Yeah I don’t fucking get it. The fact that they are dodging so much shows that they are completely aware that we REALLY want GGPO. I guess we will just see what happens.
It’s exactly like the roster I think. They hide everything. Does seem really unlikely now tho’ >>
no, they don’t hide everything. HDR, mvc2, final fight all announced they would be using roll back net code prior to releasing the games. Its a HUGE selling point knowing the online will be good.
If you were selling a brand new car to someone and the car got 60mpg, wouldn’t you want to use that to sell more cars? Typically when a company doesn’t brag about the MPG’s and brags about stuff like cup holders, you know the car isn’t very efficient.
They only hide what they don’t want people to know, like bad net code. As was the case with cvs2\3s and now with tvc\sf4. If its bad, they sweep it under the rug. If its good, they brag about it cause it allows for more business.
Think about every time a developer mentioned the net code prior to the game launching over the last few years, when its been like that its been a good online EXP, as good as can be rather. Now think about every time a developer has NOT mentioned the net code in depth, its been a disappointment every time. Follow the trend, it will tell you the truth.
HDR and MvC2 are very very different than SF4 and MvC3. Companies are just about always secretive about new top-title games, substantially less so about rereleases of 10-20 year old arcade titles.
Anyways, I essentially agree that it strongly implies that GGPO is out, just not outraged that they’re being coy. To be honest, I’d prefer if they just came out with it too, but that’s just not how it works.
To be an optimist (for once), the fact that the team actually took the time to say that they’re having problems with the netcode gives me some hope that, even if it’s not GGPO-verbatim, they’re coming up with some type of scheme that accounts for lag in a 21st century way.
That said, I’m fully expecting good ol’ input delay.
you’re delusional. Why would they be secretive about a selling point. If a car got 60mpgs and you were trying to sell it, why be secretive about that? People want a car that gets good mileage just like people want good net code. The only reason to not tell a consumer how much gas mileage a car got is that it sucks. This is pretty simple business. Whatever your product is good @, you use those points to sell the game.
BB came out and said they will be using GGPO style net code for their game prior to releasing it and DBZ is doing the same. Its an incredibly huge selling point and more people will buy it cause of that.
Look @ all the shady games that don’t talk about net code and are BAD online. sf4, tvc, t6, kof 12, kof 98um, kof02 um. These are very modern games and they didn’t talk about the net code and guess what, they all pretty much suck online. There is a trend here that IS VERY EASY TO SPOT.
If the company talks highly of the net code prior to release, it will be good. If the company ignores the questions, it will be bad. Look @ all the recent modern examples that are all japanese businesses.
It has nothing to do with secrets. By telling people the net code is bad, it will affect sales and they lose money. So instead of letting people know what they’re doing, they just ignore the questions so more people are forced to buy the game on launch date to see if the net code is good\bad. That is what a shady business does, its just like a bad car salesman approach.
Let’s agree to disagree, we both got the message that this statement probably means they’re not using it. The rest we could argue for hours, but neither of us ultimately know, not working for Capcom PR.
The main point is that this almost certainly means they’re not using GGPO. We can agree on that.
Edit: heh, I was actually coming on to agree with E C, but in the period between when the page refreshed and I opened the th read another post appeared >> Needless to say, I 100% agree with what EC is saying. They’re obviously putting a ton of effort into online play, and that’s a good thing.
anyone who knows anything about selling something would instantly agree with me. The only reason not to talk about the net code for mvc3 is that it will be bad and by talking about bad net code, it affects sales which is bad for business.
The pattern about not talking about net play then followed with bad net play is so incredibly easy to see that a elementary kid could probably spot it. This isn’t rocket science, its basic business. By talking about good net code, you increase your consumer base because most of the people that buy these games will use online to play. Capcom is taking the used car salesman approach. When you ask how well the car works, they tell you have they have 20 cup holders in your car.
You keep feeding your delusions with false truths but if it helps you sleep @ night, go for it. Secretive my ass.
Niitsuma has expressed his concern for lagless online instead of any other requested game mode countless times, do I kind of agree with shoultzula. Hope Niitsuma doesnt dissapoint. SSF4 netplay is not that bad.
I don’t know about trusting Niitsuma on that. I mean, TvC was so fucking laggy online it was damn near unplayable. Also, SSF4 is terribad online(say bye bye to consistent 1 frame links and whiff punishing). I do not know which is worse online, SSF4, TvC, or Tekken 6 cause they are all bad. And I’m here running some good ass cable internet here(by American standards).
I’m worried about MvC3 online given the track record of these things, but I’m hoping for the best. If the online sucks, it will only hurt the game. Thank god Atlanta has a scene just in case. =/
Nintendo’s online infrastructure sucks balls. That should take a more of the blame than the game itself.
