My guess is that the sneak peak award goes to the team with the most conch shells *per capita*. IE Total team conch shells divided by total team members. Team Fun was a smaller but more dedicated set of players so their per capita conch shell earnings were higher. Team Gear, while huge, probably had a ton of players who signed up for the team, but earned 0-1 conch shells during the lead up period, dragging that team's per capita average down.
That makes sense. On top of that there were probably a lot of players balancing playing online with doing story mode or salmon run so they ended up not maximizing their conch shell earning when playing.
@@auggie9364 I was on Team Grub. I was so surprised and shocked I started laughing until I got sick. LOL. Her little “We didn’t win, but we ATE” quote made me laugh even harder. Best Splatfest Commentary yet.
Members of Team Gear and Team Fun getting pissed off at each other while Team Grub is just eating spaghetti off to the side is such an incredibly funny image in my head.
I was just pissed at the Grub duo i was with for tricolor because they were trying to kill us everytime they were seeing my random teammate and I, while almost not attacking Fun team, while paining our violet ink instead of prioritizing green ink (orange ink was a far 3rd place, green 2nd, and we almost lost because Grub painted over our violet ink despite green was closer and safer) While my random teammate and I never hit the Grub duo and focused Fun because thats how this mode is... Otherwise , Grub ? Fun ? Gear ? They all are neat as long as not being toxic
@@TazukeiOtakai it is fine don t worry, i know not every grubs are this way Also i heard Gear were really pasive aggressive toward Fun and Grub just for their team choice as a gear member, I am sorry if any of you get hate for such dumb reason Y all are great and have your own reason for choosing a team rather than another, people shouldnt be judged for that
>Wake up. >Play to Rank Ruler. >A roughly 50% ratio at the end of this mess. >Wake up to Gear Win. >Get 24 Shells. >I really hope they have a decent splatfest for October.
Couple corrections: -it may actually be conch shells per capita instead of total conch shells collected, which would make Team Fun's Sneak Peek points make a lot more sense. -I forgot to include the 600 clout points a team of 2 can earn for attempting but failing to fully capture the ultra signal. Needless to say, it would only increase the advantage the teams of 2 have and my other points stand -The team of 4 is the only team that gains clout for turf inked, which does improve their numbers but will not be enough to offset the advantages of the teams of 2
I spent all of splatfest almost sure that fun would win, (I was gear) because I was assuming they had the least amount of players, and Nintendo's formula is an avarage based one. Methods like these are an issue the less players exist in a team, for example team A has 100 players with the avarage getting 70, shells, team B has 2 people and they both maxed out their catalog so their avarage is 100. This creates a really unfair situation because maybe in Team A they had 20 people that got to 100. That's why now you as a programer need to decide "Am I really just going to use avarage and be done with it? Or am I going to get more sophisticated with my algorithm and start applying weights" Aka 2 players getting 100 has less weight than 20 getting 100, and that fact has more weight than that of the avarage. The thing is there's multiple ways of manipulating data to be able to compare it. I took statistics, (a crap load of math classes), and physics, and I saw many different formulas to try and balance situations like these. So is anyones guess how deep into their math did Nintendo get.
I also expect the win rate between the three teams in tricolor would be more like 50-25-25, not 34-33-33, which while still giving the attackers the POINTS advantage reduces the margin.
Hey, you're missing another aspect in your calculations. The offensive teams actually do not get Clout for turf inked whether they win or lose in a tricolor match, while the defensive team does get Clout for turf inked win or lose. I think this is an attempt to counterbalance the Ultra Signal Clout but it doesn't do so wholly. There's also the question of whether Defensive wins 33% or 50% of the time (since the game is sort of treating the Offensive teams as one team in some ways) but that's not something we can really guess without a large amount of Tricolor data.
It's also important to note that the defending team is also the only one who can have a synergy bonus, for up to x2 clout. Tho even then it's still not that useful as, if each team member paint 1000p on average and win, that's still only 32k point vs the 22k the attackers can gain. While it's more, not only it's hard to get, but also doesn't appear if you don't win.
i was team fun and i doubt tricolor caused us to lose. the point are unbalanced tho that's really true, we get barely any points for winning and the enemy team is just handed out points like candy
@@isthatawormwildbowreferenc4562 and on top of that, they are really rare. I played for 15 hours on the days that tricolor was available, and only got 1 tricolor war
You could also try swapping the team in the defending slot every two hours as the maps rotate. So if Fun is pushed back to 2nd place, next rotation it'll be whoever's now in first defending instead. You might need to mix it up again on the final two hours ; maybe make it so that the defending team isn't set but changes from game to game. That would be to try and counter whichever team ends up ahead at the last rotation from auto-losing. This would also remove some of the feeling of defending being a punishment for doing too well on day 1.
@@Inmortuae2233 That's probably due to how little of Team Grub and Team Fun there was in comparison to Gear. Gear had almost 60% of the player base, meaning finding 2 from Team Grub and 4 from Fun to play the same match within a reasonable queue time is rare.
If I was to redesign the Splatfests, I'd honestly also have Tri-colour battles rotate as to who's in the centre since they're clearly too strong. Or maybe it's just random, but the current winners have a higher chance of appearing in the centre. Let's just say that the 'current winners' is updated every hour.
Maybe for longer splatfests the team in tricolor could change daily, like in day 2 team big man is in tricolor, but in day 3 team shiver is in tricolor
I think if the team who is currently leading at each 2hr rotation becoming the defenders would be the best way to do it. That way, even if you do have to defend, you can do so with the knowledge that you are currently leading and if you can deny the other teams you'll be helping keep that first place position, instead of being condemned to an entire day of defending whether or not you even are still in the lead at all.
@@4freeedom Yeah, a constantly changing team dynamic would go a long way towards helping the situation, but I doubt they'll go the route of changing it to the winning team more frequently because it kind of gives away who's actually in the lead the entire way and kills the suspense when it comes time for the results.
Strategy should be a big part of it, personally. Cuz the people in the middle have to divide their attention between two teams and so long as those people are good at the game, it's an even matchup
As broken as tricolor may be, I'd still be happy to see it more frequently than we did in the gear/grub/fun fest. If I am only able to play it once a month, I want to actually see it, whether I get creamed or not.
I got the mode 1 time as team Gear, it doesn't even give me time to actually understand what is happening during it. I know there was shiny in the middle and 4 people defending the middle. And that happen without a good kit to work with my teamate to push correctly XD
@@DracosKasurani There is an important detail to bring up here: Team Gear was one of the 2 player teams, yet had almost 2 thirds of the playerbase. I personally think that was why so many players, mainly us on Team Gear it seems, didn't get to play many if at all Tri-color battles.
I played tricolor twice during the premier, we got the ultra signals and scissors smoked us both times. I got tricolor once in g/g/f and won it. If they are going to almost remove a game mode, then at least give us the option to play in regular turf or private
I think an easier solution, or at least part of a solution, might be to just make it update who's defending more often. If someone's winning by a hair at halftime, it feels a bit weird to beat them down for 24 hours straight. Add a "winner's report" to the map rotation announcements, and rotate whoever's in the lead. Yeah, it'll artificially keep Opens close until the very last minute, that's half my point :P
yeah as someone from team gear i thought it was quite unfair for team fun to be the defending team when they beat us by like 0.4% ??? like at least switch it up between gear and fun every 2 hours :(
3:20 It seemed more likely to me that the reason Opens is the tiebreaker is that Tricolours earn Open clout, and it's basically the flagship new mode of Splatoon 3. The fact that Opens are worth 5 more points is meaningless, _except_ in cases of a tie, and having your "cool new toy" be the tiebreaker is just sensible.
I agree. When I first checked the Tri-battle in the menu, it said 0p. I was like ??? After finally playing a Tri-battle match, it had the same clout points thingy as Open Battle. Edit: Wait, I don’t think I was confused when I saw 0p on the Tri-battle thing. (Side note you could skip) I’m sorry Team Grub! I didn’t win the two Tri-battles that I got in! I let you guys down.
I won most of my Tri-color matches on Team Fun, but the fact that the losses completely outweighed the wins because of how few we did rubs me wrong. I had zero idea the clout was skewed like that. Dang.
@@LittleSparklingStars I would make it even or at least the same as it is for defenders on both teams. I don’t see why it needs a super hardcore comeback mechanic with that much clout going to attackers.
@@lucazaroli6761 I never even got to win yet i had the same happen while on team scissors. I honestly refused to play the game when I saw that team fun was in the lead
6:45 This is strange when you consider that Salmon Run is open as usual. I spent part of the Splatfest playing Salmon Run instead because I thought it was a good rotation lmao
I'm pretty sure they go out of their way to have the good rotations up during splatfests. I'm guessing they treat salmon run as it's own game, especially since they figured out people wanted it up all the time now
1. Teams have an equal chance to defend in tricolor, rather than locking in the leading team 2. Give less points for attacking teams, based on your numbers, around 1/3 the points
@@Dickinabox that would be too disorienting. However, updating the leading team let's say every 2/4 hours would be refreshing and would encourage more people to play open
some VERY basic but probably effective solutions would be to 1.) give clout to the team that got second regardless of offense vs defense and 2.) reward the defensive team for uncapped ultra signals. to me the fun of tricolor is the dynamic of taking down the big bad (or big man, i suppose) as a comeback story, but the points don't need to reflect that to this extent
Yeah. I think a lot of big man simps forget that the gameplay is much more fair than they give it credit for. It’s more how points are awarded and issued that’s the issue. It’s ridiculous how much is given to offenders for even getting one ultra signal and especially how little is given to defense. And yeah, making tricolor harder to get is a very bad bandaid fix that just takes away what everyone wants to try anyway. So I hate those who complained about it on Twitter constantly cause they ruined tricolor for everyone by being that pissed about it
The game makes a point about it being more important for the defence to finish 3rd than the attackers to come 1st, so another option could simply be encouraging the attackers to utilise this and force them to find the right balance of making sure attackers lose while also not making each other lose too. By awarding a large chunk to the defenders if they come second or reducing the gains to attackers if defenders come 2nd, it pushes the attackers into a situation where they have to not only make sure they win, but that the other attacker doesnt get overwhelmed either. This also gives defenders a "if we can't come 1st, we can at least bully one attacker into 3rd" option forcing the other attacker side to come to the rescue while not over-turfing.
