FINAL Features/Gameplay Improvements list for Capcom. *Sent to Capcom/Combofiend*

Gonna do this one more time. List gets sent to Capcom Unity with tweets to Combofiend and Haunts. Add in the things that people have complained about as of late (no character/stage toggle for BGM, whiff punishing etc).

BUGS

[details=Spoiler]***Bugs/Malfunctions that need to be fixed


Lag/frame skips during offline games as long as you are signed online. You literally have to be offline or not have the ethernet cable/wifi plugged in order to not have delay or frame drops. Which has also caused issues like “offline disconnects”. Should be no reason for this and needs fixing ASAP.

- Improve the rollback netcode so teleports/rollbacks and desynchs are minimized. If the connection isn’t extremely good teleports seem to be pretty common and distract especially people who are not used to them. Add an option to add delay or create some other technology that minimizes the rollbacks in non optimal connections.

**

  • Game suddenly putting you down a rank even though you didn’t lose any points**

**- Ranking and offline points not being sent to server.
**

- Common desynching issue where different players are playing completely different matches.

- PC alt tabbing issue which screws with the synching and can desynch players manually.

- Long waiting times for ranked matches and other -modes

- Battle lounges still disconnecting randomly

  • **GOD AWFUL loading times in certain parts of the game for 2016.
    **

- Graphical issues such as the heavy clipping.

**- Remove black shadow pixels from characters.

  • Battle lounges on PC version doesnt have bars or flags when searching most of the time.

  • In training mode for the PC version the “shortcut settings” menu option doesnt work properly.**

[/details]

FEATURES

  • **Allow ability to choose between CHARACTER or STAGE BGM to play in game ** Right now it’s very disorganized where and when the different themes will play.

**Add text and voice chat features to CFN and generally make it more intuitive. **For something that is supposed to allow people to connect, there isn’t much way to connect to people and the system isn’t very intuitive. Take some hints from what PC Mobas and such do so that players can truly have a central place to interact within the game. Right now CFN is EXTREMELY impersonal.

**- Post match options for both players. **Choose to rematch, character select or main menu. It’s inexcusable to not have this at launch.

**- Allow player two to select character and go back to main menu when pressing pause. ** That is also inexcusable.

- A strict punishment for people who rage quit. Make sure this is tested thoroughly so it doesn’t accidentally negatively affect the person who didn’t drop. The game should be able to tell close to 100 percent of the time who dropped and punish them effectively for it.

- Make hit boxes and frame data available in training mode and an active displaying frame data tool whenever you land an attack on hit or block. Would be preferred to have VF/DOA style active frame data listing where you can bring up an active menu that displays the data mined in the game everytime you land an attack.

- The ability to record a combo or set up and then restart at any point during the middle of said combo or setup. Like if you want to practice timing the last 3 hits of a juggle combo, you can just restart right before the last 3 hits of the juggle combo instead of having to perform the entire combo again. If you’re trying to practice blocking against a setup you can rewind to right before the setup crosses up or goes high/low.
**

  • Allow players to choose whether they want to be on player 1 or player 2 side in local vs mode before the character select screen.** This would make things a lot easier for tournaments or just casual play so people don’t have to hold home buttons, switch controllers or even switch seats just to be on the right side of the screen.
    **
  • An actual TUTORIAL mode for the game that teaches people how to play SF.** There are still a lot of people who just play games and don’t read forums or watch streams much. Have them at least get a way to get quick entry into the competitiveness of the game by having the computer train them in aspects like anti airing, footsies, hit confirming, blocking, tech throwing, basic bnbs, educating them on how and why “cheap/spammy” tactics are beatable etc.

Guilty Gear Xrd did a good job creating different challenge trials where you learn how to do deal with things in the neutral.

- With rollback netcode being utilized, allow us to see the exact ping numbers for our opponents and give us a visual of how many frames of delay we are encountering during the fight like GGXrd. Allowing us to adjust that delay like in 3S OE or GGPO would be nice also. This is a game that’s prominently on PC now. Even MKX has pings. Get rid of the bars and put in pings please. They can give a much more exact idea of the connection than bars which seem to always be misleading. It’ll be easier to tell if something is wrong if you get a 30 ping match and its laggy. 30 ping should pretty much be no problems.

**- Add in features that help eliminate issues with pausing or wireless controller synch issues during tournaments that are notorious for negatively effecting big matches. ** A function that stops issues with people pressing the home/share/options during matches would be nice as well. People are regularly accidentally hitting share and options buttons which brings people back to the home screen.
**

  • Online Training Mode**

**- Tournament Ready Mode that sets all rounds, timer and other things to the default necessary for tournaments. **It should first ask for which side of the screen each player wants to be on, ask for button input check then go straight to the select screen. If possible, make sure all colors, outfits and characters are unlocked for this mode. Disable trophies for this mode as well.

