Talk:Floor: Difference between revisions

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Latest comment: 3 March by DevNode in topic Floor Categorization by Spire Thirds?
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:While collecting data for this on the side during hackless runs, I seem to have noticed that the same floor configurations have the same consistent base Membux reward. So far I've gotten 115 twice on a Normal Pursuit Bowl.Floor and 130 three times on a Normal Pursuit Careful-Aim.Floor. I've also noticed different Difficulty/Objective combinations with the same floor name, notably at least four different High-Tower.Floor configurations: an Easy Portal with a 35m reward, an Easy Ball with a 25m reward, a Normal Portal with a 105m reward, and a Normal Tower with a 130m reward. [[User:DevNode|DevNode]] ([[User talk:DevNode|talk]]) 08:09, 3 March 2024 (UTC)
:While collecting data for this on the side during hackless runs, I seem to have noticed that the same floor configurations have the same consistent base Membux reward. So far I've gotten 115 twice on a Normal Pursuit Bowl.Floor and 130 three times on a Normal Pursuit Careful-Aim.Floor. I've also noticed different Difficulty/Objective combinations with the same floor name, notably at least four different High-Tower.Floor configurations: an Easy Portal with a 35m reward, an Easy Ball with a 25m reward, a Normal Portal with a 105m reward, and a Normal Tower with a 130m reward. [[User:DevNode|DevNode]] ([[User talk:DevNode|talk]]) 08:09, 3 March 2024 (UTC)
::I think you might be onto something there. The base floor doesn't by itself determine the Mems gained, but the modifiers - that being the objective, difficulty and add-ons - does. [[User:LatiusAuro|LatiusAuro]] ([[User talk:LatiusAuro|talk]]) 10:18, 3 March 2024 (UTC)
::I think you might be onto something there. The base floor doesn't by itself determine the Mems gained, but the modifiers - that being the objective, difficulty and add-ons - does. [[User:LatiusAuro|LatiusAuro]] ([[User talk:LatiusAuro|talk]]) 10:18, 3 March 2024 (UTC)
:::I wouldn't necessarily take a "modifiers" approach since at the end of the day they're all bespoke courses with handplaced level elements, not generated from a set of random parameters but created and balanced to offer different experiences with the same base geometry as the skeleton. [[User:DevNode|DevNode]] ([[User talk:DevNode|talk]]) 21:28, 3 March 2024 (UTC)
:::I wouldn't necessarily take a "modifiers" approach since at the end of the day they're all bespoke courses with handplaced level elements, not generated from a set of random parameters but created and balanced to offer different experiences with the same base geometry as the skeleton. The level names are ultimately there for flavor and to aid in identifying for the user what sort of hazards they're to expect next, and they're formatted like file names rather than traditional level titles to reinforce the fantasy of Side Order being an in-universe VR computer program. [[User:DevNode|DevNode]] ([[User talk:DevNode|talk]]) 21:28, 3 March 2024 (UTC)

Revision as of 21:33, 3 March 2024

Floor Objectives

I think it may be a good idea to note which floors can have which objective types. For example, I do know that there's a couple of floors early in the run that look like they're designed to be ∞-Ball levels, and the mountain ascending one I've only seen as a "Destroy the Portals" level. -- LatiusAuro (talk) 10:31, 26 February 2024 (UTC)Reply[reply]

Floor Terms = Enemy Types

Maybe there should be a section that shows which kind of prefix/term in the floor's name means different enemy types like "Open-Season" meaning Nobilmentes/Snipers will spawn and Bombardment will spawn the Arpeggios and Spawners. Argus (talk) 23:35, 26 February 2024 (UTC)Reply[reply]

Floor Categorization by Spire Thirds?

I've noticed the floors I roll for each third of the spire don't tend to overlap very much. A Rigorous like Coverage(Between-Crosshairs) seems to only spawn on floors 1-9, while an Easy like Danger-Magnet_Covered only seems to appear on floors 21-29. Could present a more useful means to categorize the floors than the current megalist. DevNode (talk) 06:44, 3 March 2024 (UTC)Reply[reply]

While collecting data for this on the side during hackless runs, I seem to have noticed that the same floor configurations have the same consistent base Membux reward. So far I've gotten 115 twice on a Normal Pursuit Bowl.Floor and 130 three times on a Normal Pursuit Careful-Aim.Floor. I've also noticed different Difficulty/Objective combinations with the same floor name, notably at least four different High-Tower.Floor configurations: an Easy Portal with a 35m reward, an Easy Ball with a 25m reward, a Normal Portal with a 105m reward, and a Normal Tower with a 130m reward. DevNode (talk) 08:09, 3 March 2024 (UTC)Reply[reply]
I think you might be onto something there. The base floor doesn't by itself determine the Mems gained, but the modifiers - that being the objective, difficulty and add-ons - does. LatiusAuro (talk) 10:18, 3 March 2024 (UTC)Reply[reply]
I wouldn't necessarily take a "modifiers" approach since at the end of the day they're all bespoke courses with handplaced level elements, not generated from a set of random parameters but created and balanced to offer different experiences with the same base geometry as the skeleton. The level names are ultimately there for flavor and to aid in identifying for the user what sort of hazards they're to expect next, and they're formatted like file names rather than traditional level titles to reinforce the fantasy of Side Order being an in-universe VR computer program. DevNode (talk) 21:28, 3 March 2024 (UTC)Reply[reply]