Yeah both of your points - but especially the second one - I think are great ways to go about fixing Tricolor. In the end, I think things are relatively balanced in terms of how the fight can go, but the main issue when it comes down to it is how point distribution happens. I think the idea is that the Ultra Signal Sprinklers are meant to "balance" the player difference in the 2v4 matchup. Because in general while it's skewed, there can be a relative idea of two 2v2's happening. And since you can't pair up between the two losing teams, there's only so much coordination that can happen (and in general, the other team of 2 will still try and go after the other team of 2 or their turf, even if it results in the team of 4 winning in the end). Someone else brought up giving the sprinkler(s) to the team of 4 in the last minute, but I think that would be way too oppressive. Just having unused sprinklers count for points for the team of 4 would be a good way to not change the flow of the battle too much, and wouldn't distract from the main objective being turf coverage.
@@SwitheKun I like that it gives the middle team a way to say "you won the battle but not the war" which I love it makes the attackers have to be careful to not go to unga and try to work together a *little* bit while also allowing the middle to do what you said it also just makes my inner villain laugh like a maniac at the idea of being the leading team and seeing we're losing and just say "We do a little trolling" and menace the one of the attackers
I overall had lots of fun with this Splatfest and Tricolor Turf Wars, I only wish the general matchmaking would have been better for most players in Turf Wars. Lots of onesided battles that scarred newer players sadly.
I think the designers' expectation was that the two teams of two would be fighting each other as much as the team of four. It would explain why the attackers get extra points for the ultra signal, as an incentive to fight your fellow attacker. Clearly it didn't turn out as they'd hoped.
The thing is you dont interact with the other team of two since theyre on the other side of the defending team, even if youre both aiming to get to the middle.
What kind of Tricolor matches have you played as the Attacking team? I was on both Rock & Gear and all 4 total (from both Splatfests) tricolor matches I was in wound up in brutal beatdowns of 2v6. I find it hard to have sympathy for the Defending team when they have the most people on the map lol
I think an issue with Queuing for Tri-Color this time around, was a combination of Nintendo making it less common to show up, but also the fact that Team Gear had 2× the players of Team Grub and Team Fun. Meaning that for every 1 Player on Gear, there would need to be 2 on the other Teams. So, at best, assuming literally everyone in the Splatfest is playing at the same time, Team Gear would have a 50/50 shot at getting a Tri-Color game (not accounting for the Decreased Odds).
Tricolor is a really cool concept, I like the addition of an asymmetric game mode for the first time. But other asymmetric games have a very important difference: You can take turns playing each side. The fact that we don't get to do that here, as well as the fact that stakes are being attached to it, brings out a level of salt that makes it hard to just appreciate the game mode on its own merits as a fun new addition to the game.
THANK YOU FOR THE SECTION ABOUT TRICOLOR! As someone who chose both of Big Man's teams, especially in the Festfire the Ultra Signal was just a win condition. Spawn turf is hard to hold on the other team, and if one team gets one capture you basically have to mug the other team for their turf to be playing evenly- and now you aren't holding the middle, they got the second Ultra Signal, and you might as well just hand them a KO victory. And worst? Winning attacker gets 6000, losing attacker gets 5000. At least in the Festfire, winning defender gets 3000
All I know is I want more tri color matches in general, it was some of the most hectic fun I've had in Splatoon in a while. I hope it gets used in the game for more than just splatfests
So basically, they can fix this problem without changing anything about the Tri-Color Turfwar mode itself. They just have to fix the unfair point distribution.
@@Al0neStillAlive Ok so when it happens the third time, inevitably, we have your permission to recognize data? Saying something is flawed without explanation isn't an argument 🥱
As a non-participant. These stats do seem annoying. The game winning 15 points are given to those who specifically win the mode designed to be lost by those in the lead. I can certainly understand the frustration for those trying hard when to game is so stacked against them
True... albeit at the end of the day... who cares? (Excluding the final fests and any events...) the rewards for winning or losing a splatfest are the same: Sea Snails. And I'm kinda betting that Splatfest mode and specifically Tricolor is going to be added to private battles at some point in the future like the Shifty Stations and splatfest mode for Splatoon 2.
i really want more silly splatfests like the toilet paper splatfest in splatoon 2. obviously team gear would be the most popular vote as it was the most logical. maybe for splatoween they could mix it up and have the theme be something like what's your favourite candy? fruit chews, chocolate or mints. idk something like that hahahah
Agreed, this would lessen toxicity x) Granted, people DID get heated about rock paper scissors, so I think it's because of frustration at tricolor regardless. Right now splatfests have been telling us, "if you're winning in the first half, you're going to lose"
“Man, team gear tried to win! I can’t believe it” I had a lot of fun! This was my first splatfest to participate in as I kept missing the ones in 2 and missed to pre-launch. And even better was being on Team Gear and winning my first fest. Almost all the youtubers I watch were on Gear, which was cool knowing I was on the team with so many content creators that I like. But I definitely think something needs to be done to balance tricolor some. Maybe fewer points for getting ultra signal? I mean 5000 total for just getting it, even if you still lose, seems like a lot.
Not to mention you get 600 points for each individual attempt to secure it, even if the attempt is a failure. You get that bonus on top of your victory reward and the secure bonus
I think a good approach would be giving the defending team access to the Ultra Signal points as well. Perhaps, if no Ultra Signals were taken that match, they get 5000 points, even if they lose.
the fact that all the youtubers you watch were on gear is the issue. all of mine were too. and for why? because they all said that streamers chose team gear, streamers being pros, or at least high ranked. its inherently unfair and the way the streamer thing works with them all trying their best to be able to play with each other instead of picking the team they want is completely making splat fests unfair
I’m pretty sure in the patch notes for the first update it was noted that tri colour battles would have the rate they happen at reduced while they work on a more permanent fix for splatfest balance. They also said it’s fairly low priority so it’s likely we’ll have to wait for a couple more splatfests before anything changes
Great to see that they advertised this game mode really heavily in the pre-release material, but now they're punishing the players who WANT to play it by making it so stupidly rare. Great decision.
ah yes, they gave us the ultimate solution by simply making em less common, that's totally gonna be more balanced even tho clout distribution is still fucked in tricolor
Wow. This channel is really great. I never realized how small the competitive community is compared to the general playerbase. Besides that, I finally learned how Splatoon 2 and 3's Ranked systems work. I appreciate this content!
The worst thing about the difference in point earnings is that people will most likely stop playing once they know their team is winning in the half time report making it fall behind even more
Tricolor is such a fascinating new mode and because it's so unique it's basically guaranteed to have growing pains. I'm glad they pulled it back while they work on improving the balance and I'm excited to see what changes are made. gg to everyone who played in the fest!
This makes *so much sense*. My friend and I were on Team Scissors in the Premiere, and though we had a rocky start with the Tri Color battles, once we figured out a strategy we started winning almost every game. I was feeling really good about maybe winning, then seeing the results and not getting *any* point categories at all made me really confused. If we were in the lead at half time, how had we not even gotten a single point category? The clout skew is SO HUGE I want to know how they thought it was a good idea. You have to win 2 or 3 games with no signals captured to even match the defenders victory. No wonder it skewed so badly. I like the idea that if you can manage to keep the Ultra Signal out of the Attacker's hands, either the defenders get the Ultra Signal, or they just become unobtainable at the 1 minute mark. The defender's clout definitely needs to be buffed.
Honestly, I was astonished to learn after the World Premiere that both Rock and Paper received winning points even if their team wasn't the one that won. You CANNOT have a 3 way battle and have a scoring system that highly encourages collusion. As you said, that only supports griefing in the first half of the Splatfest, because even a child can understand that if the system is rigged against the winning team, the only logical conclusion is to lose so that you can take advantage of the MASSIVE unbalance in the scoring system. The fact that the developers had this incredible oversight towards one of the most interesting and exciting things to have been added to the game gives me little hope that they will balance it properly and fairly, but I pray I am proven wrong.
honestly as someone on big man's team in both splatfests so far, i just wish there was something that could be done about the sprinklers. the odds really do get stacked against you if even one of them enters the field, let alone two of them. maybe if they had splash wall-like hp, where they only exist for a fixed time but can be destroyed more quickly by shooting them down. and they could still have a huge amount of HP (i envision them lasting for a full minute on the field if left unotuched). it would also give the attacking teams more incentive to keep trying for the ultra signal. not sure overall how it would affect the clout distribution if things were made easier for the defending team, but having two sprinklers you can't do anything about once they're on the field just doesn't feel fun to play against. and it really sucks that tricolour matches have been made more infrequent, 'cause i really like them! it's just... yeah
I played mostly when the comp players were- first day, getting ruler and then leaving and having a good time elsewhere when i learned grub wasnt in the lead and i probably wouldnt be able to play a single tricolor. Ive been playing since the first splatfest in Splat 1, and i have NEVER seen this many toxic people throwing fits over the results of a splatfest. I dont even care about the results- i just want to play the new mode, get together with my cephalopod family, dance to some anarchy rainbow, and have a good time! Splatoon being more accessible than ever is a double edged sword for a community that for the most part is super chill. (also, for everyone saying "everyone only chose based on being a simp!"- im in several GCs for sploon- and i dont know a SINGLE person who *didnt* choose based on A) logical choice, or B) "Oooooo! pwetty color..." but thanks for showing your bias! ill put that in my pocket for later.)
@@MutedAndReported3032 Smug jokes do get under my skin a little, but generally as long as theyve been good sports during the whole thing, im chill about it. People who are legitimately gloating or getting furious are the type of folk i either dont engage with, walk away from, or block. I dont control them- I never will. But i do control my own internet and game playing experiences! and if someone is getting that overcompetitive and worked up over something that most wont remember? Its not worth my time or energy to interact with them. Im at the point where anyone who gets overly upset at anything i say online just gets blocked. theres a billion people in the world- and someone I played a 3 minute FPS match with maybe 4 times one day and never saw again isnt anyone i really need to let pull down my experience.
Maybe a way to balance the tri color matches is to give the 4 player team a way to covert the towers to start spraying their ink out of them so the towers will always be in play.
Something that wasn't mentioned that I'd like to shine a light on as well- It doesn't matter how slim the margin is that one team takes the first half; they're still going to be defending in tri-color for the entirety of the second. In the premier scissors took it by about 1%, and just a few days ago team fun took it by less than 0.5%. Scraping by like that and then being punished for it the entire next day is just blatantly unfair alongside how skewed tri-color already is in the favor of attackers. I'd not only like to see a complete rebalance of tri-color, but also a system where the defending team switches out on each map rotation depending on who is currently in the lead at that moment. I think the dynamic aspect of teams constantly falling in and out of the lead and having it being a tangible aspect of the game would add so much; not just in terms of balance but in terms of player engagement as well. Hopefully we get news of changes coming sometime soon because god knows we need them.
