Smash Bros. Online Mode Confirmed 60
FiringSquad confirms the best news a Wii owner could hope for: online play is a go for Smash Bros. Brawl . This is the news from the official website for the game, and the site discusses the various modes the game will support. You can (of course) play with friends, and you'll be able to use cute little pre-entered taunts on each other. You can also play with strangers, but the game has some serious restrictions on that kind of play: "You can also battle with people you don't know who are looking for brawls. The most important point here is that you will not know each other's names. Your opponent will not know your name or any information about you, and neither of you can send short messages. There will also be no battle records kept for this mode, so whether you win or lose, it doesn't matter. Just sit back and play."
I hope... (Score:3, Insightful)
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Please replace all words in quotes with the four letter curse word/s of your choice.
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Anonymous battles could keep a ranking that is never exposed, so people don't get assy about it, or the "skill" rating could be derived from other data, local and friend battle records, or even performance in single-player, etc.
Another option, the one I think will probably be implement
Re:I hope... (Score:4, Insightful)
Totally random play would get frustrating for newbies and boring for the more hardcore players if bad matchups occur frequently.
Are all your friends equally skilled at Smash'? No, but you play anyway because it's fun. Win or lose.
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I usually win in Melee. I'm a lot better than my friends. But I'd say in about 1 out of 5 matches, I get destroyed. There's a random element in Melee that can really turn a battle around, and allow bad players to remain somewhat competitive.
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Why?
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What part of "random" means "top notch"? Random means that sometimes you will fight against a very hard competitor, and sometimes someone as "bland" as you. Probably, since this kind of distributions tend to be F-Fisher, the problem, if any, will be for the good ones, since most of the time will fight against lessen enemies making it a bit boring.
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Unless you can pick the server and/or find people who are within your skill set it just doesn't make for a good experience overall.
Playing with friends is different, because you have a real social connection there. That one time that you finally defeated "Mikey" become a socially significant event that over shadows the 300 games that you have lost to him
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Wonder if this works better on a LAN (Score:2)
Seems reasonable to me (Score:1)
About the "Limitations"... (Score:5, Insightful)
In Mario Kart, random, non-friend battles are ranked. So, when some lamer is losing, he quits. Wouldn't want to blemish his record. Game over, no getting to finish, no closure. In Planet Puzzle League, the Smash Bros approach is taken, and random battles are "free". Not ONCE has somebody dropped out mid-game on me, no matter how badly I was pounding them. And no matter how badly I was being pounded, the little devil on my right shoulder never even suggested dropping out.
Take away the stats in anonymous mode, and suddenly the incentive to be a prick for the sake of some arbitrary numbers, dissolves. If you still want the bragging rights, play within a known circle of friends, which should also reduce the prick incentive. This way we can concentrate on having fun playing a kickass game, instead of worrying about the metadata. That might seem wussy to the frat boy Halo crowd, but to me, it's what gaming has always been about.
Re:About the "Limitations"... (Score:5, Interesting)
Just a thought on top of that though...why wouldn't they track quit games as a stat? That would really fix those 'perfect record' lamers when their stats show up as win:11, loss:0, quit:999.
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Besides, if matches were to be "ranked," then there would have to be a standard setup. And that might be fine with some people, but it wouldn't be with others. There's no scenario where I could see Nintendo pleasing *everyone* without making a highly complex setup. Many Smash tourneys use the MLG rules, but even those evolve over time.
This way pe
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Think about starcraft and warcraft 3. If as a newbie you try to play a random game on starcraft battle-net chances are you'll be matched up against an insanely good player and the game would be no fun. On WC3, when you first start playing you might find the matches too easy, as you get matched up with beginners, but after a few games you'll quickly hit a level where people have a similar skill level as you do and games start to be fun and challenging
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Competitive SSBM matches tend to be 1v1 or 2v2 (team attack on), with rather specific settings (that change over time as the community decides what levels are and aren't well-balanced, etc.). Should ranking be limited to setups of this sort? What if you're interested in being ma
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They have my attention now (Score:2)
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*cough*Xbox Live*cough*
They seem to get along pretty well with peer networking.
Waiting for 7 years for this (Score:1)
Whenever the Gamecube first came out, a lot of people were talking about internet readiness and online mode capabilities, which is one of the reasons that I really wanted SSBM, because I figured that it would be the first game anyone would make online-capable. So yeah, I was pretty sad the day I found out that it didn't have support for anonymous international whuppage.
I've been waiting for this feature since around 2000, so this totally just made my day. Hopefully they make it an easy connection process r
I'm just surprised.. (Score:2)
So, no mix of friends and strangers? (Score:1)
Avoiding complexity (Score:4, Insightful)
There is so much to bother with that it would be nigh-impossible to implement a reliable ranking system that actually reflects any sort of skill. If all you want to be ranked in is no-item 4-stock 10-minute-timer 1v1 on a subset of stages (typical of SSBM singles tourneys), you'd have seek out opponents willing to play that particular setup. Across what setups would they by chance be ranked, and would some care?
