I don't get why so many Japanese companies completely ignore the rest of the world's internet infrastructure when designing them. Ensuring healthy overseas competitive scenes is more important than ever, and yet they always make half-assed solutions when GGPO exists already.
Since online play is completely synchronized in this game, everything stops if the connection falters. It isn't like in Splatoon or Mario Kart where you can keep playing smoothly while everything around you lags – everything stops. So, in addition to GSP, online play prioritizes short distances for matchups.
Nah, not really needed in 1V1 fighters. It's a simple situation of Namco fucking up and Nintendo covering it.
nobody said it's easy,but we ain't exactly talking about an indie dev with limited resources here.
smash bros it's a fighting game, fighting games online have certain requirements to be met to be acceptable,and smash ain't meeting those.
if no game nowadays managed to have a stable netcode i would agree with you, but since that's not the case and we are in 2019, it's nintendo that needs to step up their game instead of the customers being understanding
EDIT:sorry for the double post
I'm actually having trouble breathing, this post is Era's version of (I'm an expert)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.
Exactly, there are a multitude of things that could affect online performance:
- Your ISP's connection quality.
- Your wifi quality.
- The other guy's ISP connection and wifi quality.
- Network congestion.
- Physical distance between you and the other guy.
- The game's online implementation (that is to say, netcode).
Criticising netcode is a far more specific thing that complaining about "online performance", and it's a perfectly legitimate thing to do. So take your own advice, and until you learn what netcode actually is, perhaps stop the ironic concern trolling about people criticising netcode without knowing what it is? Thanks.
So just like all other fighting games then...It's heavily movement based. Everything needs to be in sync otherwise it all falters. Moves can make you fly at specific directions and players need to adapt to these directions.
People criticize netcodes because everything you mentioned apply to every game's online play, so when they see one game running well online and another struggling despite using the same setup, it's mostly the netcode's fault.Exactly, there are a multitude of things that could affect online performance:
- Your ISP's connection quality.
- Your wifi quality.
- The other guy's ISP connection and wifi quality.
- Network congestion.
- Physical distance between you and the other guy.
- The game's online implementation (that is to say, netcode).
Criticising netcode is a far more specific thing that complaining about "online performance", and it's a perfectly legitimate thing to do. So take your own advice, and until you learn what netcode actually is, perhaps stop the ironic concern trolling about people criticising netcode without knowing what it is? Thanks.
Except that Smash isn't a traditional fighter where you can use rollback. It's heavily movement based. Everything needs to be in sync otherwise it all falters. Moves can make you fly at specific directions and players need to adapt to these directions.
Actually, having very long input delay and generally longer startup for most actions in Smash than most FGs makes it more suitable for rollbacks, lol.
Dude stop harrasing me in every thread if you dont like how I reply, please stop. Thank you. Like you the only one with this unheathy obsession.I knew you'd be around, gonna tell us how cheap this service is compared to the other platforms as well? I mean, that's what you keep doing in this thread about Nintendo's online service.
It is awful, sadly, and they haven't learned in so many years. It's very disappointing.
This is AMAZING! I don't even know what to say... You are a treasure.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.
wait if the Netcode is Namco fault, why is(almost) everyone in this thread dragging Nintendo thru the ground about it.??
Basically.Nah, not really needed in 1V1 fighters. It's a simple situation of Namco fucking up and Nintendo covering it.
How is this evidence? They're talking about memberships and numbers. They are not discussing the quality of the multiplayer in Smash and how much lag players are experiencing. I want to see your evidence that the majority of Smash players are having a good experience with few connection issues. My friends in real life, and many I see online just have negative experiences. That's not a minority."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".
Not only will I make it a meme.
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.
I'd rather people just talk about performance being poor than specifically mentioning netcode.
People criticize netcodes because everything you mentioned apply to every game's online play, so when they see one game running well online and another struggling despite using the same setup, it's mostly the netcode's fault.
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.
Which is hilarious considering their last two consoles don't even have an Ethernet port. So even if you buy this bullshit adapter, everyone else is still on god awful WiFi.Oops let me correct my post online is fine if you're wired AND have good internet
Online-games aren't all the same. You can't compare the effort in how to build a good online-performance between online-shooters, -fighters and -platformers. Shooters use a lot of tricks, so that the online-experience work flawless. Also some gameplay allows for a better game-flow in an online-space.Which is hilarious considering their last two consoles don't even have an Ethernet port. So even if you buy this bullshit adapter, everyone else is still on god awful WiFi.
Its like they don't even want people to enjoy online gaming.
Yeah, sorry lol, ran out of patience for reading long posts with what I've seen in this thread. >__<That is exactly correct. :) (check the context, and the bolded at the bottom).
Yeah, sorry lol, ran out of patience for reading long posts with what I've seen in this thread. >__<
Oops let me correct my post online is fine if you're wired AND have good internet
I genuinely think that Nintendo believe it's pretty good, and at the worst playable most of the time.
Like since launch have they even addressed it outside of "online functionality improvements" in patch notes?
I AM BACK TO... SEVERAL THOUSAND BYTESThis post will live in infamy!
Mods; please give this man the tag of "SEVERAL THOUSAND BYTES" That links to this post!
Games journalism isn't journalism, it's PR.I'll never understand how no gaming sites will call out Nintendo for this nonsense.