I agree that splatfests should be first and foremost fun, but as someone who was on team scissors, I can confidently say tricolor is *not fun* . It feels miserable trying to defend that and knowing the slightest slip-up will throw away everything you've done
I think the map they used for the RPS splatfest was a horrible choice, lol Hammerhead was a bit better for defense since it was wider and easier to get into the offense team's bases. It also helps that it takes offense bit of time to reach the middle if they got splatted. The problem with Shipyard is the spawn is placed HORRIBLY for defense. It's so tiny and you can get the jump on them quite easily since there's only one real way to exit.
yeah, tricolor wasn’t the issue, sturgeon shipyard was. enemies could come from any direction, had more turf to cover, and the turf the defenders had was so little and the attackers had easy access to the defenders’ spawn area.
Finally someone else that points out how atrocious the gameplay is too One fix won't make it, they need to rework the objectives AND the clout distribution if they want to make up for this clearly rushed mode
At first I was kinda skeptical about the asymmetry of the tricolor battles, but after replaying them in this splatfest, I feel like they are lot more fair than people gave them credit for. They NEED to make them more common tho, it took me so long to get to a SINGLE battle, I can't imagine how much hours it must have been for the people who played 10 of them
@@hola-gy8te There is still a balance issue of clout, but that could be a real easy fix if they just increase how much the defending team gets We also need more evidence to see which one was the exception, was the first map really poor for defenders or was this new map much more in favour for them if its more on the side that the first map is the regular then theres still a balancing issue in the maps themselves theres also the argument that the balancing of a gamemode shouldnt swing so heavily based on the maps its played on but thats a seperate thing
Add to the fact that gear had so many players. I honestly think a lot of people thought it was the logical, when in reality, it was highly illogical. We're not Bear Grylls, we're nerds, all of us, playing a fun videogame. Unless you had both that and survival as your hobbies, how are you going to survive the island without knowledge of what's edible? I should have gone grub, because I would at least have food with me while I die slowly and painfully.
Honestly In the few games of tricolor that I played this fest as team hear. Adding the spawn areas for the defenders made tricolor so much more balanced gameplay wise imo. Of course they still need to figure put the clout score to make it more balanced but I enjoyed how more difficult it was to get the lead over team fun during tricolor this time.
I was Team Fun. Sunday afternoon I got 3 tri color matches in a row. Had to stop and go for a walk because I didn't play the testfire and was basically confused and unhelpful, which stressed me out. Watched some tri color matches on RUclips to try and learn, came back and ended up having 3 more tri color matches. I did better, but it was obvious not everyone on my team knew what to do. Looking at the map for one match 2 of my teammates were actively heading away from mid when the ultra signal showed up. My other teammate got splatted immediately, so it was up to me to defend alone against the four other players. It did not go well :') I think the longer the game is out the more people can figure out what they actually need to do during tris, which will make it more balanced on its own. The clout system is crazy, but since a lot of people didn't get any tri color matches I think that did actually help keep it more balanced. We're just working out the kinks. I hope they keep tri color matches, it's stressful as defender, but still a lot of fun in my opinion. At the end of the day, Splatoon is just a game. It's supposed to be fun. Which is why I chose Team Fun in the first place. So everytime I lost and started to feel bad about myself I could look at my title and remember why I was there in the first place ;P
17:46 that's what I instinctively did when in team scissors and I guess what team fun agreed to do in the latest splatfest since I heard that most players couldn't queue for any tricolor matches 18:20 and that's where you're wrong: tricolor is NOT fun at all, you just explained why too... a great video with a braindead conclusion! These events should bring us together to have fun, but if the game is badly designed, we shouldn't force ourselves onto it just because "we shouldn't act negative" in this occasion
The moment I saw how disadvantaged Team Big Man was in the demo I became super excited to try defence and am still waiting... They should allow us to queue for Tricolors outside of Splatfests. It's crazy to think that so many people have opinions about the balance of the mode but only a small number of players have experienced both sides.
I've experienced it. But only 3 times on gear. All times ended in victory, but never for gear, more for grub. I should have been more aggressive towards grub, to see how many points we would have gotten. I can say without a doubt, that defense is much harder than offense, since you can't let your guard down at all. Unless you coordinate and go off in pairs, and even then, it's highly skill dependent: how good is your aim, how strong is your situational awareness, how well trained is your dexterity? And even then, a small choice you've made, like opening the map slightly too early and you don't see that one pair has fallen so you need to defend that side... Like all turf wars, it's a highly swingy game mode
i wish the tricolor turf wars were ACTUALLY 1v1v1, maybe make a specific map for it, like how marina made splatfest specific maps with single player mechanics in the map
The problem with the recent splatfest, is being on the biggest team who doesn't have the lead (team gear) because the chance to do tricolor are pathetic. For example, I didn't have the chance to try it.
19:37 This brings up an important detail: Team Gear was one of the 2 player teams, yet had almost 2 thirds of the playerbase. I personally think that was why so many players (most of them from Team Gear it seems) didn't get to play many if at all Tri-color battles. It's not that the frequency of them was turned down, but that 58% of players were queuing up for a spot on one of the 2 player teams. I bet they would have happened more often for us (Team Gear) if we were the defending team at halftime. Further proof: I saw ThatSRB2DUDE one of his videos for this Fest got plenty of Tri-color battles, and he was on team Grub, not Gear.
I think the tri color balance was a little better this time, because Hammerhead Bridge is much easier to defend on compared to Sturgeon Shipyard. Please note I was on both Team Scissors and Team Fun. In the premiere I won like none of my tri color matches while in the first one it was about 50/50.
I will never understand people complaining about other people trying hard to win? Honestly the more annoying type of player was the team fun players who disconnected whenever they got tri-color so that nobody could play it. I also think that the "halftime lead" should be decided by votes, so that the team with most players is defending in tri-color. They also should do more subjective themes for fests, so that there is less hostility and a more balanced spread of players on each team.
the team of 4's equivalent to the ultra signal is the fact they can paint twice as much as the other teams just from the start, and if you actually fight to take space from the teams of 2 it's very strong.
I was team gear and this was actually true of all teams. The amount of times I got pushed all the way to our spawn by the other teams after halftime definitely happened waaay more than the first half. I think it was just we all really wanted to win, but because you would've mostly fought gear given gear's popularity, it seemed to you like it was only team gear that got aggressive.
Tri-color turf battles are such a great idea, but as someone on Team Gear, i only played one in a 2-hour session. I would love to see splatfest-specific maps that are specifically built for 3 teams.
I think it would be fun for the Defending Team to have the ability to deactivate a Sprinkler of Doom by retrieving a "device" from the enemy's base. The Defending individual could earn 300 points for retrieving it, and the Defending Team could earn 2000 points for successfully bringing it back to the Doom Sprinkler and deactivating it. Point though is it puts the Defenders on the same level as the Offensive Team, also having something unique and fun to do.
I think that the halftime report should be by votes so that there is better matching and so we don’t have another island aplatfest situation, and that team is already likely to win because of the other ways to get points like votes
Honestly that first guy had a point about the hottest idol. Every sweaty Sports tryhard is a neck beard who is going to lust over Shiver. And thus, not even caring for the theme, they go with that team.
Honestly the biggest problem my friends and I had was with the matchmaking feeling like it was breaking down the whole time in open. I also feel like turning up the frequency of 10x matches wouldn't hurt as I literally only saw one, maybe two the entire splatfest, and while I only got to ruler+3, that's still a pretty significant amount of matches. I feel like if that's going to help balance things, it's necessary to make them more frequent.
i swear i thought the game was bugged or maybe the devs had shut off the mode for maintenance. i was in team gear, i had no idea how to get into a tricolor mach eventhough i selected "tricolor" lol
What I don't understand is why the Pro option isn't just the anarchy battles games modes during splatfests. That way, people that like participating in fests but hate turf wars (or at least ONLY playing turf wars) can still contribute in some way to their team and have the game modes they actually like to play year round, while still encouraging people to keep team rep in open up because that's where the 15p is.
While I am kinda interested as to how Splatfest results overall are calculated, at the end of the day, its just an event in the game. People dont need to take it seriously. You get a decent reward at the end whether you win or lose.
@@scribblecloud The fun, just like anything, is in the experience and the ability to participate. Im there to have a good time with friends and other people I meet Winning is subjective, depending on the reward or advancement to compete in higher, more competitive oppurtunities. Splatfests arnt a tournemant, or ranked. Its a fun competition for all players to take apart of and simply compete witch each other to have fun. The stakes are as low as any turf war battle. You dont really lose anything if you loose battles. The only thing in splatfests that spices up competition are the 10x and above battles. Other than that, is just a way people can relax and play with their buddies
As someone who was team scissors and team fun, I’m very new to splatoon so I’m not very good at the game yet. So splatfests have felt like weekend-long beatdowns to me, just because I happened to be “lucky” enough to be on the winning team. I loose turf wars, then I lose tricolor matches. I feel like other people were in the same boat as me, so that’s probably where some of the salt is coming from in other team fun players. Tricolor is very fun, I just wish there was something more for the defenders. Though I did win one (1) match, and I’m never taking the defender badge off of my splashtag ever lmao
Team grub here. I won all Saturday night and Sunday thought our team was at least cruising to 2nd place. Didn’t get much tri color even though I selected it all the time once available. I didn’t mind losing because it felt like we were winning the sorting gods were in my favor. It was more fun at the end with the tricolor.
same here, I thought for sure that Grub was in 2nd because I played maybe 3 games against Team Fun all weekend. Ngl while it was fun, it leaves a weird taste for all the work we put in to be worth literally zero points. I know it doesn't matter in the end, 3 snails is nothing, but damn give us like 5 points for being the underdogs at least lmao
I feel like popularity and current advantage should be what puts you on the disadvantage for tricolor turfwarI played once against team fun and 1 tricolor turfwar. I also wish they brought back the new special maps for splatfests structure from splatoon 2
I ended up on both Team Scissors and Team Fun. God help me…. Also, on the point about the splatfest theme being a logic problem with a correct answer, that might not always reliably skew things. Because if the wrong answers are funny or picked for non logical reasons (as an example of a non logical reason: the “HERE FOR A GOOD TIME NOT A LONG TIME” mentality we on team fun had) than there being a “correct answer” may not actually skew things all that much, of course it did this time, but it might not always do so.
me who picked fun by the logic that i'd most likely get stranded with someone who took gear and thus i can help mental health while they help physical health
You're forgetting that the teams of 2 gain a massive advantage for scoring the same as the team of 4 If you assume equal population, and 4 from each team cue at once, 2 players will be leftover on the losing teams. Those players will then be put in match somewhere else. If they get put into a normal match, then that means that those 4 players have the potential to score as 6 players
Something to note: it is impossible to avoid tricolor for the leading team as the game will randomly lobby them up for tricolor. The option doesn't exist for them. Even if the other two teams don't lobby up for tricolor you still have normal turf war matches going on sometimes with a 10x clout modifier. Also it seemed no one if very few wanted to play tricolor last splatfest as I spent trying to lobby for the mode for several hours but never got it. All in all this video matches up with my own observations of tricolor. My solution is to either randomize the spawn location of the ultra signal so that all three teams can use it and/or make the ultra sprinklers (sprinklers of doom) into giant bombs if an opposing team inks it enough. Very similar to the rainmaker shield but with a blast radius larger than a booyah bomb. Either way the leading team won't be stuck playing "king of the hill". Not that it will happen with the amount of time and coding needed to implement said mechanics.