- Frame skip in training mode and replays so we can freeze and see individual frames of things that are happening.

**- 2/3 or other options for ranked. **Possibly when you move up far enough in ranked you can make games 2/3 or higher to promote adapting to people’s play and less getting points just for going wild on the opponent for one match.
**

  • When people aren’t watching streams, give them options to spectate other people playing ranked or in lobbies right from the game itself.** Like allowing up to 20 or more people to purely spectate instead of play. A large set of ways to create, save and distribute replays would be nice as well.

- All play feature for lobbies. In lobbies let everyone switch between playing other people like at a BYOC or Japanese style LAN cabinet. If everyone is online there isn’t a need to have people in traditional single file line on one lobby/cabinet. Give us options to play or spectate different parts of the lobby at anytime. Sitting in a traditional long 6 to 8 person line is very archaic and gives that feel of everyone crowding around the one machine the day a new fighitng game released.

*** Add a benchmark and show your benchmark rating before a match.** This was an important feature in SF4. Showing the rating isn’t that important but it’s helpful, however having a benchmark is a MUST. Many people are unsure of the settings they are capable of using for a consistent value.

*** Direct input for joysticks/gamepads.** This is the standard in almost every fighting game. Direct input allows for many more peripherals to function than xinput. This includes many PS4/PS3 peripherals which people are more likely to use due to the compatibility with the new main console platform of the PS4. However it also allows people to continue to use their old Xbox stick. There is basically no reason NOT to use direct input.

*** Better rebinding display and system for keyboards.** At the moment the game does not display the actual keys you have switched things to, there is no way to view what keys are bound to what buttons, and you are limited to what keys you can even bind to inputs. This is another step backwards from SF4.

- Dual monitor support. Many people utilize dual monitors for their gameplay experiences and currently the game does not seem to support it properly.

GAMEPLAY

(Includes some of the stuff that I felt are still relevant from the last post with some newer stuff)

  • **Whiff punishing normals (mainly medium normals) needs to be a lot easier. ** In past games it was a lot easier to whiff punish medium normals due to longer ranged buttons that had faster start up. Now the buttons are shorter, take longer to start up and and the recovery on whiffed medium buttons is way too short for a lot of the buttons that could punish to actively punish. Some heavy buttons like Karin’s s.HK are rather tough to whiff punish as well due to how quickly she retracts during it. Generally you have to be extremely close to the opponent to whiff punish with rewarding buttons unless you’re playing a very small portion of the roster.

For a game that’s supposed to be about commitment, the difficulty of whiff punishing makes it so reading becomes more important than reacting. Which doesn’t really emphasize commitment and makes some buttons way too safe to abuse preemptively. Whiffing buttons that aren’t lights should always carry an ample risk.

  • Meterless DPs could use more of a punishment for missing than other DPs. Right now meterless DP characters have a bit of advantage over ones that don’t in the neutral and on defense. Possibly adding on more damage percentage on top of the crush counter would help further deter reckless use of the DPs (while other characters have to spend meter or have nothing to do this with). EX DPs should be fine where they are. They also allow those characters to hold on to meter much more easily. Making them more damaging to punishes would help offset.

Would also like to see some characters in Season 2017 that have meterless DPs. It is rather strange that no one new has a meterless DP.

  • Fix Counter hit meaty attacks causing strange pushback and making combos whiff.
Spoiler

https://www.youtube.com/watch?v=oPSLGiRvd-Y

  • Fix the ability to grab people out of pokes. There are a lot of buttons in this game that have large hurt boxes and throwable boxes. There are a lot of situations where you can be trying to poke or pressure someone and if they happen to be mashing on grab, they will throw you out of your button from pretty ridiculous ranges. Making grabs way too strong on defense. For example, even though Rog has a short throw range, if he happens to be mashing jab right before Ibuki throws a s.MP or s.MK he can grab her out of the button from an absurdly large range.

  • Nerf/fix the hit boxes on Ryu’s/Necalli’s AA jabs. AA jabs aren’t ridiculous in of themselves, but these two specifically are a bit too good at it as they can stop cross ups and generally gives them a very low commitment AA on top of their other AA options.

  • Anti airs do too little damage. Especially during early anti airs. For some characters it seems an air to air juggle is the only way to do threatening damage to someone in the air. Grounded anti airs don’t do enough damage to deter people from jumping in and early play online has a lot of people who love to jump forward regularly.

