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Apparently Splatoon 2 tickrate is only 16Hz

If you honestly want to sit there and tell me youve never once had the item wheel give you a repetitive item, had the item wheel spin longer than usual, had the track selector hang on a selection, had players get hit but not take damage or had lobby issues then alright.

I have had repetitive item happen but rare enough it isn't an issue that I would assume is lag? I have had a player not take damage a few times but same. Never had item wheel spin forever or track selector hang.

No lobby issues except once it said I couldn't connect to a player and it had me select the mode again and got in.

That's all.

It is so rare I don't remember last game I had it happen. The game is extremely polished and works amazingly well.
 

R00bot

Member
Nekketsu Kõha;245378827 said:
I have had repetitive item happen but rare enough it isn't an issue that I would assume is lag? I have had a player not take damage a few times but same. Never had item wheel spin forever or track selector hang.

No lobby issues except once it said I couldn't connect to a player and it had me select the mode again and got in.

That's all.

It is so rare I don't remember last game I had it happen. The game is extremely polished and works amazingly well.

Sounds just like Mario Kart 8 to me, I've had all of those issues there quite regularly. Not surprised Deluxe has the same issues (although they were never bad enough to affect my enjoyment too much).
 

Instro

Member
Interesting and for a some reason we don't see much or any complaining about that. It seems other companies get's free pass.

Hypocrisy at it's finest.

A primarily single player game wherein no one cares that much about the multiplayer offering, vs a primarily multiplayer offering that Nintendo is pushing for esports. Multiplayer games from all sides regularly get shit on for this.
 

phanphare

Banned
Interesting and for a some reason we don't see much or any complaining about that. It seems other companies get's free pass.

Hypocrisy at it's finest.

while I have seen people talk about Uncharted's multiplayer that series is mostly about its single player so it makes sense that people wouldn't complain much about its multiplayer. I don't see any hypocrisy with this comparison.
 

Kiote

Member
I think it's pretty safe to say that this is a complete non-issue on public servers. They should probably keep things the way they are. The fact that I can play Splatoon, without issue, on my cell phone LTE is far more important than competitive gamers having a better refresh rate.

If anything, this should be tested in LAN Mode, which is what Competitive Players should be using and any adjustments should be made exclusively to that mode.
 
Sounds just like Mario Kart 8 to me, I've had all of those issues there quite regularly. Not surprised Deluxe has the same issues (although they were never bad enough to affect my enjoyment too much).

I had to think hard to remember it happen at all.

For sure nothing to complain about. Now if that happens him all the time then he has issues on his end.
 

Peltz

Member
If you honestly want to sit there and tell me youve never once had the item wheel give you a repetitive item, had the item wheel spin longer than usual, had the track selector hang on a selection, had players get hit but not take damage or had lobby issues then alright.

To be fair, the more you play, the higher chance you have of seeing an issue like that creep up. If you've only played like 10 hours, you will simply notice less stuff than someone who's played 50 or 100.

I have never seen the item wheel spinning for super long. But I have seen the other stuff... although I'm not sure if I've noticed the repetitive item thing.
 
I think it's pretty safe to say that this is a complete non-issue on public servers. They should probably keep things the way they are. The fact that I can play Splatoon, without issue, on my cell phone LTE is far more important than competitive gamers having a better refresh rate.

If anything, this should be tested in LAN Mode, which is what Competitive Players should be using and any adjustments should be made exclusively to that mode.

Problem is trying to have it both ways.

Extremely casual on mobile connections anywhere and at the same time push it as an esport.

As an esport title this isn't acceptable. No one will take the game serious as such.
 
Never noticed it while playing so i don't mind it.

I've probably noticed it 5-6 times while playing. Times where I died seemingly out of nowhere after one hit by a weapon that does not OHK.

That said, it has never affected my play experience. Kills don't carry the same weight as they do in other games in most situations, so those rare, wonky moments aren't a huge deal.

Would be nice to see it updated though.
 

ShdwDrake

Banned
So is this whats been going on with MK8 as well? TBH I'll probably just never play anything online centric on the switch and thats fine.
 

commish

Jason Kidd murdered my dog in cold blood!
A primarily single player game wherein no one cares that much about the multiplayer offering, vs a primarily multiplayer offering that Nintendo is pushing for esports. Multiplayer games from all sides regularly get shit on for this.

Yeah, it's really weird to bring up Uncharted 4.
 

DrArchon

Member
Haven't noticed too many issues other than chargers killing me without even looking at me, but I'm not super focused on these sorts of things by any means.

Online feels better to play than Splatoon 1 though for what it's worth. I'd regularly see big lag spikes between shooting my gun and ink being put down on the stage there. Never see that in Splatoon 2. Not sure if that's a tickrate thing or not though.
 

Patch13

Member
It doesn't. They could have a higher tickrate even with p2p.

But if we are going to be paying, it would be nice if they gave some dedicated servers someday.

The cost cutting is that Nintendo isn't providing dedicated servers for Splatoon 2.