@@totallynotaferret like the video said pro players account for a very small percentage of the playerbase, i can almost guarantee that you never faced a pro player, they were just better than you.
as someone who dabbles in game design, i'd love to see tricolor occurring with the same frequency as in the splatfest premiere, but with a single tweak to the balance: if the team of 4 prevents either team from capturing an ultra signal for, say idk, 1 minute, the ultra signal vanishes and it says "ultra signal defended" and it gives the team of 4 a cthulu-painter-thingy (thangy?) where the ultra signal was - if it's the first minute of the match, the second ultra signal never spawns, but they can also defend the second ultra signal for 1 minute after the first one is capped to get it for themselves obviously the timer would need to be tested extensively and tuned throughout a test period, but 1 minute seems like a decent place to start
popularity should be the factor for tricolour. team gear was so popular most of us didn't get to try the mode. I missed the test fire so this was my chance to try it out, and I couldn't. if we were the team of 4, then we would've been able to get more tricolour matches going since the big team sends more players into the same amount of matches. it's like they found the solution to the old problem of popular teams being stuck in infighting matches and decided to throw it all away for a skill metric that only makes matchmaking worse.
A massive pet peeve of mine is when people say "x team was so toxic!!!" It just reeks of seeing patterns where there are none - was every single team gear member you saw squidbagging and "spawncamping" (even though spawncamping isn't toxic and just, playing the game imo), or did you just face up against a few bad teams and are salty they won?
This, this is one of the reasons why I don't have a twitter account. I'll also add, that Splatoon 3 is my first Splatoon and i picked Team Gear because I believe that you need some actualy tools to survive. As a topping on the cake, I have to add that I didn't knew that teams are linked to idols in the game, but I actually liked Shiver design since the beginning. Feeling sorry for everyone with different tastes in squids.
The problem with this is that the three teams are NOT going to be equally skilled, they'll be **unpredictably** skilled. There's no way of knowing how the player base will be divvied up. But whoever has the higher average skill level will likely end up being on the defending team during Tricolor. I still think it's overtuned, but Tricolor does not exist in a vacuum.
I do enjoy the mode quite a bit, I think its a good idea. But it is pretty demoralizing to be apart of the winning half twice in a row in this mode and be destroyed in the same way as before. I assume as more splatfests come out we'll have a better idea on how to defend and make the game more balanced. But for now it feels a bit tilted towards the attacking team.
I played the demo as team paper, got terrified and I totally share the opinion you showed in the intro even although I were team paper, and not playing the first main splatfest was way healthier for me. I'm glad I did so.
Seriously, people truly let their egos get in the way of a for-fun event that has been a celebration of Splatoon and Ink/Octoling culture. Did I have a bone to pick with Team Fun? Yes because fighting 4 JP N-Zap players felt like some try-hard nonsense (irony coming from Team Fun), but at the end of the day I wasn't really upset that they were winning and would accept a loss. I'm just happy I can 3-Star my Amiibo gear and upstar my gear from my favorite brand.
I think this could be almost entirely fixed with 3 changes: 1. Give tricolor defenders points for no one capping ultra signal (like how teams get points for capping ultra signal) 2. Give them points for killing someone in the middle of capping ultra signal (like how teams get points for attempting to cap ultra signal) 3. Make the respective idol say cool or encouraging things if you kill someone while they're capping signal - someone who was on fryes team both times :'3
To be fair, you have to have a very high IQ to be on Team Grub. Their logic is extremely subtle, and without a solid grasp of deserted island cuisine most of their ink will go into a typical player's head. There's also Team Grubs survival outlook, which is deftly woven into their characterisation - their personal philosophy draws heavily from Honshū culinary experts, for instance. Team Grub understands this stuff; they have the intellectual capacity to truly appreciate the depth of the splatfests, to realize that they're not just fun- they say something deep about LIFE. As a consequence people who aren't on Team Grub truly ARE idiots- of course they wouldn't appreciate, for instance, the humour in Frye's existencial catchphrase "I'll still have enchiladas! You'll have enchilNADA," which itself is a cryptic reference to the idiomatic American English phrase "the whole enchilada". I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Frye's genius unfolds itself on their television screens. What fools... how I pity them. 😂 And yes by the way, I DO have a Team Grub badge. And no, you cannot see it. It's for the ladies' eyes only- And even they have to demonstrate that they're within 5 levels of my own (preferably lower) beforehand.
My guess is that the sneak peak award goes to the team with the most conch shells *per capita*. IE Total team conch shells divided by total team members. Team Fun was a smaller but more dedicated set of players so their per capita conch shell earnings were higher. Team Gear, while huge, probably had a ton of players who signed up for the team, but earned 0-1 conch shells during the lead up period, dragging that team's per capita average down.
You are right. Conch shells and clout are both scored as an average per player on the team.
That makes sense. On top of that there were probably a lot of players balancing playing online with doing story mode or salmon run so they ended up not maximizing their conch shell earning when playing.
That would definitely explain the discrepancy!
@@umbrasunbro2142 Just so you know, Salmon Run still gets you catalog xp and thus conch shells.
So highest Average conch shell
Frye is great. Her fans are chill and she is chaotically adorable. Lovely character who I appreciate.
I still make fun of them for getting no points, it was pretty funny
@@auggie9364 I mean.. It was a little funny..
Thank u i feel complimented today.
Frye's team just having a snack while watching how shiver and big man's team verbally kill each other
@@auggie9364 I was on Team Grub. I was so surprised and shocked I started laughing until I got sick. LOL. Her little “We didn’t win, but we ATE” quote made me laugh even harder. Best Splatfest Commentary yet.
Members of Team Gear and Team Fun getting pissed off at each other while Team Grub is just eating spaghetti off to the side is such an incredibly funny image in my head.
Team fun can fight each other. I’ll just join you and eat my shovel
We brought the popcorn. Plenty to share
I was just pissed at the Grub duo i was with for tricolor because they were trying to kill us everytime they were seeing my random teammate and I, while almost not attacking Fun team, while paining our violet ink instead of prioritizing green ink (orange ink was a far 3rd place, green 2nd, and we almost lost because Grub painted over our violet ink despite green was closer and safer)
While my random teammate and I never hit the Grub duo and focused Fun because thats how this mode is...
Otherwise , Grub ? Fun ? Gear ? They all are neat as long as not being toxic
@@Orez-Suke as a team grub, I’m sorry my fellow grubmates were this way, tho gear was kind the same way.
Guess we both lose huh-
@@TazukeiOtakai it is fine don t worry, i know not every grubs are this way
Also i heard Gear were really pasive aggressive toward Fun and Grub just for their team choice
as a gear member, I am sorry if any of you get hate for such dumb reason
Y all are great and have your own reason for choosing a team rather than another, people shouldnt be judged for that
The thing is even though I am sad team grub got zero points, I still had a lot of fun because splatfests always feel like celebrations.
skill issue
@@kushalyuh Skill issue... of the entire team Grub?
@@kushalyuh team fun member
I had a few matches against team grub end abruptly due to a dc on their end. So that may have been a factor
It don't matter, Frye still ate💅
>Picks team fun
>Gets stomped every game
>Does't have fun
>Tfw jebaited
>Picks team grub
>Has full belly
>Gets stomped every game
>Still has fully belly
>The real winner
I had like a 65% win rate as fun gang 🤔
@@ArronTheCat This is the kind of thinking that put us on the moon
@@ArronTheCat exactly JJ that’s why we picked grub, cuz we spend our whole present prepping for the future 😈
>Wake up.
>Play to Rank Ruler.
>A roughly 50% ratio at the end of this mess.
>Wake up to Gear Win.
>Get 24 Shells.
>I really hope they have a decent splatfest for October.
Couple corrections:
-it may actually be conch shells per capita instead of total conch shells collected, which would make Team Fun's Sneak Peek points make a lot more sense.
-I forgot to include the 600 clout points a team of 2 can earn for attempting but failing to fully capture the ultra signal. Needless to say, it would only increase the advantage the teams of 2 have and my other points stand
-The team of 4 is the only team that gains clout for turf inked, which does improve their numbers but will not be enough to offset the advantages of the teams of 2
I spent all of splatfest almost sure that fun would win, (I was gear) because I was assuming they had the least amount of players, and Nintendo's formula is an avarage based one.
Methods like these are an issue the less players exist in a team, for example team A has 100 players with the avarage getting 70, shells, team B has 2 people and they both maxed out their catalog so their avarage is 100. This creates a really unfair situation because maybe in Team A they had 20 people that got to 100.
That's why now you as a programer need to decide "Am I really just going to use avarage and be done with it? Or am I going to get more sophisticated with my algorithm and start applying weights"
Aka 2 players getting 100 has less weight than 20 getting 100, and that fact has more weight than that of the avarage.
The thing is there's multiple ways of manipulating data to be able to compare it. I took statistics, (a crap load of math classes), and physics, and I saw many different formulas to try and balance situations like these. So is anyones guess how deep into their math did Nintendo get.
I also expect the win rate between the three teams in tricolor would be more like 50-25-25, not 34-33-33, which while still giving the attackers the POINTS advantage reduces the margin.
