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.
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- Game suddenly putting you down a rank even though you didn’t lose any points**
**- Ranking and offline points not being sent to server.
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- 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.
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- Graphical issues such as the heavy clipping.
**- Remove black shadow pixels from characters.
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Battle lounges on PC version doesnt have bars or flags when searching most of the time.
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In training mode for the PC version the “shortcut settings” menu option doesnt work properly.**
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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.
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- 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.
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- 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.
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- 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.
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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.
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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.
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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.
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- 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.