kensa
      Fizzy Bomb + Ultra Stamp
      - Custom
      Torpedo + Wave Breaker
      - Emberz
      Autobomb + Zipcaster

  • @tippedjoshua6802
    @tippedjoshua6802 Месяц назад +1

    I feel like this would be a very hard thing to add, like I feel like no matter what they do there will always be some sort of combination for each weapon that is just much better than all the others to where there’s no point in using anything else. Maybe certain combinations make the weapon or your movement behave differently?

  • @trappist-x
    @trappist-x 2 месяца назад +1

    custom kits would be a great opportunity for customising weapon designs. Stickers, paint jobs and other accessories would be rly cool (imagine adding the blaster flame design to any weapon) and would be a good reward for progression (maybe you need a certain no. stars to be able to customise a weapon).
    Splat3 made the effort to make kits more visually distinct but custom kits makes that a bit redundant. I think custom weapon designs would work

  • @strp-ow9ci
    @strp-ow9ci 2 месяца назад

    The way I have come up with this is that kits still exits, but you can swap between the subs and specials these kits provide aditionaly the apearence of the weapon can be mixed and matched.

  • @FactorManTCE
    @FactorManTCE 2 месяца назад +3

    great editing, i just wish the voice was a little lounder and/or clearer, but above all good video!

    • @landensplatoon
      @landensplatoon  2 месяца назад +1

      @@FactorManTCE Thanks! I’ll keep that in mind!

  • @X-A-Z
    @X-A-Z Месяц назад

    One should be able to use custom kits now, in private lobbies only.

  • @Pau-sp9yp
    @Pau-sp9yp 2 месяца назад +3

    I think customizable kits are the best outcome
    The point system could literally be points for special per main, sub and special chosen (or have every possible option given exclusive numbers)
    Also they could reuse previous skins and alterations from previous games aswell as allow for new ones
    And finally, for the balance
    There wouldn't be a dominant combination because the most used combos would get nerfed and balanced while the less used would recieve buffs, until a perfect point with a lot of variety
    Thanks to custom kits they can finally know which subs and specials are problematic

  • @VGF80
    @VGF80 Месяц назад

    The sorry state of sploosh in splatoon 3 was more than enough of a drive to make me advocate for custom kits.
    I've been begging for more kit flexibility since splatoon 2, and splatoon 3 has only made the kit problem worse.
    Not only are there not enough kits per main weapon, the kits that do exist are inconsistent in quality, with many being dog crap. Splatoon really is long overdue for a kit system overhaul, there needs to be system that allows for more options available.
    And if no custom kits, then they could at least give us 3+ kits per main weapon for splatoon 4 and while they're at it, may as well cut down on the no. of specials, don't add any more specials after launch, just focus on improving on what already exist than abandoning them for a better designed special (cough cough Triple splashdown vs reefslider cough cough). Also considering that a majority of kits are recycled from previous instalments, they could have 2nd kits be available at launch.
    Whatever Splatoon 4 decides to do, anything is better than what we're stuck with for Splatoon 3.
    The bottom line is that we need more options. Adding new weapons is only good in the short term, it's the kits that have the long term benefit.

  • @TakarokaNylonVintage
    @TakarokaNylonVintage 2 месяца назад

    Property shifting weapon with random kits every match

  • @implying8903
    @implying8903 2 месяца назад +2

    Honestly I prefer the current system over your suggestion. The kits are really well designed and add a lot of identity to the weapon. They also encourage diversity because you generally need different main weapons and sub weapons if you want special diversity. You can't use the best main and sub weapon 4 times but with a different special.
    Custom kits are also much harder to balance because without kits, main weapons are so similar to each other that it's almost impossible to make everything worth using at the same time.
    The point system goes against the spirit of fully customizable kits by restricting them. They should never be used as a balance tool because your favorite kit could be removed in a balance patch that increaced the points. Points also imply that some options are supposed to be stronger than others which would disappoint everyone by making every main weapon intentionally weaker or restrict your kit freedom❗
    In conclusion, custom kits would never work and the current kit system is a balance problem and not a kit design problem and the current balance does not indicate a flawed system. I think that fixing the special balance is more effective.

    • @landensplatoon
      @landensplatoon  2 месяца назад

      I understand where you’re coming from, although not all of the kits are well designed. Custom kits also means we don’t have to worry how many we get every season, and the developers could instead focus on other content

    • @implying8903
      @implying8903 2 месяца назад +2

      @@landensplatoon adding kits doesn't require a lot of effort so you can't expect that much content with custom kits.
      Regarding the current kit design, some kits are weak, which is primarily due to the poor special balance. Conceptually, every kit is going for a clear playstyle that matches the main weapon. some of them just work better than others. You can name any kit and I will tell you why it's really well designed and why it fails to be meta relevant.

    • @kaye_spl
      @kaye_spl 2 месяца назад

      reeflux deco has zero synergy in every aspect of the kit. please tell me how you think any part of that is well designed

    • @implying8903
      @implying8903 2 месяца назад +1

      @@kaye_spl Great! First we analyze the main weapon. It's an aggressive frontline weapon which outranges the short range weapons, it paints really well and it has a fast kill time.
      Wall can be used to protect yourself while you charge up your shots and reefslider is a big explosion that can help in enclosed spaces and against groups. Sadly this last part doesn't always work because reefslider is just weak but that's a balance problem that affects every weapon with reefslider equally. If anything, Reeflux deco has the best synergy with reefslider. By throwing a wall preemptively, you can protect yourself during the vulnerable part of the special. The minimum damage of 30 also combos with the outside hotbox of reefslider.
      Reeflux deco plays like 52. It's a selfish frontline weapon which uses the wall to take space, threatening to one shot anything in its path. It requires good aim and an overall understanding of the weapons playstyle.
      Sadly a lot of people don't understand how the Reeflux deco is supposed to be used. You should give it a try yourself!

    • @kaye_spl
      @kaye_spl 2 месяца назад

      @@implying8903 no? thats not how a reeflux wants to play at all from my experience. the wall doesnt help much as you want to be using your mobilty to your advantage, which wont be very helpful if you are trying to defend with a wall, expecially now after the buff to its midair charge time, meaning you will be moreso trying to jumpstrafe around enemies than to use your wall like a 52 does. I will admit that the slider isnt the worst special for the weapon, as it can be used very aggresively which can fit the playstyle well, but currently the weapon just has no options for synergy with the special after the explosion, like undercover's sheld or tetra's dodge rolls allowing them to stay more safe out of the special, and it doesnt have any combo with the special like how dread wringer does. I have personally played a lot of the reeflux, but this kit is just sad compared to how good the first kit was, even with the mid special on the vanilla kit

  • @gavinburns13
    @gavinburns13 2 месяца назад

    🔥