Dedicated servers would probably enable a higher tick rate to be used without negative bandwidth implications.

Thx for the answers. Some of the comments here seemed to suggest that Nintendo could spend X more monies to get us Y GHz more in tick rate. The "tick rate is low because no dedicated servers" connection makes more sense to me.

Sadly, I think that the expectation that a Live/Plus subscription costs no more than $50 - $60 per year has kind of locked us out of a world where dedicated servers are the norm. Blizzard costs its WoW servers at $15/month -- more than three times the value Microsoft puts on its Live infra -- and those are cheap MMO servers with deliberately slow update cycles. Dedicated FPS servers with high tick rates are generally costlier to operate.

Not that S+ players would necessarily mind paying $15 to $20 a month to play Splatoon 2 on dedicated servers. I doubt that it would sit well with everyone else, though. And you still wouldn't actually have that smooth LAN experience.
 

Yukinari

Member
To be fair, the more you play, the higher chance you have of seeing an issue like that creep up. If you've only played like 10 hours, you will simply notice less stuff than someone who's played 50 or 100.

I have never seen the item wheel spinning for super long. But I have seen the other stuff... although I'm not sure if I've noticed the repetitive item thing.

Repetitive item is like constantly getting a green shell due to players lagging. Wish i knew the ins and outs of how some of the issues happen.
 
So is this whats been going on with MK8 as well? TBH I'll probably just never play anything online centric on the switch and thats fine.

No issues on MK8D and if you skip online when you can and want to play it you would be doing yourself a great disservice. Been playing for hours today having nothing but a great time.
 
Valve is jealous right now. Everyone says 16 is fine, meanwhile everyone complains about CSGO and that has 64.

It really depends game to game, I would expect counter strike to have a very high tick because it's such a frame perfect shooter where split seconds can affect the entire match.
 

low-G

Member
How is this a non issue?

Because he likes the game, so it's perfect in every way and cannot be better.

I think it's really about the relative experience level of people that complain vs those that don't. The more you play (online games) the more you know.
 
Repetitive item is like constantly getting a green shell due to players lagging. Wish i knew the ins and outs of how some of the issues happen.

Well I never had repetitive green shells ever. I do remember once in one race yesterday had many shrooms.

Again, lag.

All games once in awhile will have that happen especially when one player is the host.
 
Interesting and for a some reason we don't see much or any complaining about that. It seems other companies get's free pass.

Hypocrisy at it's finest.

People shit all over Uncharted 4's tick rate (and the many MANY issues it had) back then. It always got hand waved with "lol no one plays the MP"
 

Peltz

Member
It really depends game to game, I would expect counter strike to have a very high tick because it's such a frame perfect shooter where split seconds can affect the entire match.

I mean... it's kind of simillar in Splatoon but to a lesser degree. There are chargers which are basically like sniper rifles in other shooters.
 

Sky Walker

Member
So average players and lower won't care for the most part, yet it's a noticeable problem for esports player.

For me as an average splatoon player: I hope they fix it for a better pleasant experience. I noticed it when I try to splash people with flying bazooka thing, direct hit yet not registered.
 

deoee

Member
So average players and lower won't care for the most part, yet it's a noticeable problem for esports player.

For me as an average splatoon player: I hope the fix it for a better pleasant experience.

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Thank you for saying this.

Fixing the issue won't hurt anyone.
 

SomTervo

Member
The point isn't that this is a game breaking issue.

The point is that this would stop occasional annoyances like double-kills, being killed while in cover, or your shots not seeming to do damage.

These are evidently occasional annoyances that most people probably don't care about. But a higher tickrate would help alleviate them.


Please don't be so patronising.
 
Oh man Nintendo Full Force is here.

I got the game and have experienced some phantom kills here and there.

As an Overwatch player, the game post-patch feels way better.
 

Kiote

Member
Nekketsu Kõha;245379481 said:
Problem is trying to have it both ways.

Extremely casual on mobile connections anywhere and at the same time push it as an esport.

As an esport title this isn't acceptable. No one will take the game serious as such.

Yeah, competitive players love to blame the game when they lose. The truth of the matter is every person in the match is playing under the same environmental rules. You may get a bogus kill or may get killed for a bogus reason, but that doesn't mean the game demands a change and cannot be competitive.

You don't change the size of a Strike-zone in Baseball because the Umpire doesn't always call the pitch right

You don't decrease the width of the lines on a Football field because the Refs mark the ball wrong.

You play to the rules and adjust your strategy to compensate. You certainly do not limit the number of teams that get to play for the sake of the best team in the league.

Edit: I'm not saying I'm opposed to them increasing the Refresh Rate, all I'm saying is it's more important for more people to be able to play and it is not worth restricting that for high level players. If they can keep the bandwidth requirements and improve the refresh rate by all means go for it, but I can play Splatoon without issue anywhere I want right now, for 150mb/hr, and I'd like to keep it that way.
 

Easy_D

never left the stone age
The point isn't that this is a game breaking issue.