Hey, you're missing another aspect in your calculations. The offensive teams actually do not get Clout for turf inked whether they win or lose in a tricolor match, while the defensive team does get Clout for turf inked win or lose. I think this is an attempt to counterbalance the Ultra Signal Clout but it doesn't do so wholly.
There's also the question of whether Defensive wins 33% or 50% of the time (since the game is sort of treating the Offensive teams as one team in some ways) but that's not something we can really guess without a large amount of Tricolor data.
@@geoffingoff There's another one I missed, thanks!
It's also important to note that the defending team is also the only one who can have a synergy bonus, for up to x2 clout.
Tho even then it's still not that useful as, if each team member paint 1000p on average and win, that's still only 32k point vs the 22k the attackers can gain. While it's more, not only it's hard to get, but also doesn't appear if you don't win.
In my opinion, tricolor could be more balanced, by just balancing the point reward. The mode is really fun apart from that.
i was team fun and i doubt tricolor caused us to lose. the point are unbalanced tho that's really true, we get barely any points for winning and the enemy team is just handed out points like candy
@@isthatawormwildbowreferenc4562 and on top of that, they are really rare. I played for 15 hours on the days that tricolor was available, and only got 1 tricolor war
@@Inmortuae2233 got no tricolor games until like the last 30 minutes where I got 4 or 5 in a row
You could also try swapping the team in the defending slot every two hours as the maps rotate. So if Fun is pushed back to 2nd place, next rotation it'll be whoever's now in first defending instead. You might need to mix it up again on the final two hours ; maybe make it so that the defending team isn't set but changes from game to game. That would be to try and counter whichever team ends up ahead at the last rotation from auto-losing. This would also remove some of the feeling of defending being a punishment for doing too well on day 1.
@@Inmortuae2233 That's probably due to how little of Team Grub and Team Fun there was in comparison to Gear. Gear had almost 60% of the player base, meaning finding 2 from Team Grub and 4 from Fun to play the same match within a reasonable queue time is rare.
If I was to redesign the Splatfests, I'd honestly also have Tri-colour battles rotate as to who's in the centre since they're clearly too strong. Or maybe it's just random, but the current winners have a higher chance of appearing in the centre. Let's just say that the 'current winners' is updated every hour.
Maybe for longer splatfests the team in tricolor could change daily, like in day 2 team big man is in tricolor, but in day 3 team shiver is in tricolor
This is something a lot of people have suggested. Myself included
I think if the team who is currently leading at each 2hr rotation becoming the defenders would be the best way to do it. That way, even if you do have to defend, you can do so with the knowledge that you are currently leading and if you can deny the other teams you'll be helping keep that first place position, instead of being condemned to an entire day of defending whether or not you even are still in the lead at all.
@@4freeedom Yeah, a constantly changing team dynamic would go a long way towards helping the situation, but I doubt they'll go the route of changing it to the winning team more frequently because it kind of gives away who's actually in the lead the entire way and kills the suspense when it comes time for the results.
Strategy should be a big part of it, personally. Cuz the people in the middle have to divide their attention between two teams and so long as those people are good at the game, it's an even matchup
As broken as tricolor may be, I'd still be happy to see it more frequently than we did in the gear/grub/fun fest. If I am only able to play it once a month, I want to actually see it, whether I get creamed or not.
I got the mode 1 time as team Gear, it doesn't even give me time to actually understand what is happening during it. I know there was shiny in the middle and 4 people defending the middle. And that happen without a good kit to work with my teamate to push correctly XD
@@DracosKasurani There is an important detail to bring up here: Team Gear was one of the 2 player teams, yet had almost 2 thirds of the playerbase. I personally think that was why so many players, mainly us on Team Gear it seems, didn't get to play many if at all Tri-color battles.
I played tricolor twice during the premier, we got the ultra signals and scissors smoked us both times. I got tricolor once in g/g/f and won it. If they are going to almost remove a game mode, then at least give us the option to play in regular turf or private
I think an easier solution, or at least part of a solution, might be to just make it update who's defending more often. If someone's winning by a hair at halftime, it feels a bit weird to beat them down for 24 hours straight. Add a "winner's report" to the map rotation announcements, and rotate whoever's in the lead. Yeah, it'll artificially keep Opens close until the very last minute, that's half my point :P
i thought the same thing, i thought it updating every map rotation or every 2 map rotations wouldve been really cool and funny
So something like leader defends 3 times for second place defends twice and third defends once.
yeah as someone from team gear i thought it was quite unfair for team fun to be the defending team when they beat us by like 0.4% ??? like at least switch it up between gear and fun every 2 hours :(
Oh yeahhhh this is GOOD! A bloodbath open for all! That’s a really great idea
Huzzah!
This is really well done man, good breakdown.
Thank you!
3:20 It seemed more likely to me that the reason Opens is the tiebreaker is that Tricolours earn Open clout, and it's basically the flagship new mode of Splatoon 3. The fact that Opens are worth 5 more points is meaningless, _except_ in cases of a tie, and having your "cool new toy" be the tiebreaker is just sensible.
I agree. When I first checked the Tri-battle in the menu, it said 0p. I was like ??? After finally playing a Tri-battle match, it had the same clout points thingy as Open Battle.
Edit: Wait, I don’t think I was confused when I saw 0p on the Tri-battle thing.
(Side note you could skip)
I’m sorry Team Grub! I didn’t win the two Tri-battles that I got in! I let you guys down.
I won most of my Tri-color matches on Team Fun, but the fact that the losses completely outweighed the wins because of how few we did rubs me wrong. I had zero idea the clout was skewed like that. Dang.
honestly they should just fix the points on this, like team fun gaining 3x more points when they win
@@LittleSparklingStars I would make it even or at least the same as it is for defenders on both teams. I don’t see why it needs a super hardcore comeback mechanic with that much clout going to attackers.
@@bolladragon oh yea even with team fun winning most battles of tricolor, both grub and gear would still get at least 3x the clout fun got.
same I was team fun and played a little over a dozen tri-color matches and remembered winning most of them
@@lucazaroli6761 I never even got to win yet i had the same happen while on team scissors. I honestly refused to play the game when I saw that team fun was in the lead
6:45 This is strange when you consider that Salmon Run is open as usual. I spent part of the Splatfest playing Salmon Run instead because I thought it was a good rotation lmao
It's also nice having something different to play other than turf war. At least let us play splatzones. ;-;
I'm pretty sure they go out of their way to have the good rotations up during splatfests. I'm guessing they treat salmon run as it's own game, especially since they figured out people wanted it up all the time now
I played salmon run only when i got MEGA PISSED about a losing streak
1. Teams have an equal chance to defend in tricolor, rather than locking in the leading team
2. Give less points for attacking teams, based on your numbers, around 1/3 the points
Maybe have the leading team change every time a new team gets a lead
Or, OR, just make the matchmaking work. I was on grub, and I did tricolor... Twice.
@@Dickinabox that would be too disorienting.
However, updating the leading team let's say every 2/4 hours would be refreshing and would encourage more people to play open
@@GUMMY_MKII It would also make it clear who is about to win at the end of the fest, ruining the surprise
@@GUMMY_MKII that’s what I was imagining every map rotation the leading team can change
some VERY basic but probably effective solutions would be to 1.) give clout to the team that got second regardless of offense vs defense and 2.) reward the defensive team for uncapped ultra signals. to me the fun of tricolor is the dynamic of taking down the big bad (or big man, i suppose) as a comeback story, but the points don't need to reflect that to this extent
Yeah. I think a lot of big man simps forget that the gameplay is much more fair than they give it credit for. It’s more how points are awarded and issued that’s the issue. It’s ridiculous how much is given to offenders for even getting one ultra signal and especially how little is given to defense.
And yeah, making tricolor harder to get is a very bad bandaid fix that just takes away what everyone wants to try anyway. So I hate those who complained about it on Twitter constantly cause they ruined tricolor for everyone by being that pissed about it
The game makes a point about it being more important for the defence to finish 3rd than the attackers to come 1st, so another option could simply be encouraging the attackers to utilise this and force them to find the right balance of making sure attackers lose while also not making each other lose too.
By awarding a large chunk to the defenders if they come second or reducing the gains to attackers if defenders come 2nd, it pushes the attackers into a situation where they have to not only make sure they win, but that the other attacker doesnt get overwhelmed either. This also gives defenders a "if we can't come 1st, we can at least bully one attacker into 3rd" option forcing the other attacker side to come to the rescue while not over-turfing.
Yeah both of your points - but especially the second one - I think are great ways to go about fixing Tricolor. In the end, I think things are relatively balanced in terms of how the fight can go, but the main issue when it comes down to it is how point distribution happens.
I think the idea is that the Ultra Signal Sprinklers are meant to "balance" the player difference in the 2v4 matchup. Because in general while it's skewed, there can be a relative idea of two 2v2's happening. And since you can't pair up between the two losing teams, there's only so much coordination that can happen (and in general, the other team of 2 will still try and go after the other team of 2 or their turf, even if it results in the team of 4 winning in the end).
Someone else brought up giving the sprinkler(s) to the team of 4 in the last minute, but I think that would be way too oppressive. Just having unused sprinklers count for points for the team of 4 would be a good way to not change the flow of the battle too much, and wouldn't distract from the main objective being turf coverage.
@@SwitheKun I like that it gives the middle team a way to say "you won the battle but not the war" which I love it makes the attackers have to be careful to not go to unga and try to work together a *little* bit while also allowing the middle to do what you said it also just makes my inner villain laugh like a maniac at the idea of being the leading team and seeing we're losing and just say "We do a little trolling" and menace the one of the attackers
I overall had lots of fun with this Splatfest and Tricolor Turf Wars, I only wish the general matchmaking would have been better for most players in Turf Wars. Lots of onesided battles that scarred newer players sadly.
I've seen some of your videos before! Keep up the good work!
Bad map design doesn't help that either
I think the designers' expectation was that the two teams of two would be fighting each other as much as the team of four. It would explain why the attackers get extra points for the ultra signal, as an incentive to fight your fellow attacker. Clearly it didn't turn out as they'd hoped.
The thing is you dont interact with the other team of two since theyre on the other side of the defending team, even if youre both aiming to get to the middle.
What kind of Tricolor matches have you played as the Attacking team? I was on both Rock & Gear and all 4 total (from both Splatfests) tricolor matches I was in wound up in brutal beatdowns of 2v6. I find it hard to have sympathy for the Defending team when they have the most people on the map lol
I think an issue with Queuing for Tri-Color this time around, was a combination of Nintendo making it less common to show up, but also the fact that Team Gear had 2× the players of Team Grub and Team Fun. Meaning that for every 1 Player on Gear, there would need to be 2 on the other Teams. So, at best, assuming literally everyone in the Splatfest is playing at the same time, Team Gear would have a 50/50 shot at getting a Tri-Color game (not accounting for the Decreased Odds).
