I'm sure there's some truth to this, if it's not just completely the case. It's not like the developers were trying to put out a bad online experience. I think they definitely should've taken worldwide performance more into account though.Yeah it's more an indication of Japanese infrastructure than Nintendo doing anything right. I wouldn't be surprised if they did most of their testing in Japan and decided the performance there was accessible and didn't concern themselves too much with worldwide performance. The devs might even be surprised to find out that the game actually has issues worldwide.
I know pro player Leffen also said he has issues with the online, but yeah, I think America would have it especially bad with how large it is.As an Australian, which is a country with rubbish internet, I find online really smooth as well. I've heard so many people trash on the Smash netcode and I'm starting to wonder if it's an America focussed issue
Maximillian is laughing at this post right now.
The online in smash is so unacceptable that it cant even do 4 player without turning to shit. Meanwhile ive played PS3 games with better online.
It doesn't matter if you're a rocket scientist with a 500000gbps connection. Latency happens and with p2p games it affects both sides.
Which is why regional matchmaking with options such as 'maximum latency' is a no-brainer.
Which is why regional matchmaking (with options such as 'maximum latency') is a no-brainer.
It's amazing to watch the handful of crazies try to defend this game, and Nintendo's continued incompetence in the realm of online gaming(and competitive gaming for that matter). They've been operating online gaming services for over a decade at this point, Smash's performance in this regard is simply embarrassing.
As an Australian, which is a country with rubbish internet, I find online really smooth as well. I've heard so many people trash on the Smash netcode and I'm starting to wonder if it's an America focussed issue
Why is it funny that people who experience problems with a service they're paying for are complaining about it though?Yeah as far as online gaming goes it's pretty shit. It's equally as funny to watch people go on and on in rants about how shitty it is too though.
Yeah it's more an indication of Japanese infrastructure than Nintendo doing anything right. I wouldn't be surprised if they did most of their testing in Japan and decided the performance there was accessible and didn't concern themselves too much with worldwide performance. The devs might even be surprised to find out that the game actually has issues worldwide.
Nothing to see here, folks. This is normal and totally not how playing SSBU online feels like!
Well they obviously aren't going to say, "Yeah our on-line sucks but hey, at least it's cheap."
Its not
literally nowhere has people tripping over themselves saying smash online works like a dream
Buzzard Can you present evidence contrary to the article's statements? It seems that a large number of people have issues. I played Smash Ultimate on solid internet that doesn't have lag in other games、 and that is a common complaint.
I gave it a number of tries while using the free demo of the online. The experience was bad enough that I finished getting the online challenges and didn't pay for the online. And I refuse to pay for the online until it improves.
Are you serious with this?
"the service has gotten to a really good start"; "the service is off to a great start"; "helped in large part by Super Smash Bros. Ultimate"; "the recen release of Super Smash Bros. Ultimate built on the first surge in membership".
Anything but "Super Smash Bros. Ultimate's online modes are turning players away" like the Polygon article indicates (lol, remember MK8 pie chart? what a joke)
As I said, vocal minority being very loud as always.
Business Insider said:
US Gamer said:
Kotaku said:
CNET said:
Attack of the Fanboy said:
Forbes said:
But it seems other Japanese companies manage to come up with better netcode?Japan has some of the best internal internet connectivity in the world. FTTH everywhere, robust LTE/4G network. I'd not be surprised if the ping between Kumamoto and Wakanai isn't under 20ms. Not to mention there are tonnes of players, so no reason for matchmaking to take you beyond Japan.
This is not an accident. Nintendo really don't think very much beyond their own borders (in line with many Japanese as it were)
The perfect amount for their sakeTheir great "net code" is why I have 15 minutes played of SSBU.
Are you serious with this?
1) This has nothing to do with the quality of the service, just sales of the service
2) You really think Nintendo is a viable source on if their product is shit?
3) Just because someone buys something that is behind a paywall, doesnt mean said thing is of good quality
4) The polygon article references a lot of issues, even citing a pro player talking about having trouble with the service and is a credible news source
5) You still have no evidence of anyone overwhelmingly praising the service, but I can guarantee you I can find tons of negative opinions on it from various platforms. The "vocal minority" critique is ridiculous
Just updated my post with more articlesWell Nintendo is a viable source on if they think their product is successful or not and they seem to think so. At least so far. Knowing the number of users is at least a quantifiable metric that we can use as data and hopefully they update the number so that we know if it's growing and how fast. And yeah, sourcing the company who made a product to be honest on the quality of the service should be met with skepticism, but I would also advise skepticism on sourcing internet comments as the opinion of the majority either. Opinions on the internet tend to be hyperbolized and amplified to ludicrous degrees and could very well be the opinion of the minority.
