Brainstorming: how to get capcom to add functional netcode to future fighters

i dont have any ideas, maybe you guys have some?? anyway heres some funny quotes i found on capcom unity spanning like 30 minutes of browsing

So this is the community of Capcom Unity eh?

I know one thing. It’s definitely isn’t buying games that have GGPO that will get them to do it.

The only thing I can really think of is never going to happen. That’s to have several reviewers on a major media sites to lambast games for having awful netcode, negating points from their final score effectively altering their meta number as well. This is an impossibility because critics are just as clueless as the people you’ve quoted from unity and they care more about fluff like Challenge Tower. So even if they had the senses to perceive game impairing lag they likely wouldn’t give a shit.

The other thing is these critics often review games long before they are commercially released. They’re often, if not always, given a singular copy to investigate. This means they don’t even get to survey the online portion of the game. Of course, they’re willing to omit this as long as their review is out there first affording them more hits to their websites.

So what can we do? Who the fuck knows man.

Well, one of the problems is that we expect absolutely perfect netcode to make the game play like it does offline. As a community that does things like count frames of animation, and plays game that relies a lot on exact timing, having flawless netcode is extremely important to us. But we have to remember that one, having a perfect online experience is nigh impossible, and two, most people playing these games don’t really care about it being perfect. They’re okay with some slight lag as long as it’s good enough. People who want the netcode to be absolutely flawless are in a small minority.

That being said, MvC3’s netcode is still total ass, and there’s not really an excuse for that. Maybe we can emphasize that online play is among the most important features that fighters must have nowadays in order to keep people playing it. Fighting games are meant to be played with other people, and most people play online. If they can’t have a decent fight online, they’re probably going to get bored of the game. So it needs to be emphasized that it’s one of the things that has to have the most development time into it, even if it means having a smaller cast. Asking them to do online tests outside of Japan would be helpful, too.

Aside from simply communicating with Capcom–and other developers/publishers if they’re doing the same thing–there’s not much we can do, unless we work on the staff.

If you’re going to take a veiled stab at something, make sure it’s actually…veiled. Your real message couldn’t be any more blatant.

Anyone who understands the net play topic fully understands that no net code can be perfect, its a given. Its just that online should mimic offline as close as possible which isn’t the case with ANY capcom game they have made online of their own accord. Smaller companies are out doing Capcom like the skull girls crew as well as the BB crew. Even their competitor, Namco, is taking steps with 3d games and GGPO which capcom said wasn’t possible btw.

If you have to emphasize how important net code is during this era, I think you need more than just a talking to. You really need a punch in the face cause whoever is running the show @ Capcom never takes online play into consideration. You’d think that games like WoW and Star Craft would be enough of an incentive to make companies invest more time into the net code aspect. Those games are like 10x bigger than Capcom fighters and they THRIVE online and its not a coincidence.

Nickel and diming your customer base with DLC isn’t the way to make more money. You’re only tapping a well that is going dry. If Capcom wants to make more money, they have to start drawing in new blood. Given how big WoW, COD, SC2 are, its incredibly apparent the easiest way to get new blood is to tap into the online aspect of this era.

go to capcom headquarters and set yourself on fire

another problem is that no capcom designer or public relations shill will ever admit there is even a slight problem with the netcode and will outright avoid any question that asks why they dont have a single clue, in the year 2011, how programmers have been doing great things with netcode for over 100 years now

At the same time though, the new blood IS the problem, because most of the newer players tend to be blissfully ignorant of the state of the netcode.

No one seriously expects this, sure we want the best netcode possible, but most people are reasonable enough to know that you can’t have perfect play.

Here’s the problem: The current design of netcode is better for Capcom than the alternatives we want, let’s look at MvC3 and those posters to see why:

Input delay, if you aren’t experienced with it, or aren’t attempting anything complex, a lot of players simply will not notice input delay provided it’s in the 1-6 frame range. They might notice something, but they won’t really perceive significant lag, while rollback style codes tend to have much more noticeable lag compensation effects, which looks bad to the casual player.