Tricolor is a really cool concept, I like the addition of an asymmetric game mode for the first time. But other asymmetric games have a very important difference: You can take turns playing each side. The fact that we don't get to do that here, as well as the fact that stakes are being attached to it, brings out a level of salt that makes it hard to just appreciate the game mode on its own merits as a fun new addition to the game.
THANK YOU FOR THE SECTION ABOUT TRICOLOR! As someone who chose both of Big Man's teams, especially in the Festfire the Ultra Signal was just a win condition. Spawn turf is hard to hold on the other team, and if one team gets one capture you basically have to mug the other team for their turf to be playing evenly- and now you aren't holding the middle, they got the second Ultra Signal, and you might as well just hand them a KO victory. And worst? Winning attacker gets 6000, losing attacker gets 5000. At least in the Festfire, winning defender gets 3000
All I know is I want more tri color matches in general, it was some of the most hectic fun I've had in Splatoon in a while. I hope it gets used in the game for more than just splatfests
I'd love for tricolor to be a new ranked game mode. Random placement on you as an individual for getting placed on a team of 4 or team of 2.
So basically, they can fix this problem without changing anything about the Tri-Color Turfwar mode itself. They just have to fix the unfair point distribution.
Two times doesn't make a pattern, flawed math doesn't make an argument.
@@Al0neStillAlive Ok so when it happens the third time, inevitably, we have your permission to recognize data? Saying something is flawed without explanation isn't an argument 🥱
That wouldn't fix the horrible gameplay design of the mode though
@@Al0neStillAlive So are you claiming the point distribution is fair as is?
As a non-participant. These stats do seem annoying. The game winning 15 points are given to those who specifically win the mode designed to be lost by those in the lead.
I can certainly understand the frustration for those trying hard when to game is so stacked against them
True... albeit at the end of the day... who cares? (Excluding the final fests and any events...) the rewards for winning or losing a splatfest are the same: Sea Snails. And I'm kinda betting that Splatfest mode and specifically Tricolor is going to be added to private battles at some point in the future like the Shifty Stations and splatfest mode for Splatoon 2.
Gem, you unironically have a really good villain grin lol
i really want more silly splatfests like the toilet paper splatfest in splatoon 2. obviously team gear would be the most popular vote as it was the most logical. maybe for splatoween they could mix it up and have the theme be something like what's your favourite candy? fruit chews, chocolate or mints. idk something like that hahahah
I was thinking Shiver: Vampire Frye:Zombie BigMan: Ghost (with a white drape on him lol) for a thematic
I think Frye would work better as vampire. Since she has the long ears and longer beak.
@@empressbulby3761 yeah but, Shiver has the v I b e
@@totallynotaferret yeah but frye is literally based on a vampire squid I think
Agreed, this would lessen toxicity x)
Granted, people DID get heated about rock paper scissors, so I think it's because of frustration at tricolor regardless. Right now splatfests have been telling us, "if you're winning in the first half, you're going to lose"
I think conch shells are run as a percentage in a way that popularity isn't a factor
You also get 600 points for just touching the signal if the signal is never claimed
Oh right I knew that and forgot to include it!
“Man, team gear tried to win! I can’t believe it”
I had a lot of fun! This was my first splatfest to participate in as I kept missing the ones in 2 and missed to pre-launch. And even better was being on Team Gear and winning my first fest. Almost all the youtubers I watch were on Gear, which was cool knowing I was on the team with so many content creators that I like. But I definitely think something needs to be done to balance tricolor some. Maybe fewer points for getting ultra signal? I mean 5000 total for just getting it, even if you still lose, seems like a lot.
Not to mention you get 600 points for each individual attempt to secure it, even if the attempt is a failure. You get that bonus on top of your victory reward and the secure bonus
true but with how rare tricolor was i never saw it as an issue tbh. i only got into 3 tricolor matches and ended up winning 1 of them only
Why didnt they just lose smh
I think a good approach would be giving the defending team access to the Ultra Signal points as well. Perhaps, if no Ultra Signals were taken that match, they get 5000 points, even if they lose.
the fact that all the youtubers you watch were on gear is the issue. all of mine were too. and for why? because they all said that streamers chose team gear, streamers being pros, or at least high ranked. its inherently unfair and the way the streamer thing works with them all trying their best to be able to play with each other instead of picking the team they want is completely making splat fests unfair
4:30 Man really said "We proved we were right by winning" all smug and then proceeded to explain how unfair his victory was 💀
I’m pretty sure in the patch notes for the first update it was noted that tri colour battles would have the rate they happen at reduced while they work on a more permanent fix for splatfest balance. They also said it’s fairly low priority so it’s likely we’ll have to wait for a couple more splatfests before anything changes
Great to see that they advertised this game mode really heavily in the pre-release material, but now they're punishing the players who WANT to play it by making it so stupidly rare. Great decision.
So that’s why I only managed to get two tricolor matches the entire time
Though I was also on Team Gear 😅
@@cherrychocolate1434 They made it super rare because the amount of people that complained during the rock paper scissors splatfest demo
Weird that it's low priority since it's the most popular game ever in Japan lol
ah yes, they gave us the ultimate solution by simply making em less common, that's totally gonna be more balanced even tho clout distribution is still fucked in tricolor
Wow. This channel is really great. I never realized how small the competitive community is compared to the general playerbase. Besides that, I finally learned how Splatoon 2 and 3's Ranked systems work. I appreciate this content!
giving the defending team extra clout for defending the ultra signal would be a great way to balance the points
The worst thing about the difference in point earnings is that people will most likely stop playing once they know their team is winning in the half time report making it fall behind even more
Tricolor is such a fascinating new mode and because it's so unique it's basically guaranteed to have growing pains. I'm glad they pulled it back while they work on improving the balance and I'm excited to see what changes are made. gg to everyone who played in the fest!
i really hope they’re actually working on point changes or gameplay changes and arent gonna have it be so rare going forward
@@spoon7053 apparently it's a "low priority" fix, so maybe next year we'll get to have fun with the advertised new mode lol
This makes *so much sense*. My friend and I were on Team Scissors in the Premiere, and though we had a rocky start with the Tri Color battles, once we figured out a strategy we started winning almost every game. I was feeling really good about maybe winning, then seeing the results and not getting *any* point categories at all made me really confused. If we were in the lead at half time, how had we not even gotten a single point category?
The clout skew is SO HUGE I want to know how they thought it was a good idea. You have to win 2 or 3 games with no signals captured to even match the defenders victory. No wonder it skewed so badly. I like the idea that if you can manage to keep the Ultra Signal out of the Attacker's hands, either the defenders get the Ultra Signal, or they just become unobtainable at the 1 minute mark. The defender's clout definitely needs to be buffed.
Honestly, I was astonished to learn after the World Premiere that both Rock and Paper received winning points even if their team wasn't the one that won. You CANNOT have a 3 way battle and have a scoring system that highly encourages collusion. As you said, that only supports griefing in the first half of the Splatfest, because even a child can understand that if the system is rigged against the winning team, the only logical conclusion is to lose so that you can take advantage of the MASSIVE unbalance in the scoring system. The fact that the developers had this incredible oversight towards one of the most interesting and exciting things to have been added to the game gives me little hope that they will balance it properly and fairly, but I pray I am proven wrong.
11:04 Hey, I'd definitely say that getting just 5,000 instead of 6,000 is for sure worth an affirmative nod with arms crossed
"...instead of getting our egos involved when we lose" ignores the toxic behavior of the winning team, of which there was plenty.
honestly as someone on big man's team in both splatfests so far, i just wish there was something that could be done about the sprinklers. the odds really do get stacked against you if even one of them enters the field, let alone two of them. maybe if they had splash wall-like hp, where they only exist for a fixed time but can be destroyed more quickly by shooting them down. and they could still have a huge amount of HP (i envision them lasting for a full minute on the field if left unotuched). it would also give the attacking teams more incentive to keep trying for the ultra signal. not sure overall how it would affect the clout distribution if things were made easier for the defending team, but having two sprinklers you can't do anything about once they're on the field just doesn't feel fun to play against. and it really sucks that tricolour matches have been made more infrequent, 'cause i really like them! it's just... yeah
I played mostly when the comp players were- first day, getting ruler and then leaving and having a good time elsewhere when i learned grub wasnt in the lead and i probably wouldnt be able to play a single tricolor. Ive been playing since the first splatfest in Splat 1, and i have NEVER seen this many toxic people throwing fits over the results of a splatfest. I dont even care about the results- i just want to play the new mode, get together with my cephalopod family, dance to some anarchy rainbow, and have a good time! Splatoon being more accessible than ever is a double edged sword for a community that for the most part is super chill.
(also, for everyone saying "everyone only chose based on being a simp!"- im in several GCs for sploon- and i dont know a SINGLE person who *didnt* choose based on A) logical choice, or B) "Oooooo! pwetty color..." but thanks for showing your bias! ill put that in my pocket for later.)
@@MutedAndReported3032 Smug jokes do get under my skin a little, but generally as long as theyve been good sports during the whole thing, im chill about it. People who are legitimately gloating or getting furious are the type of folk i either dont engage with, walk away from, or block. I dont control them- I never will. But i do control my own internet and game playing experiences! and if someone is getting that overcompetitive and worked up over something that most wont remember? Its not worth my time or energy to interact with them. Im at the point where anyone who gets overly upset at anything i say online just gets blocked. theres a billion people in the world- and someone I played a 3 minute FPS match with maybe 4 times one day and never saw again isnt anyone i really need to let pull down my experience.
Maybe a way to balance the tri color matches is to give the 4 player team a way to covert the towers to start spraying their ink out of them so the towers will always be in play.
Something that wasn't mentioned that I'd like to shine a light on as well- It doesn't matter how slim the margin is that one team takes the first half; they're still going to be defending in tri-color for the entirety of the second. In the premier scissors took it by about 1%, and just a few days ago team fun took it by less than 0.5%. Scraping by like that and then being punished for it the entire next day is just blatantly unfair alongside how skewed tri-color already is in the favor of attackers.