And also keep in mind that there doesn't have to be positive feelings for the service being the majority for the negativity to be in the minority. It's not necessarily a binary issue. There could be a lot of people who think the service is just "OK" or "servicable", something that works well enough that they're content with using it and don't particularly mind the issues others are having with it.
Having a lot of fun online too.
In fairness, Smash is likely the one of the worse case scenario for running a game online. Nintendo may have to take things to another level due to the game.But it seems other Japanese companies manage to come up with better netcode?
Just updated my post with more articles
the point is that people having issues with the service isnt some vocal minority. Unless you have some other information to share that says how a lot of people are not having issue with it and all these sources are somehow a small handful of people, then your point is moot. At what point is this indicative of a much larger issue?
Sourcing Nintendo's sales for online as proof the service is great is like citing cod sales on why it should be goty
I feel like it would work, i'd definitely take the attempt over the current net code right now.
oh omg i guess it's okay then nothing to see here guys!
Is the lag really that bad overseas? I play in Japan and have brief, mild lag in maybe 25% of matches. A couple of times I've had unplayably bad lag. The rest of the time it's smooth and there are no issues. I'm on wi-fi and only ever play against people in Japan (as far as I can tell).
It's still shit no matter what it is and it's not up to us the players to work out exactly why it's bad.Why do people throw around the fact that the "net code" is bad when they haven't seen the code and if they did see it, wouldn't have the faintest clue how bad it is or otherwise. It could be general code within the app that causes lag, not just net code. People throw around this term like they know network coding inside out.
Why do people throw around the fact that the "net code" is bad when they haven't seen the code and if they did see it, wouldn't have the faintest clue how bad it is or otherwise. It could be general code within the app that causes lag, not just net code. People throw around this term like they know network coding inside out.
I do not understand why you're treating conversation on a gaming message board like some court of law where you feel the need to do mental gymnastics and shuffle around what you think you mean.You quoted an article that begins with with "Smash Bros. is driving people away from the online", I provided proof that that is not the case, in fact its quite the contrary. And nowhere in that article there is even proof whatsoever that the majority of users are having trouble (in any of the other articles as well).
The premise from that article is flawed from the start, and Polygon has a very bad track record about it. Again I cite the infamous Mario Kart 8 pie chart case.
Also, citing articles about the online on launch isn't telling of much at all, the game already has had some changes made to how it works online, so many of the things mentioned there are already obsolete.
I do not understand why you're treating conversation on a gaming message board like some court of law where you feel the need to do mental gymnastics and shuffle around what you think you mean.
Full stop: tons of people have issues with playing smash online. Period. There's been proof provided of that from multiple sources, personal and professional. Unless you're calling all of those people liars.
nobody said it's easy,but we ain't exactly talking about an indie dev with limited resources here.I've played several matches without any problems. I just don't understand how this is Nintendos fault?
Why don't the people complaining try to develop their own netcode? See how easy it is to fix everyones latency. Every single action needs more bytes to be transferred. Taking one step forward with a character? That's probably SEVERAL THOUSAND BYTES that have to travel possibly hundreds of miles within a second. For comparison sake, A text message is 140 bytes . So imagine that you're sending like atleast a dozen or more text messages simultaneously.
That's why latency happens.
That's not even counting the stress on the hardware. When it suddenly gets this influx of more bytes, it has to delete already existing bytes on the "memory" (also known as RAM), that can cause the game console to get bogged down while having to organize these bytes into bits (a bit is a smaller byte) to save space while at the same time accepting delivery for bytes through the internet.
Ridiculous to blame the devs, blame physics.
I've played several matches without any problems. I just don't understand how this is Nintendos fault?
Why don't the people complaining try to develop their own netcode? See how easy it is to fix everyones latency. Every single action needs more bytes to be transferred. Taking one step forward with a character? That's probably SEVERAL THOUSAND BYTES that have to travel possibly hundreds of miles within a second. For comparison sake, A text message is 140 bytes . So imagine that you're sending like atleast a dozen or more text messages simultaneously.
That's why latency happens.
That's not even counting the stress on the hardware. When it suddenly gets this influx of more bytes, it has to delete already existing bytes on the "memory" (also known as RAM), that can cause the game console to get bogged down while having to organize these bytes into bits (a bit is a smaller byte) to save space while at the same time accepting delivery for bytes through the internet.
Ridiculous to blame the devs, blame physics.