It’s not that simple, then guy is gonna feel shafted cus he couldn’t use his gem loadout because he lost an extra accessory he shouldn’t have needed in the first place. Tournaments are crowded and hectic and something that small can easily get misplaced the same way people lose those things in school all the time. It’s just inviting more headaches that not, and if the solution is tell him to use a default loadout, why bother at all? just use default oadouts for everyone and remove a headache no one should have to bother with. Then you run into the wall of flash media failing mid tournament. USB drives can fail randomly and easily. I’ve had 4 of them die on me personally and it’s not like I mistreated them. Shit happens, if shit happens mid tournament what then? Tough shit?
Bring multiple USB drives?
They’re cheap, and it’s not like 4 are going to fail on you in one tourney.
I think that the solution is simple:
You use the USB hub to upload your gems. and controller settings.
Unplug the USB hub during stage select, and re-insert your controllers, making sure that you have the right controller slots.
Sure, it’s not SUPER FAST, but it’s faster than having to config buttons each game.
What exactly is hard about entering a few numbers? I think we can all trust tournament players to have fairly good hand-eye coordinations, so ‘fumbling to input numbers correct’ wouldn’t really be an issue. If Capcom designed the system well then I can’t see it taking more than thirty seconds per player.
Would the USB-data be able to function across platforms? As in, if I loaded a USB-stick with my gem configurations on my PS3 at home would I be able to make it work during the tournament if it’s run on Xbox360? This is a pretty big issue.
Using default loadouts would be such a disappointment, really. I for one am looking forward to carefully selecting the ideal gems that suit my playstyle. It would be a shame if people didn’t get to use their preferred gems in a tournament.
loading settings on a usb was something i had hoped they would do but seemed too clever for capcom.
also couldn’t players load their settings/gems onto the hdd of the console ahead of time via usb? if speed is really the concern there are ways around that. would it even be possible to save those settings from home, e-mail to TO so the TOs can load up the consoles a few days in advance?
also the usb hub idea is fine isnt it? just have a hub come out of one usb port, use that hub for usb sticks. have the remaining 2 ports used for controllers.
also wait so then what about 2v2? we’re going to miss that opportunity entirely? that would really suck. here’s a game where 2v2 would be really fun to play and probably watch and it’s just going to be immediately relegated to casual due to lack of ports?
ugh
A good solution to the USB flash drive system?
360 for SFxT tourney standard. Why? 360’s 3rd USB slot for the USB hub could be used, eliminating any reason for connecting your controllers through a hub and worrying about the delay.
after watching more of the cross assault…I dont even now how they will fitt this game in a tourney with out taking the whole day, non the less other games… a match and button checks…FOREVER
Imo the best solution right now is to not use them
Capcom was unable to find a good solution to gem selection…so, unless we wanna waste all day picking gems before every single match, setting them from the menu doesn’t look like a viable option.
Using the default pre-sets only is just a lame solution, it defeats the whole purpose of customization and strategy (even though I should put “strategy” in sarcasm quotes cause I don’t think gems are such a fine tuned mechanic). You’ll choose only between damage, defense and speed without being able to choose the activation conditions you want. And since they’re default pre-sets I’m pretty sure one of them is gonna be better then the others, so in a few weeks we’re gonna have everyone just picking the same pre-set, adding absolutely nothing to the game other than ugly light effects around the characters.
USB flash drives won’t work. I have a 360, if I’m going to a tournament with PS3s how am I supposed to have a save file with my gem-sets for ps3? And I don’t have friends that play fighting games on ps3. The same goes for people who own a PS3 and have to go to a tournament run on xbox, they’d need to get a flash drive and configure it from an x360. And then they have to make sure the save file is updated to their last gem configuration.
So that’s why I think banning them is the best solution. The characters work fine even without the gems, you shouldn’t believe them when they say the game was built around gems, cause clearly it was not. There’s not gonna be characters that go from being bad to good just because of a particular gem set.
The only thing TOs will have to worry about is to go in the gems menu and make a set with no gems for each character. And with this solution we also solve the problem of pre-order exclusive gems and seizure inducing light effects.
I hope you are able to just load your gems/settings from the usb drive then just unplug it and it will still be there, that would solve the multiple USB issue. If it still takes a while to load gems then just only allow the preset gems.
i could see where tourney could have a ps3 or a xbox set aside just for people to set there usb sticks on…or… a BOX 123 gem<106 GEM2>98GEM< 62 input set up could work fine to do each gem set up…it would require that tards have there codes ready…no browsin threw the menus meaning prep time at home
How about…use USB, and if you don’t have it on USB then you just use default loadouts.
If gems have to be used then keep it to the presets. aka CVS2.
I agree. It still allows customization of a team, doesn’t take an extra 10 minutes to set up, and keeps things simple.
that’s not a solution. that’s just a shitty alternative.
gems are an interesting part of the game worth exploring. limiting them so severely is a waste of an opportunity.