I'd not only like to see a complete rebalance of tri-color, but also a system where the defending team switches out on each map rotation depending on who is currently in the lead at that moment. I think the dynamic aspect of teams constantly falling in and out of the lead and having it being a tangible aspect of the game would add so much; not just in terms of balance but in terms of player engagement as well. Hopefully we get news of changes coming sometime soon because god knows we need them.
I agree that splatfests should be first and foremost fun, but as someone who was on team scissors, I can confidently say tricolor is *not fun* . It feels miserable trying to defend that and knowing the slightest slip-up will throw away everything you've done
I think the map they used for the RPS splatfest was a horrible choice, lol
Hammerhead was a bit better for defense since it was wider and easier to get into the offense team's bases. It also helps that it takes offense bit of time to reach the middle if they got splatted.
The problem with Shipyard is the spawn is placed HORRIBLY for defense. It's so tiny and you can get the jump on them quite easily since there's only one real way to exit.
yeah, tricolor wasn’t the issue, sturgeon shipyard was. enemies could come from any direction, had more turf to cover, and the turf the defenders had was so little and the attackers had easy access to the defenders’ spawn area.
I was Team Fun. Tri-Color was my favorite part of the Splatfest.
Finally someone else that points out how atrocious the gameplay is too
One fix won't make it, they need to rework the objectives AND the clout distribution if they want to make up for this clearly rushed mode
At first I was kinda skeptical about the asymmetry of the tricolor battles, but after replaying them in this splatfest, I feel like they are lot more fair than people gave them credit for. They NEED to make them more common tho, it took me so long to get to a SINGLE battle, I can't imagine how much hours it must have been for the people who played 10 of them
2 splatfests and I still haven't managed to play a single one despite spending hours trying.
They lowered the rates of them coming up while they look to create a solution to the balance issue.
@@shadowsneak100 a solution to the nonexistent balance issue, because the mode itself is fine it’s just that it had a really poor first map
@@hola-gy8te There is still a balance issue of clout, but that could be a real easy fix if they just increase how much the defending team gets
We also need more evidence to see which one was the exception, was the first map really poor for defenders or was this new map much more in favour for them
if its more on the side that the first map is the regular then theres still a balancing issue in the maps themselves
theres also the argument that the balancing of a gamemode shouldnt swing so heavily based on the maps its played on but thats a seperate thing
Add to the fact that gear had so many players. I honestly think a lot of people thought it was the logical, when in reality, it was highly illogical. We're not Bear Grylls, we're nerds, all of us, playing a fun videogame. Unless you had both that and survival as your hobbies, how are you going to survive the island without knowledge of what's edible? I should have gone grub, because I would at least have food with me while I die slowly and painfully.
Honestly In the few games of tricolor that I played this fest as team hear. Adding the spawn areas for the defenders made tricolor so much more balanced gameplay wise imo. Of course they still need to figure put the clout score to make it more balanced but I enjoyed how more difficult it was to get the lead over team fun during tricolor this time.
People say the most attractive idol wins. If that’s true then why has big man never won?
I was Team Fun. Sunday afternoon I got 3 tri color matches in a row. Had to stop and go for a walk because I didn't play the testfire and was basically confused and unhelpful, which stressed me out. Watched some tri color matches on RUclips to try and learn, came back and ended up having 3 more tri color matches. I did better, but it was obvious not everyone on my team knew what to do. Looking at the map for one match 2 of my teammates were actively heading away from mid when the ultra signal showed up. My other teammate got splatted immediately, so it was up to me to defend alone against the four other players. It did not go well :')
I think the longer the game is out the more people can figure out what they actually need to do during tris, which will make it more balanced on its own. The clout system is crazy, but since a lot of people didn't get any tri color matches I think that did actually help keep it more balanced. We're just working out the kinks. I hope they keep tri color matches, it's stressful as defender, but still a lot of fun in my opinion.
At the end of the day, Splatoon is just a game. It's supposed to be fun. Which is why I chose Team Fun in the first place. So everytime I lost and started to feel bad about myself I could look at my title and remember why I was there in the first place ;P
Just like the test fire it felt like a situation where most of the newer players picked the winning side during halftime.
This mode wasn't designed with FUN in mind, that's for damn sure
17:46 that's what I instinctively did when in team scissors and I guess what team fun agreed to do in the latest splatfest since I heard that most players couldn't queue for any tricolor matches
18:20 and that's where you're wrong: tricolor is NOT fun at all, you just explained why too... a great video with a braindead conclusion!
These events should bring us together to have fun, but if the game is badly designed, we shouldn't force ourselves onto it just because "we shouldn't act negative" in this occasion
The moment I saw how disadvantaged Team Big Man was in the demo I became super excited to try defence and am still waiting... They should allow us to queue for Tricolors outside of Splatfests. It's crazy to think that so many people have opinions about the balance of the mode but only a small number of players have experienced both sides.
I was scissors, then grub. So I'm a tiny little guy ig
I've experienced it. But only 3 times on gear. All times ended in victory, but never for gear, more for grub. I should have been more aggressive towards grub, to see how many points we would have gotten.
I can say without a doubt, that defense is much harder than offense, since you can't let your guard down at all. Unless you coordinate and go off in pairs, and even then, it's highly skill dependent: how good is your aim, how strong is your situational awareness, how well trained is your dexterity? And even then, a small choice you've made, like opening the map slightly too early and you don't see that one pair has fallen so you need to defend that side... Like all turf wars, it's a highly swingy game mode
I tried both sides and it obviously sucked every time because it was probably designed in an afternoon with 5 minutes of playtesting afterwards
i wish the tricolor turf wars were ACTUALLY 1v1v1, maybe make a specific map for it, like how marina made splatfest specific maps with single player mechanics in the map
The problem with the recent splatfest, is being on the biggest team who doesn't have the lead (team gear) because the chance to do tricolor are pathetic.
For example, I didn't have the chance to try it.
Right? I played for an embarrassingly long time and saw it once. I don’t even understand how to do it yet.
19:37 This brings up an important detail: Team Gear was one of the 2 player teams, yet had almost 2 thirds of the playerbase. I personally think that was why so many players (most of them from Team Gear it seems) didn't get to play many if at all Tri-color battles. It's not that the frequency of them was turned down, but that 58% of players were queuing up for a spot on one of the 2 player teams. I bet they would have happened more often for us (Team Gear) if we were the defending team at halftime. Further proof: I saw ThatSRB2DUDE one of his videos for this Fest got plenty of Tri-color battles, and he was on team Grub, not Gear.
I think the tri color balance was a little better this time, because Hammerhead Bridge is much easier to defend on compared to Sturgeon Shipyard. Please note I was on both Team Scissors and Team Fun. In the premiere I won like none of my tri color matches while in the first one it was about 50/50.
I will never understand people complaining about other people trying hard to win? Honestly the more annoying type of player was the team fun players who disconnected whenever they got tri-color so that nobody could play it. I also think that the "halftime lead" should be decided by votes, so that the team with most players is defending in tri-color. They also should do more subjective themes for fests, so that there is less hostility and a more balanced spread of players on each team.
but here's the thing, people can just wait until halftime to pick a team
omg I hated when people left tricolor. I only got into 4 tricolor matches and 3 of them ended in a disconnect
@@ismael8391 not the case since when the splatfest starts you have a team chosen for you
If they dced they actually lost the game LOL
booo, I don't want irrelevant team choices. much better would be to make the three teams actually difficult to pick between.
The same people crying are the same people who paint the spawn the whole game
You can't paint the spawn if you're the defending team though, so silence
the team of 4's equivalent to the ultra signal is the fact they can paint twice as much as the other teams just from the start, and if you actually fight to take space from the teams of 2 it's very strong.
team fun here! I noticed team gear got really aggressive after half-time got announced, so it wasn't only the tri-color battles that made us lose
I was team gear and this was actually true of all teams. The amount of times I got pushed all the way to our spawn by the other teams after halftime definitely happened waaay more than the first half. I think it was just we all really wanted to win, but because you would've mostly fought gear given gear's popularity, it seemed to you like it was only team gear that got aggressive.
@@starfallscythe and team grub eating in the corner :)))))
@@starfallscythe lmao that's true- I only fought team grub around 5-6 times outside of tricolor, so I prob got that impression from that.
Team gear here -and was team rock-
When i saw that the difference between my team and the winning team was less than a % or 2 away i went for the kill
Tri-color turf battles are such a great idea, but as someone on Team Gear, i only played one in a 2-hour session. I would love to see splatfest-specific maps that are specifically built for 3 teams.
Pro mode being 10p so the winning team can't hide in that mode to avoid losing in TriColor
I think it would be fun for the Defending Team to have the ability to deactivate a Sprinkler of Doom by retrieving a "device" from the enemy's base. The Defending individual could earn 300 points for retrieving it, and the Defending Team could earn 2000 points for successfully bringing it back to the Doom Sprinkler and deactivating it.
Point though is it puts the Defenders on the same level as the Offensive Team, also having something unique and fun to do.
I literally could not get a single tricolor in the last splatfest after 50+ QUEUES FOR IT
I think that the halftime report should be by votes so that there is better matching and so we don’t have another island aplatfest situation, and that team is already likely to win because of the other ways to get points like votes
Honestly that first guy had a point about the hottest idol. Every sweaty Sports tryhard is a neck beard who is going to lust over Shiver. And thus, not even caring for the theme, they go with that team.
🤨
Most Splatoon tryhards are edgelord teens, this isn’t smash bros
Bro you literally see the votes results for teams what are you talking about
Honestly the biggest problem my friends and I had was with the matchmaking feeling like it was breaking down the whole time in open. I also feel like turning up the frequency of 10x matches wouldn't hurt as I literally only saw one, maybe two the entire splatfest, and while I only got to ruler+3, that's still a pretty significant amount of matches. I feel like if that's going to help balance things, it's necessary to make them more frequent.
Not being able to queue for tri-color as the team in lead was abysmal, I just wanted to try the new thing but the game rarely ever threw me a bone
i swear i thought the game was bugged or maybe the devs had shut off the mode for maintenance. i was in team gear, i had no idea how to get into a tricolor mach eventhough i selected "tricolor" lol
What I don't understand is why the Pro option isn't just the anarchy battles games modes during splatfests.
That way, people that like participating in fests but hate turf wars (or at least ONLY playing turf wars) can still contribute in some way to their team and have the game modes they actually like to play year round, while still encouraging people to keep team rep in open up because that's where the 15p is.
