RE6 sold nearly 6 million copies. Capcoms statemeant,the sales were bad,the game flopped.
There expectations never met reality,basicly all their games flop in sales according to them.
That’s not it at all and you know it. Squenix did the same with Hitman Absolution and Tomb Raider despite both of those games being the highest sold for their franchises. And the only reason they were declared flops was due to them having no clue on how to do sales projections and making far higher projections than necessary.
But yes, there is far huger problems than just 8 frames.
Capcom said SF5 has a total of 1.4million units shipped with all Downloadable full game purchases on PC and PSN combined into that figure (on their financial site it states DL sales are combined into the 1.4mil total). Since not every shipped unit sold out at retail locations it’s a bit under 1.4 million total sales including downloads, so I don’t think the 8f of lag is solely responsible for such a large sales flop. The game wasn’t finished and still isn’t… It has lag issues both offline and online, suffered a rootkit on PC, has an expensive DLC price gouging structure and ultimately just isn’t what casuals want. Even a decent amount of series fans didn’t enjoy the game design so it just sold like hell. Their only real recourse now is to keep price gouging the existing SF5 fans with costume, character, and stage DLC’s. That is there only future revenue source and has been given more priority then adding in requested game modes, fixing the netcode, reducing the input lag, and various other needed improvements. Capcom has no time to waste on real solutions for the game because that will lose valuable time where they could be earning money from DLC purchases. As the game gets older interest will continue to drop and even DLC sales will go down, so they’re focused on gouging out as much money from the current consumners as they can and may get around to addressing the games major issues in 2017, or may just continue on with the DLC push depending on how successful it is.
Your copy and paste textes are getting annoying.
You posted the exact same textwall on steam.
Ultra Street Fighter IV sold 1 million units,physical and digital, therefore SFV outsold Ultra SFIV,therefore is SFV better than SFIV and now I use my favourite sequence I use in the steamforums: https://www.youtube.com/watch?v=MQLd3ELuqtQ
On Steam, SRK and Eventhubs at least. He’s been posting the same things since launch. I guess he’s really feeling the fact Karin’s rekka is now locked behind V-Trigger.
Be wary of articles like this. His example of dropping 1frame links due to input delay is not true. The timing for the combo is exactly the same, the difference is when it will pop up on screen. Anyways, the only good thing about the article is his advocacy for ggpo (not a bootleg imitation).
His example is true in delay netcodes because if the game will adapt to lag by increasing input delay temporarily. This doesn’t happen in GGPO-like netcodes because it puts all the lag in the startup of the opponent’s moves.
That’s not true. Delay does not matter when it comes to performing a combo. Whether it’s 0 frames of lag or 500 frames of lag, the combo has the same exact timing.
Ever heard of lag spikes? On a delay netcode, if the ping increases temporarily the whole game will be slowed down and additional input lag will be added at the point where lag happens. If it happens in the middle of a combo you’ll have to press the buttons later to be sure it works.
Say your combo requires to press buttons at the moment 1, 5 and 8. If a lag spike occurs between 5 and 8 then the timing will be messed up and you’ll have to press 8 later to confirm it.
That doesn’t happen on rollback netcodes because the game receives your inputs as if you were playing offline. The only thing that changes are your opponent’s reactions and whether your combos landed or not.
For some reason I knew you’d bring up lag spikes, but that’s not what he’s referring to in the article (although you are 100% correct, in that a lag spike will kill a combo). He’s specifically talking about input delay and what he says isn’t true. I’m familiar with how rollback works since I helped Ponder with some of the early ggpo testing. At the time he did not have the netcode as refined as it is now, and there was a lot more rollback, so I’ve experienced its impact on gameplay. This is also where I say you’re wrong about rollback. Instead of a lag spike you’ll have some skipped frames (rollbacks form of a lag spike). And just like a lag spike, if you try to combo you’ll fail. To take it even further, the most extremes cases of rollback or input delay will have skipped frames/lag spikes but also you’ll have dropped inputs and experience the game freezing while you play. But in the case of this article and how he described it, he’s talking about a situation where there’s just 3 frames of lag, no spikes or freezing of gameplay, just 3 frames. This was commonplace throughout SF4’s lifetime and you can find videos of people playing online and hitting their combos.
In normal conditions you won’t drop any combo with rollback netcode because the game doesn’t need to wait for the opponent’s inputs to perform actions. If there’s any lag spike it will be put in the opponent’s moves, not in yours. This is why you see - and feel - your own character moving and acting as if you were playing offline while your opponent starts skipping and teleporting, and this is why also it’s so good for fighting games. Only in the extreme conditions you described after you will have the game slowing down and freezing, therefore changing the timing of your moves.
Delay netcode on the other hands will wait for your opponent’s inputs all the time, meaning that if there’s a lag spike your own execution will suffer.
I don’t know how much the input delay was reduced, but I finally played the game the other day, and it was great. Smooth, responsive, very playable now, a night and day difference good job Capcom.