It's basically a pointless and overly complicated system as a result.
If rankings were to matter, they'd have to be on some common terms (e.g. MLG rules), and in Smash coming up with those common terms is far from easy, nor is it reasonable to expect everyone who wants to play a ranked match online to want to observe them in the first place. Considering that even MLG Smash tournament rules evolve over time, this system would have to be updated semi-regularly.
With all this in mind, given that there IS no standard "setup" for online matches, a matchmaking system based on wins-losses would be very unreliable (and possibly fragment the online playerbase).
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Always made me wonder why Nintendo gets free pass after free pass for lacking features/informati
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Friends IRL (Score:2)
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There's prolly a reason you're missing... (Score:1)
Because of the possibility of lag, its very likely that occasionally people will lose or die due to a lag glitch. They see the screen pause, the other charater "teleports" across the screen,
Honest comparison to Xbox Live (Score:2)
2) There is no reason to stay in a game if you are losing. In Xbox Live, you are counted down severely for leaving a game early (DNF). You can add filters in Xbox Live to only play players with low DNF %.
3) Little replay factor. Moving up in rankings gives players a completely new and fun way to play.
4) Competiti
Re:Honest comparison to Xbox Live (Score:4, Insightful)
Depends on the player if rankings is a plus or a minus (though at Slashdot plus is probably in the majority). Just as an example, amoungst a group of friends I used to play GC games with was one player who despite gaming as much as we did was never very good at any games. In games that either didn't keep detailed ongoing stats, or at least didn't make them highly visible during game play(like SSBM), he could go all night without winning a match without a care in the world; in games that constantly reminded you of who has won the most (like MK Double Dash), he would start getting really depressed after about an hour.
I totally agree with you, its just that I happen to see this as a plus for SSBB, not a minus. If the ultra-competitive players are going to go off and play Halo 3, rather than matching up against me, I won't shed a tear.
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There is no reason to leave a game if you are losing. And if you do leave, it won't matter in the end since you're not stealing a "victory" from someone else's stats.
I don't think you understand how RANDOM this game is.
Possible issues (Score:3, Interesting)
I love the idea that random play isn't about stats or ranking. This makes it easier to get into a game just for fun. However, one large problem I see with it right now is uneven matches. Without a ranking system, you could walk into a match and either have your ass handed to you very quickly, or get a complete newbie and have no challenge what so ever (some will delight in this, I don't find it that useful).
I hope that there is a ranking system, but that's it's invisible, and used merely to have good match ups between users. The ranking would likely work the same that it did in Multiplayer for Melee- everyone starts with five stars or so (out of 10), and as you win or lose your star level goes up or down, respectively. Then you only fight with people within one star level of yourself (so someone with eight stars won't be matched to someone with two).
The lack of communication means I won't have to deal with some 12 year old calling me a "fag" when I toss them off a cliff. While being free of annoying idiots during play is great, I'd really love some way to meet up with people after a match, if only to tell them congratulations. Perhaps a system where one person says "I want to contact this player, and these two can contact me", and if two people request/give contact permission the system can hook them up.
Take a look at one of the screenshots that lists "you" and three of your friends. Note the "3/64" in the screenshot. While we can't be sure, some discussion has lead to the idea that you are limited to only 64 friend codes for the game, out of the 250 or so allowed in the Wii system itself.
Another concern that springs to mind is the Law of Kevin Bacon- if your friend invites you and two of his friends, who are not on your machine as friends, to a battle, will the system disallow the match because you are not their "friends" too? That is, can you only battle with people who you have one degree of separation with, regardless of who sets up the match? This seems crazy, but Nintendo can be overzealous about online stuff. ("Think of the children", etc.)
As I said, I like the idea of silent battles, but there are times when it's fun to just bullshit with people. I would think that the ability to "hear" other people could be a user or system preference. Perhaps tie it in with the Wii's Parental Controls.
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I love the idea that random play isn't about stats or ranking. This makes it easier to get into a game just for fun. However, one large problem I see with it right now is uneven matches. Without a ranking system, you could walk into a match and either have your ass handed to you very quickly, or get a complete newbie and have no challenge what so ever (some will delight in this, I don't find it that useful).
If I were Nintendo, I'd have a dozen or two people playing in the same (special,
I've definitly been waiting for this... (Score:1)
The Super Smash Bros. series is probably the only game(s) I've ever been crazy about buying, so I've been following the website somewhat diligently. Even though a friend of mine who follows the website more diligently said that they [Nintendo] have already announced this before, I decided to be stubborn and wait for an official announcement.
I gave a shout of joy and a little dance when I read the title "Wi-Fi Play".
Since I know almost nothing about o