This video is crazy. The way you showed your own spreadsheet on the data! That randomizer was so cool! 😁
insert extremely angry rant here talking about how the fest is rigged
While I am kinda interested as to how Splatfest results overall are calculated, at the end of the day, its just an event in the game. People dont need to take it seriously. You get a decent reward at the end whether you win or lose.
true, but having certain parts of a game specifically rigged against you kinda objectively makes it less fun
@@scribblecloud Only if you care enough it ruins the fun...which i dont really. All im here for is reaching to Ruler on whatever team I choose.
@@Ganzo_ed whats the fun in playing if you know youre gonna lose
@@scribblecloud The fun, just like anything, is in the experience and the ability to participate. Im there to have a good time with friends and other people I meet
Winning is subjective, depending on the reward or advancement to compete in higher, more competitive oppurtunities.
Splatfests arnt a tournemant, or ranked. Its a fun competition for all players to take apart of and simply compete witch each other to have fun. The stakes are as low as any turf war battle. You dont really lose anything if you loose battles.
The only thing in splatfests that spices up competition are the 10x and above battles. Other than that, is just a way people can relax and play with their buddies
@@Ganzo_ed its a competition, its a competitive game most people care about, so people wanna win. if they dont its not fun
Another solution to balancing this might be to reward the halftime winning team with points towards winning the whole splatfest
My problem with tri-color is that I never got one.
As someone who was team scissors and team fun, I’m very new to splatoon so I’m not very good at the game yet. So splatfests have felt like weekend-long beatdowns to me, just because I happened to be “lucky” enough to be on the winning team. I loose turf wars, then I lose tricolor matches. I feel like other people were in the same boat as me, so that’s probably where some of the salt is coming from in other team fun players.
Tricolor is very fun, I just wish there was something more for the defenders. Though I did win one (1) match, and I’m never taking the defender badge off of my splashtag ever lmao
I was Team Grub. You can only imagine how I feel right now. 💀 I was so close to picking Gear but I didn’t need to be called a simp.
I only picked grub to play with my friend...
I completely agree BUT! One problem. It will take a lot of time for nintendo to fix this whilst also working on many other games.
And we also may not be able to play one splatfest because they were fixing it
Team grub here. I won all Saturday night and Sunday thought our team was at least cruising to 2nd place. Didn’t get much tri color even though I selected it all the time once available. I didn’t mind losing because it felt like we were winning the sorting gods were in my favor. It was more fun at the end with the tricolor.
same here, I thought for sure that Grub was in 2nd because I played maybe 3 games against Team Fun all weekend. Ngl while it was fun, it leaves a weird taste for all the work we put in to be worth literally zero points. I know it doesn't matter in the end, 3 snails is nothing, but damn give us like 5 points for being the underdogs at least lmao
I really felt like we were second place too lmao got bamboozled hard
team fun: *sinister laughter* YOU FOOL!!! SHOVELS ARE THE MOST FUN OF IMPLEMENTS!!! *starts making the world's largest sand castle immediately*
I have only played a single game of tricolor ever
the first step to making this better is let us play the dang mode Nintendo!
Same queue up for it for while but no one was playing it.
They dramatically reduced the frequency this fest in preparation for a full rebalance.
I feel like popularity and current advantage should be what puts you on the disadvantage for tricolor turfwarI played once against team fun and 1 tricolor turfwar. I also wish they brought back the new special maps for splatfests structure from splatoon 2
I ended up on both Team Scissors and Team Fun. God help me….
Also, on the point about the splatfest theme being a logic problem with a correct answer, that might not always reliably skew things. Because if the wrong answers are funny or picked for non logical reasons (as an example of a non logical reason: the “HERE FOR A GOOD TIME NOT A LONG TIME” mentality we on team fun had) than there being a “correct answer” may not actually skew things all that much, of course it did this time, but it might not always do so.
me who picked fun by the logic that i'd most likely get stranded with someone who took gear and thus i can help mental health while they help physical health
You're forgetting that the teams of 2 gain a massive advantage for scoring the same as the team of 4
If you assume equal population, and 4 from each team cue at once, 2 players will be leftover on the losing teams. Those players will then be put in match somewhere else. If they get put into a normal match, then that means that those 4 players have the potential to score as 6 players
This first splat turned me contrarian, im now team frye everytime. Big man and shiver must be stopped.
As much as I hate seeing people pick based on idols, I wanna see my girl win just once man
@@MutedAndReported3032 he’s won halftime both times tho
I like all three of them, so I've just been choosing what i like so far... Which lead me to join shiver's team twice
Something to note: it is impossible to avoid tricolor for the leading team as the game will randomly lobby them up for tricolor. The option doesn't exist for them. Even if the other two teams don't lobby up for tricolor you still have normal turf war matches going on sometimes with a 10x clout modifier. Also it seemed no one if very few wanted to play tricolor last splatfest as I spent trying to lobby for the mode for several hours but never got it.
All in all this video matches up with my own observations of tricolor. My solution is to either randomize the spawn location of the ultra signal so that all three teams can use it and/or make the ultra sprinklers (sprinklers of doom) into giant bombs if an opposing team inks it enough. Very similar to the rainmaker shield but with a blast radius larger than a booyah bomb. Either way the leading team won't be stuck playing "king of the hill". Not that it will happen with the amount of time and coding needed to implement said mechanics.
Twitter users when someone tries their best to win a competition in a video game 😭
i even saw someone complaining that good players ruin the game because they hate competition and just want to have fun lmfao.
@@loafibun. lol i saw that it was funny
@@loafibun. I mean, I am ticked off that pro player won't play in PRO Splatfest battles.
@@totallynotaferret like the video said pro players account for a very small percentage of the playerbase, i can almost guarantee that you never faced a pro player, they were just better than you.
as someone who dabbles in game design, i'd love to see tricolor occurring with the same frequency as in the splatfest premiere, but with a single tweak to the balance: if the team of 4 prevents either team from capturing an ultra signal for, say idk, 1 minute, the ultra signal vanishes and it says "ultra signal defended" and it gives the team of 4 a cthulu-painter-thingy (thangy?) where the ultra signal was - if it's the first minute of the match, the second ultra signal never spawns, but they can also defend the second ultra signal for 1 minute after the first one is capped to get it for themselves
obviously the timer would need to be tested extensively and tuned throughout a test period, but 1 minute seems like a decent place to start
I'm surprised those Twitter comments stopped typing where they did
popularity should be the factor for tricolour. team gear was so popular most of us didn't get to try the mode. I missed the test fire so this was my chance to try it out, and I couldn't. if we were the team of 4, then we would've been able to get more tricolour matches going since the big team sends more players into the same amount of matches. it's like they found the solution to the old problem of popular teams being stuck in infighting matches and decided to throw it all away for a skill metric that only makes matchmaking worse.
A massive pet peeve of mine is when people say "x team was so toxic!!!" It just reeks of seeing patterns where there are none - was every single team gear member you saw squidbagging and "spawncamping" (even though spawncamping isn't toxic and just, playing the game imo), or did you just face up against a few bad teams and are salty they won?
I was on Team Gear, and even though we won, I STILL feel like the Splatfest was a NIGHTMARE.
This, this is one of the reasons why I don't have a twitter account. I'll also add, that Splatoon 3 is my first Splatoon and i picked Team Gear because I believe that you need some actualy tools to survive. As a topping on the cake, I have to add that I didn't knew that teams are linked to idols in the game, but I actually liked Shiver design since the beginning. Feeling sorry for everyone with different tastes in squids.
The only real change that is needed. Is way, way more points if you actually manage to defend and win.
I legit thought I accidentally pressed a jerma985 video in the beginning lololol
I get that comparison a lot lol at a certain point a man just leans into it
The problem with this is that the three teams are NOT going to be equally skilled, they'll be **unpredictably** skilled. There's no way of knowing how the player base will be divvied up. But whoever has the higher average skill level will likely end up being on the defending team during Tricolor. I still think it's overtuned, but Tricolor does not exist in a vacuum.
I do enjoy the mode quite a bit, I think its a good idea. But it is pretty demoralizing to be apart of the winning half twice in a row in this mode and be destroyed in the same way as before.
I assume as more splatfests come out we'll have a better idea on how to defend and make the game more balanced. But for now it feels a bit tilted towards the attacking team.
I played the demo as team paper, got terrified and I totally share the opinion you showed in the intro even although I were team paper, and not playing the first main splatfest was way healthier for me. I'm glad I did so.
Seriously, people truly let their egos get in the way of a for-fun event that has been a celebration of Splatoon and Ink/Octoling culture. Did I have a bone to pick with Team Fun? Yes because fighting 4 JP N-Zap players felt like some try-hard nonsense (irony coming from Team Fun), but at the end of the day I wasn't really upset that they were winning and would accept a loss. I'm just happy I can 3-Star my Amiibo gear and upstar my gear from my favorite brand.
I think this could be almost entirely fixed with 3 changes:
1. Give tricolor defenders points for no one capping ultra signal (like how teams get points for capping ultra signal)
2. Give them points for killing someone in the middle of capping ultra signal (like how teams get points for attempting to cap ultra signal)
3. Make the respective idol say cool or encouraging things if you kill someone while they're capping signal
- someone who was on fryes team both times :'3
I'm gonna have nightmares about the gem jumpscare
To be fair, you have to have a very high IQ to be on Team Grub. Their logic is extremely subtle, and without a solid grasp of deserted island cuisine most of their ink will go into a typical player's head. There's also Team Grubs survival outlook, which is deftly woven into their characterisation - their personal philosophy draws heavily from Honshū culinary experts, for instance. Team Grub understands this stuff; they have the intellectual capacity to truly appreciate the depth of the splatfests, to realize that they're not just fun- they say something deep about LIFE. As a consequence people who aren't on Team Grub truly ARE idiots- of course they wouldn't appreciate, for instance, the humour in Frye's existencial catchphrase "I'll still have enchiladas! You'll have enchilNADA," which itself is a cryptic reference to the idiomatic American English phrase "the whole enchilada". I'm smirking right now just imagining one of those addlepated simpletons scratching their heads in confusion as Frye's genius unfolds itself on their television screens. What fools... how I pity them. 😂
And yes by the way, I DO have a Team Grub badge. And no, you cannot see it. It's for the ladies' eyes only- And even they have to demonstrate that they're within 5 levels of my own (preferably lower) beforehand.
People make fun of Frye for having a big forehead, but dammit, that gigabrian of her's gotta go somewhere. 🤣🤣
*gigabrain*
Honestly i would have liked that the leader would update every 2-4 hours. so you have chance for a different defending team each 2-4 hour rotation.