FIx the 8 frames to rescue this game from its poor sales

The worst part of the who added input lag, and what I think is in part to blame for crappy sales, is the affect the lag has on someone new to fighting games. Anyone one who is serious like we are and has been surfing this site for 6 months or more understand input lag, display lag, and all the other things that affect performance. Most of us own either a low lag computer monitor from Asus or BenQ, or play with an old ass CRT to cut down on display lag. Imagine then what it is like for the player who knows nothing about that, comes home with a rented or borrowed copy of this game and loads it up on an extremely laggy big screen TV and tries to play this game. SFV must feel like the most sluggish piece of crap game ever! This game is already going on sale in may places. I was just at a Sam’s Club store today and it was the only game they were selling with a $20 discount.

I really doubt input lag has anything to do with SFV’s poor sales. Your average casual player doesn’t play fighting games often enough to recognize a 3-frame difference in input delay. And “average casual players” make up the majority of the sales for any game.

SFV flopped because they delivered an incomplete game and skimped on single player content. There’s no need to make it any more complicated than that.

Fixing the 8 frame delay would likely affect balance. As such, we won’t see anything done to it until after the season ends.

Fixing the 8f lag will do NOTHING for its sales. Anything gameplay related will do NOTHING for sales at this point. Releasing a sfv 2016 edition however will with SP content, characters, costumes, improving on netcode and making existing online modes more functional. Adding arcade mode because casuals love that shit apparantly, a tutorial mode similar to Guilty Gear in fun factor and as indepth as Killer Instinct. Challenges that are fun but educational. Cross platform communication(comunication between same platform is already almost impossible to do)

Reworked UI which also focuses on community building so things like character guides, highlight replays of tournaments, tournament announcements, having your stats being tracked. Creating and sharing custom challenges(anti air challenge, interrupting non true blockstrings, hitconfirm challenges, sharing own made combo trials etc) Being able to name your lobby to something like “beginners only”.
Battle lounge with multiple people where you can fight anyone that is not in game at that moment(like guilty gear). Heck even adding something crazy like juggling ibuki her bomb.

There isca LOT of stuff that can improve sales if they added these things and did another marketing push for a SFV 2016/Season 1 edition.

Yep, fixing lag won’t do anything for sales, but sprucing up the party mode aspects of the game for casuals and doing a re release would definitely help.

Sooooo many things that could have been done to make this the greatest game ever… But no.

I have 0 faith in capcom at this point and have had 0 faith in them for years. Simply put, they will never get it right till its to late. The company us way to reactive and plays copy cat way to much to truly be a leader anymore. They are only surviving on past successes. The company has no originality left in it. They are just about done.

smh at people who think the input lag is what killing this fucking game

could you elaborate a little?
I see a lot of people mentioning that but I dont see how shaving of 3-4 frames of INPUT lag would affect balance at all.

I mean, if overheads are visually reactable but due to input lag “unreactable”, that’s gameplay issue and a ‘bug’, isnt it?
Reducing input delay would just close the gap between player reaction vs game reaction.

I thought the whole problem was THAT difference, the player reacting ‘in time’ but ‘too late’ for the game. If we reduce overhead startups as well (for example), we’d simply make it impossible to react, instead of properly able to react.

Is there some balance issue Im not seeing here? Letting the player react properly but the game deciding to still punish someone sounds inherently imbalanced to me.

Most casuals would play with 15f of lag online and think it’s fine because their skills aren’t developed enough to see where 3 extra frames of lag really hurt.
The only way to rescue the game from the poor sales is sadly to add an Arcade mode and load it with edgy zoning characters like Akuma, Sagat or Evil Ryu.

Who’s going to make the “Fix the ridiculous hurt boxes to rescue this game from its poor sales” thread?

The crappy sales are mainly because of the lack of content at launch. It’s nothing more complicated than that.

The 8 frames of lag is just one of the many problems. How about add Arcade Mode, replace the netcode with something that doesn’t have one sided rollbacks, add more content, add new game play mechanics, stop having regular server down time that NO other fighting game has. The game had it’s opportunity at launch and failed, they can’t recapture the players that avoided the disastrous launch, ever.

Actually they can easily recover. They have two more shots

Street Fighter V: Round 2 in 2017. SFV+all the season 1 DLC on a disc with Arcade Mode. If Capcom gets game journalists to review the game, it’ll get 85+ at metacritic because “the game is complete” and casuals will buy it.

Street Fighter V: Free to Play Edition in 2018 will get everyone else who is remotely interested in fighting games.

Frame data is developed with the input delay in mind. If you think the only reason you’re not able to react to overheads is the input lag, think again: what if overheads being unreactable was an intentional design choice?

That’s why I’m convinced the 8f isn’t really the issue with the game. The problem people are having right now is that it’s too difficult to react to things, which is something you can easily fix without touching the input delay at all (you can just tweak the frame data).

In my opinion, developers didn’t want the game to play like SF4, which promoted a reactive and patient approach. Sometimes you could see players just staring at each other doing nothing for seconds, which was probably seen by them as the ultimate hype killer. The reason this happened is that if everything is punishable on reaction, then nobody is ever going to attack, UNLESS reacting and doing nothing is also punishable by something. This “something”, in the case of SFIV, was apparently not very strong, while in SFV, you have fast dashes, difficult to AA jum-ins, and attacks that are difficult to punish on reaction. They wanted you to guess more, and react less.

This was done to encourage people to actually attack each other, which IMO is a good thing. People were complaining about turtle characters like CRAZY at the beginning of SF4, so to avoid that, they made reacting a less powerful option. Changing the input delay and making things more reactable might go against that direction, so who knows if they are willing to even consider that.

@Duaie

I agree with most of what you said, but 8F is still an issue with the game because input lag just sucks in general. It makes the game feel unresponsive and less fun to play. I hate the feeling of inputting a combo and watching it come out split seconds later. I want moves to animate seemingly the instant I push the button.

Sucks for the SFV team though because if they want to fix this, it’s going to require them to go through the frame data of every single move, and either slow down the animations slightly or add 1-2 frames of animation for each move. (assuming they want to preserve the frame data choices they initially made e.g. overhead being hard to react to).

buuuuuuuut… that’s their job so I hope they’re willing to do it if they want this game to be the best it can be. Capcom pls, put some money into this game.

Yeah the problem with the 8f is more about the collateral effect of the game feeling worse than actual balance. But still, the idea that’s being spread among the players that fixing the input lag would make things reactable is nonsensical. Input lag isn’t something you can add at the last minute AFTER you already made the game like people seem to be thinking.

If Evolve can recapture it’s playerbase then SFV definitely can.

By going F2P?

Stop fapping on that F2P idea pls. Capcom should rather do free weekends like they do for many other games, that shit got me into Rocket League easily.

I’m not an expert but people that have analyzed the frame data of SFV and SFIV. Based on their observations, the frame data of similar moves between the two games seem to take the additional 3f of input lag into account.

Tekken 7 FR drops in early 2017 and all the casuals will be buying the newest game on the market, like they always do. T7 will have better graphics and much more content, with a SF4 style Akuma sporting flashier combos than anyone in SF5’s bland engine has. I cannot see casuals choosing an older game with a bad reputation over something brand new with more content that is on every platform.