The point is that this would stop occasional annoyances like double-kills, being killed while in cover, or your shots not seeming to do damage.

These are evidently occasional annoyances that most people probably don't care about. But a higher tickrate would help alleviate them.



Please don't be so patronising.

Yeah higher tickrates tend to really iron out the corner-kills as I call 'em. Was a blessing when Battlefield 4 finally came out with 120hz servers, iirc they started at 30 (super shit) then went to 60 (still pretty damn bad)
 
I mean... it's kind of simillar in Splatoon but to a lesser degree. There are chargers which are basically like sniper rifles in other shooters.

Splatoon has those kinds of weapons and kills sure but again it's not like pixel hunting counter strike at 144hz, for the way splatoon plays it's just about good enough with it's current tick. I would like to see it higher but I can live with it.
 

Rncewind

Member
Yeah, competitive players love to blame the game when they lose. The truth of the matter is every person in the match is playing under the same environmental rules. You may get a bogus kill or may get killed for a bogus reason, but that doesn't mean the game demands a change and cannot be competitive.

You don't increase change the size of a Strike-zone in Baseball because the Umpire doesn't always call the pitch right

You don't decrease the width of the lines on a Football field because the Refs mark the ball wrong.

You play to the rules and adjust your strategy to compensate. You certainly do not limit the number of teams that get to play for the sake of the best team in the leagu
e.

im laughing way to hard at these to even respond properly


that comprasion cant even be called a reach
 
Yeah, competitive players love to blame the game when they lose. The truth of the matter is every person in the match is playing under the same environmental rules. You may get a bogus kill or may get killed for a bogus reason, but that doesn't mean the game demands a change and cannot be competitive.

You don't increase change the size of a Strike-zone in Baseball because the Umpire doesn't always call the pitch right

You don't decrease the width of the lines on a Football field because the Refs mark the ball wrong.

You play to the rules and adjust your strategy to compensate. You certainly do not limit the number of teams that get to play for the sake of the best team in the league.

They adjust the rules in baseball and football to improve the game (and make more money) all the time, what are you even talking about?
 

deoee

Member
Yeah, competitive players love to blame the game when they lose. The truth of the matter is every person in the match is playing under the same environmental rules. You may get a bogus kill or may get killed for a bogus reason, but that doesn't mean the game demands a change and cannot be competitive.

You don't increase change the size of a Strike-zone in Baseball because the Umpire doesn't always call the pitch right

You don't decrease the width of the lines on a Football field because the Refs mark the ball wrong.

You play to the rules and adjust your strategy to compensate. You certainly do not limit the number of teams that get to play for the sake of the best team in the league.

lol I can't even say anything anymore :D
 

Hugstable

Banned
I don't really notice it myself and I'm at B+ on two of the Ranked modes, but no reason why they shouldn't make it better since all it would do is make the game play better anyway.
 

SomTervo

Member
Yeah, competitive players love to blame the game when they lose. The truth of the matter is every person in the match is playing under the same environmental rules. You may get a bogus kill or may get killed for a bogus reason, but that doesn't mean the game demands a change and cannot be competitive.

You don't increase change the size of a Strike-zone in Baseball because the Umpire doesn't always call the pitch right

You don't decrease the width of the lines on a Football field because the Refs mark the ball wrong.

You play to the rules and adjust your strategy to compensate. You certainly do not limit the number of teams that get to play for the sake of the best team in the league.

Edit: I'm not saying I'm opposed to them increasing the Refresh Rate, all I'm saying is it's more important for more people to be able to play and it is not worth restricting that for high level players. If they can keep the bandwidth requirements and improve the refresh rate by all means go for it, but I can play Splatoon without issue anywhere I want right now, for 150mb/hr, and I'd like to keep it that way.

Incredibly facetious analogies.

Using the same metaphor this is more like only playing in high wind, or the ball or bat being randomly swapped out for a slightly heavier one.

You can work around the problem but it will mess with the balance in a subtle way and possibly mess up individual plays.
 
Even if the low tickrate was a conscious decision due to expecting people to play on questionable connections undocked, there's no reason to not include a "pro" mode of some sort.

Well... no reason other than cost of implementation. But I feel like the good press that would come from updating it would be worth it. Being dead last on these lists comparing it to other games is not a good look.
 

Xater

Member
That is way too low. No wonder me getting killed will killing happens so often in this. It's like in COD and even that series us finally moving to a higher tickrate with the new game.
 
Love Splatoon. Hate the tickrate, lag issues, whatever it is. There are too many trades, 2 shot weapons kill in one, three shot weapons kill in 4. It's bullshit. My biggest disappointment with this sequel (that I love and still play religiously). Fix it Nintendo.
 

giapel

Member
The point is not if a higher tick rate is better. Of course it is. The point is that some people here throw their arms in the air calling outrage, as if a game is unplayable with a low tick rate, ignoring all the factors that may have led to the selection of said tick rate and only focusing on their pretended ruined esport.
Hyperbole never helps a cause.
 
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