In a perfect world, absolutely, but the whole ordeal with gems is the logistics with time and the time restraints of tournaments. SFxT is looking to be a real popular game, how are you gonna deal with 100+ players at majors managing their gems, swapping their gems around if they lose, its just a whole “hot mess” as they say.
I bet this is exactly how it will work. I have no idea where this idea that the USB stick has to remain plugged into the console comes from. I’ve seen no evidence that points in that direction. And it makes NO sense from a programmer’s perspective. It’s easiest to just load the data on the stick into memory and leave it there unless it’s overwritten, you quit the game, or you shut down the console. It’s not like it’s a lot of data, a couple of KB at most.
In fact, Mortal Kombat does something similar for its updates on the X-Box 360 to circumvent Microsoft’s patch policies. If the console is online it gets a file with the updated frame and hitbox data from a server, and stores it in the memory until the game is closed or the console shuts down.
uhhg I think this is a bit blow out of proportion…and we should all look at the situation as a whole.
First thing is the main topic of this discussion, and that is how the TO should go about Gems. From what everyone seen on Cross Assault, It’s a process to select gems…this “can” be problematic in running a 100+ man tournament. To avoid this issue some would just “ban” the use of Custom Gem sets, and only allow the usage of “stock pre-set” gem loadouts. This would in turn auto ban DLC gems.
The next thing is the Tournament patch DLC, the main thing about that is for players to transfer Gem loadouts with a USB drive. While this seems to be the fix that everyone wished for, there seems to be some snags and mis-translation going around. So here’s the thing:
They tell us that we can save our gem loadouts on this USB drive and upload them to the game. This is vauge because of the following problematic rumors are spreading.
-USB drive has to stay in the slot, taking the place of a wired controller/arcade stick
-Saved Gem Data being overwritten, making it not possible for players who use the same character to have different gem sets.
-Still being a time consuming method of setting up.
However there are things we still don’t know about that system yet. Since the game can be played up to 4 players, it would be required for them to accommodate all 4 players in some way, meaning there has to be a way for 4 different players to use their own gem sets. Given that most consoles only have 2 USB slots, they knew that this would be a problem if the data couldn’t be stored on the HDD. That brings me to my next concern. How is one to access this data? Is it saved to a designated profile? or does it increase the number of custom gem loadouts per character (current Max of 3), or does the player have to be mindful on what gemslots they overwrite with this feature given that their rival may use the same character. Lastly If the Player uses DLC gems, if the gems are not present on said console, is the slot left blank? and what will be the rules set about DLC gems when implementing this system?
tell me what you all think about this…
I have yet to see an alternative that’s faster than using the presets. With everything else just being too time consuming.
Alright. The data from the USB stick doesn’t have to overwrite anything because it doesn’t have to be stored on the HDD. It can be kept in the 512MB (for the X-Box 360) of RAM memory of the console. It doesn’t have to be linked to a designated profile, because data can be assigned to a player slot (player 1 through 4) rather than a profile. Many games already allow you to set settings for different players without ever having to log in for anyone except player 1, and plenty of games can operate just fine for single sessions without requiring you to log in with a profile at all. There is absolutely no need to copy the data from the USB stick onto the HDD, let alone have it overwrite anything. It’s also very easy to replace this data with another set. There is absolutely no need for the USB stick to remain inserted into the console for an extended period of time. If anything this would be something they’d want to avoid simply because accessing data on the USB is a lot slower than accessing data in the console’s RAM or even the HDD.
Also, the DLC gems will be on-disk content already with the DLC part being just an access key. I know this because they’ll want players without certain gems to be able to play online against players with those gems. So the data for those gems has to be present on both systems anyways.
If Capcom does this right (not saying that they will, but I do know they’ve got better programmers working on the game than I’ll ever be*) it shouldn’t have to take longer than half a minute or a minute tops per player to load your own gem and button settings. About as much time it would take you to plug in a fight stick, wait a few seconds and then pull it out again.
Yes, it’s not as fast as the presets. But since (from what I’ve heard) the button settings will be included in the data on the USB stick it should compensate for that by removing the need for as many button checks. If you’ve loaded your data from your USB stick for your player slot, you’ll know your buttons are set correctly.
Really, IF the system works as many people are afraid it will, then Capcom should hire themselves some new developers, because that would be insanely bad programming and design.
- I’m a web developer by trade. And believe me, creating a game is a lot more challenging than building a website.
Well, i don’t know the details on the system so i dont know im just being optimistic…we’ll see once the game drop.
USB wont work seeing as tournaments in the US are run on both PS3 and XBox. If you have XBL DLC gems you cant take your save file to a PS3 comp and vice versa.
Presets is what I will be running at my events.