I agree. Dont blame TvC for Wi-Fail
(this comes from a pretty big Nintendo fanboy)
oh eh, signed why not. GGPO works great for 3S and that new (awesome looking) DBZ game is using it in arcades so it should be great.
How does this help this thread or the general thought that getting people interested in understanding and appreciating excellent netplay is awesome?
Anyways, you’re making a fallacy of assumption. They also don’t talk about what color underwear Morrigan is wearing or the game statistics display, but that’s not necessarily because those are bad.
At this point we should hope for excellent netplay. I think it’d be interesting to do a comparative analysis of the relative netplay experience with various games out there. If you had some real technical chart saying “Capcom sucks compared to XXX” or “SF4 sucks compared to XXX” or “mvc3 sucks compared to XXX”… I mean that’s something that Seth/Sven/some other dude with S and E in their names could take to their bosses and use to encourage better netplay development.
It’s real easy for a developer to say “this is the best we can do”. Se might not be in a position to say “we think you can do better”, but if someone wants to buckle down and get technical data on this… that could be the kind of edge that could be used to improve the Situation.
Regardless of Nintendo’s infrastructure, my point still stands. That excuse can’t be made for games like SSF4 and Tekken 6’s crappy online. I’m sure I’ve played more stable matches on Brawl than on TvC, and I had very shitty internet back when I tried to play that game online. :lol:
you’re right, stay on track.
SSF4 netcode is, indeed, ok. But we need to expect more than just “ok.” “Ok” is at the lower rung of quality. There are few AAA titles out with online components that are just “ok” especially regarding the basic netcode. Most are “good”, several are “great.” And that’s not even considering all the added things like matchmaking, partys, stat-tracking, etc.
I’m very glad to hear that he mentioned the online play (shows that they at least give a damn about it), but without any details about the schemes they’re using (input delay?) or the headway they’re making, all one can have is cautious optimism at best. But I really really hope they decided to use something rollback-based.
I’ve never played TvC, but Tekken 6 is far far worse than SF. Tekken 6 online made me quit the game. Real fucking talk. If my area has no scene, the closest arcade is in Atlanta 6 hours away, and I have to deal with 15+ frames of lag online in the average game while I have for 5 minutes before I even get a match, there’s no point in playing the game casually, let alone competitively. I don’t want to get off on any more of a tangent, but as much as I love T6BR, console Tekken 6 broke my fucking heart.
And oddly enough, it looks more likely that TTT2 might have GGPO than any of the games from the company that licensed the technology first. How retarded is that?
I’m not well versed on how netcode is implemented in a game, but would it be possible for them to patch in a GGPO style netcode if it is bad, or at least use a patch to improve the netcoding? Or are these things pretty much set in stone after launch?
when players (sadly, most of them probably do) begin to think Capcom’s netcode is “not that bad” or acceptable. Capcom thinks it’s netcode is acceptable. the end result? players end up with average or worse netcode. in any event, i just hope the game itself is so good that it will offset any potential fubar with the netcode.
tell 2 friends, your 2 friends tell 2 friends each, and the chain reaction continues. Before you know it, we have over 75% SRK honed in on the topic. As it currently stands, the ggpo for mvc3 section on capcom unity is only 2 pages long. Go figure right?
What would raise even more concern is to actually get a front page article about the differences between rollback\ggpo and input delay found in t6\ssf4. I’ve tried to take the personal task to write it but every time I do, I can’t seem to get my point across due to limited technical knowledge on how information is transferred over the internet. I understand that japan has connection speeds 4x faster than the USA but as to how that affects net code, I can’t say. How much information is sent over the connection every second for ssf4 6? is it more than 10mpbs? To send 1kb of information over a p2p connection, will a 40mbps send it faster than a 10mpbs?
The more and more I look into this, the more questions pop back up.
Then there is also the problem with syncing. If the games aren’t in sync both players will be playing 2 different games. I believe that syncing with input delay is that you send your inputs over the connection and when its received by the other machines, both inputs register simultaneously. Since you need both machines to say OK to the information, it causes input lag. But see, this is just a guess. I basically just flipped around what ggpo does, which is send the information to the machine first and if the other machine doesn’t get the input, it rolls back to the most accurate one where both machines can agree on. I don’t even know if this explanation is right.
Someone who cares enough about net play and also understands why rollback\ggpo is better for the USA should definitely take the lead. I’m limited on this one.
These tags are awesome.
lol u not getting ggpo
modok took ggpo's spot
online will suck
sf4 all over again
something to fight about
Also, I predict no GGPO.