- Make it more risky to backrise Make it more like Alpha where there are vulnerable frames as people roll back up. Right now it seems rather risk free to just backrise and start playing neutral again.

**

  • Revert stun values on throws and heavies back to 200. ** At least for the characters that aren’t super mix up heavy. 150 stun is rough for a game that’s trying to emphasize use of heavier buttons and harder to tech throws.

**- Adjust pushback on hit and block for attacks. ** Pushback on blocked jabs should be lessened, pushback on negative heavy normals and specials like fireballs should be increased. Pushback on hit lights still seems a bit rough.

- Make hit/hurtboxes react more naturally. Some things are still visually way off. Examples include overheads being throwable/grounded for many of the frames and things like Juri’s s.HK not hopping over lows well.

- Increase range for lower normal hurtboxes.

  • Improve walk speeds a bit, especially for characters that have slower speeds like Bison, Birdie and Nash. Would prefer something closer to old game walk speeds for characters. Especially if throws are as short ranged as they are.

- Allow draw games to reset the round or award neither player a win and move to the next round. No more both players being awarded a win.

Character specific stuff

Not all gameplay related but

-in the shop show a preview pic of colors you’re about to buy

-Option to toggle off NPCs in stages, Story Mode have stages like that. Maybe it make these more “light” online?

-add the 6 DLCers to survival mode, to make a bit less repetitive a mode that is already shit (while we are at it maybe change Hard version from 50 to 30)

Graphic so probably OT, but:
Aside clipping and black lines on shadows

-Give Cammy a visible V-Trigger effect like everyone else have

-Fix this

http://i.imgur.com/qGqpzda.jpg

-But specially fix this crap pls, it make the product look bad

Bugs:

  • Certain graphical/WACOM tablets crash the game upon connection/disconnection

General:

  • Linux version of the game

This is working as intended, the effect is designed to make the game work like the old sprite based games where the sprites overlapped.

https://i.ytimg.com/vi/MEQ_aTbB0ys/maxresdefault.jpg

More importantly, it seems to be an industry standard. Even games like KoFXIV work the same way.

http://i.imgur.com/AxTq3iW.jpg

As well as Guilty Gear Xrd.

http://i.imgur.com/2pZKAnH.jpg

  • When joining a lobby, ask if you want to spectate the current match instead of just throwing you in and not being able to do anything until the match is loaded.
  • Change the lobby system so that you can play multiple games at once and the spectators can decide which one to watch.
  • Have the game save your fucking preferred settings both for matchmaking and in training mode. What’s the point in having a “set everything to default” option when it always automatically resets to default anyway?
  • Allow players to assign different buttons to the training mode shortcuts. It would be nice e.g. if stick users could restart from mid screen by pressing the unused Select button. Being able to assign keyboard keys would be fine too.

I forgot
For us pad players will be nice be able to configure L3/R3 too, iirc is not possible as now

Probably not so confortable due the position of the sticks, maybe i put there taunt lol

Cool, did’nt noticed that "tradition"
But tbh still look kinda bad… both KoF and specially GG are a lot closer to 2D aesthetic, SFV (SF4 too, but SFV even more) embraced more the 3D visual

Thinking capcom games i will undestand it more on something still very stylized like Tatsunoko or MvC3, but here even if intentional it give the impression of something just bad programmed

There should be a chat/message system integrated with CFN that can be opened up at all times imo (the suggestion above didn’t specify if it was a “menu” only thing or not). Don’t know in what way they can manage it, maybe touch pad (or L3/R3) initiates it by default, while the L1/L2 keys can be set as a button bind if the player doesn’t have a touch pad functional controller.

Also the option of being able to ignore notifications from friends (or rivals, whatever they want to call it) to prevent spammed invites (early streams of beastv had this issue).

You can already disable them in the settings.

New GGPO based netcode
Larger hitboxes on moves
More combo flexibility
Less pushback on jabs and normals
More than one super per character
Further input lag reduction
New move additions for the entire cast
Stronger season 2 DLC characters
Ranked lobby system like SF4

Load times are brutal. Speed that shit up. Why do I have to wait to see my exp bar go up, then wait again to see my lp go up or down, then wait again to see who won the rnds? Its fucking stupid. Put all that BS in a pull out bar that players can open with the option button, if they wish to see it. As soon as the match ends, it should go to the rematch screen or return screen.