Capcom can hide input delay too. This isn’t intended as a slight, but most of those people are probably low level players, and not going for advanced combos. By putting input leniency into MvC3, you can assure that most people will not be dropping their basic specials ( except maybe DPs, a lot of lower level players seem to have trouble with those :frowning: ). Additionally, by adding a really easy to do universal combo ( :l::m::h::s::m::m::h::s: ), you can hide that lag even more. Said input delay, unless severe, usually only hurts you if you’re doing something like Spiderman’s spider sting web swing web throw combos or fly combos or something.

With that in mind, implementing netcode that we’d prefer is probably detrimental to Capcom and their larger base.

You are so incredibly inept, sometimes I can’t believe it. This is not a veiled statement whatsoever. Two games have had GGPO specifically, and at least two other fighting games have specifically used rollback. All four games had been released long before Scumgarglers was even a cilium in Mike Z’s rectum.

Capcom has zero real discernible way to figure out someone bought nameless bad game simply because it has good netcode, that much is corollary. Especially when the results of the netcode can be different between platforms. Let’s not forget that quite a number of people supposedly “in the know” ignorantly play under conditions that don’t allow them to properly assess netcode in the first place (e.g. wireless internet).

i just really cannot comprehend how someone can press buttons and have things happen a few frames later and not say, at the minimum “somethings weird”

please ignore froggy he only regged on srk recently and he came from the smash community

Fair enough.

You can’t hide that that message was at least part of your agenda. Also, when did I ever say it was the first game to do so? That’s right, never. Perhaps it’s difficult for you to read with only one eye.

(And off topic, I’m just going to go on record and say I’m not overly excited for it either. Although for different reasons than the ones you most prominently display.)

If you mean something like Smashboards or GameFaqs or any site dedicated to the game, then you would be incredibly incorrect, Mr. Assumer.

And you know that old saying about assuming, and what it makes you…

You don’t notice it if you aren’t experienced with it. I didn’t notice it when I first started playing SF4 online, I know others don’t too. People might notice “a little lag” around the 4+ frame mark, but a lot of people simply don’t have an eye for it without practice.

Can we please not get into these silly arguments over whether or not airdash fighters are good in this thread?

if you somehow arent from either of those two places then i guess you just inherently have warped and insane views

yea i guess i see what youre saying i mean most people play games on screens with unreasonable delay and are probably accustomed to it

A lots of problems is user end based. People dont understand many of the techincal aspect of running these games online. Adding to this is that fighting games are so lag sensitive compared to other types of genre. Things will get better over time, especially in the next gen with more processing power under the hood.

lol if you think the netcode that is in capcom games is the result of processing power limitations

Agreed. Namco proved otherwise.

What is needed, IMO: An American in the development team, near the top of the structure. Because here’s what current discussion looks like:

Programmer: You know that GGPO netcode we licensed? I can’t seem to figure out how to get it to work with the game engine.

Producer: That’s fine, we’ll contact our pals at SNKP to license their netcode. The baka gaijin will understand–we’ll just tell them it was a hardware limitation.

If an American who has dealt with this bs long enough had decision making power:

Programmer: You know that GGPO netcode we licensed? I can’t seem to figure out how to get it to work with the game engine.

American: Pansy. Try harder. If you value you your life, you will adapt it.

Programmer: Hai. Sorry for the insolence.

American: Oh yeah; Gaijin Smash?

Signed,
Everybody

Well I’ll give them a little praise for putting a latency adjuster in training mode for those who want to adapt to online play. That’s a a clear recognition of the problem if you ask me.

Do you guys think that they aren’t making any progress towards the problem?

Do you guys also believe that there are legitimate solutions that exist given the level of technology we have today? I think the biggest way we could influence the suits if we could agree on a method of improvement, and know that it will work beforehand.