Why cant you load the previous screen in memory as a savestate when waiting for a ranked/casual match? I understand loading the next match, but there is no excuse for loading previous screen. Same for Main Menu, its always the same!! Why do you have to wait for it to LOAD!!

Ibuki specific:
https://youtu.be/VNvHY75j_PI
Fix this please. It’s basically her version of iall to blow up people who tech. S.lp whiffs on Cammy, Laura, Vega, and Alex when they tech.

I refuse to accept this is just how way it is.

I’d like to see these options in the rematch screens for Battle Lounge and Casual Match.

  1. “Practice replay” (+Ranked)
Spoiler

http://i.imgur.com/whTErEK.jpg

  1. “Enable/ disable frame advantage/ disadvantage”
Spoiler

http://i.imgur.com/RggZ7RC.jpg

  1. “Enable/ disable hitboxes/hurtboxes”

  2. “Change soundtrack from stage- to character themes” (+Ranked)

Regarding knockout-cases where the victor stands “on top” of the loser, since it’s a 3D game they can just as well have the KO-animation have the loser fall slightly to the foreground of background.

I also hate joining a lounge just to see what the connection’s like only to discover it’s no good but still be pushed from behind into the session and forced to watch for as long as it takes me to get back out again.

Really agree with that “Tournament ready mode” proposed in the first post and I’ve actually had the same idea too. It kills me to think that some tragic souls are condemned in this world at that point in time to grind the colors out just to be a good host with the tournament.

Also I’d like for stage select to be shown online so I don’t select Juri’s fur-coat when the stage is Kanzuki Beach, and also take out the “hidden opponentcharacter select cursor”.

Played this game online the other night and noticed this:

http://i.imgur.com/ztYNE33.png

First image, Karin is blocking. Very next frame she gets hit. But you can’t see the inputs because they are removed once the KO occurs. Now from my perspective as the Karin player, I never stopped holding back, but now I can’t see what the game thinks because it no long displays inputs. They should display inputs before the round starts and after the KO takes place.

My guess would just be some sort of rollback was involved that made you actually get hit by it.

Also while these threads have great ideas in them I can’t help but feel they are a huge waste of time. The list is already the same list pretty much that was created on here during the beta.

Nothing is a waste of time as long as potential is there. They said they have a separate division working on the QoL shit and I imagine the lot of it is being saved for the start of the 2017 Season

A lot of the stuff we’re saying I’m sure is all over twitter any ways. Just good to get this out regardless. Effort is not too much to not do

Did they ever patch that thing where whiffing your air grab reduced the size of your hitbox?

AFAIK it was in one of the latest patches/hotfixes

Hey you should add that thing @LordWilliam1234 was talking about.

Counter hitting wake-up buttons pushes them farther, which causes combo drops

Training

  • allow mapping buttons for recording/play recorded actions and restart position on fighting sticks
  • restarting position while maintaining left or right directional buttons puts you in the respective corners
  • save any training options selected when coming back from online/starting the game
  • give some “situational missions” that allows you to learn more advanced stuff other than basic blocking/moving/jumping/perform a hadouken

Shop

  • give a preview of the costumes/colors you are about to buy (not just the head, the whole body)
  • Better UI. Huge list of costumes/colors/stages is confusing. Class costumes/colors by characters

Online

  • Allow us to visibly see how much input delay there is.

Gameplay

  • Reduce pushback on light normals (hit and block)
  • add proration on light normals
  • slightly increase the x velocity on air opponents when hitting opponent out of the air (bringing them back to neutral/make the dash under mixup less easier or non-existent)
  • better hitbox/hurtbox detection (not to fond with light normals stopping cross ups, etc)
  • decrease hitstop on conventional medium normals by 1-2F and heavies by 1-3F
  • Backroll invincibility removed
  • Can no longer use reversals after backroll until end of animation
  • Slight general walkspeed increase for slow characters (any character under the speed of 0.25)

Misc

  • Allows us to choose stages/music separately
  • Faster loading times in survival / winning or losing against the opponent online(having access to rematch/quit while the announcer is declaring the winner and the character is doing their victory pose)
  • Move V-Trigger bar near the stun/health bar ?
  • Give the 2nd player the option of going back to the select screen

Unsure/Need testing
[VGauge]

  • full at the start of the match
  • no longer depletes when specials/ex specials are used
  • Vtrigger are now time based
  • Vtrigger activation are fully invincible
  • VERY slowly fills up by itself
  • vgauge gained by taking damage reduced by half
  • increase vgauge gained when using vskill
  • supers/special moves are affected when Vtrigger is activated [more damage?/speed?/range?/properties?]
  • Vtrigger ends when super is used