[details=Spoiler]We are incredibly happy at the reception and excitement at which KOFXIII S.E. has been received! Thank you for all of your comments, across these forums and across the web!
Firstly, allow us to explain a few things:
KOFXIII S.E will be a fusion of KOFXIII CLIMAX and the Xbox360 version of KOFXIII. The gameplay of KOFXIII S.E. is based on KOFXIII CLIMAX. The UI, menus, and configs are based on the Xbox 360 version of KOFXIII
Since there may be lower performing PCs out there, we have introduced a “Static” and “Dynamic” background system available in the Graphics Options menu. If you are receiving low FPS, consider trying out the “Static” background mode.
There are also 2 Frame Rate modes available: “Fixed” and “Variable”. In the interests of better online experiences, Online play will be fixed to the “Fixed” Frame Rate mode.
The closed beta will only feature Online play. We understand the importance of excellent netcode and so we wish to utilize this beta test as a means of collecting feedback on our new netcode. We will then use this feedback to further improve the netcode where possible.
We have worked really hard on the netcode. We have run tests between the USA, UK and Japan, all with excellent results. But we know that through your testing and feedback, we may be able squeeze out some extra performance.
We look forward to working with you all in order to make KOFXIII S.E. an excellent gaming experience. September 13th will be an excellent day for us all!
It sounds like the usual
"Netcode can be good and not GGPO."
"BUT GGPO IS THE ONLY THING THAT CAN BE ALLOWED BECAUSE IT’S TEH BESTEST"
type of thing.
As was said in the thread already, KOF might not support savestates. GGPO itself is largely a Western thing as far as I know, and SNKP is a pretty exclusively Japanese outfit. Also, not everyone is an aspiring competitive guy who cares about input accuracy above all else. Unless the implementation auto-adjusts (or has per match easy manual settings for it, with recommendations) the input lag/rollback sensitivity on a per-match basis you’re bound to get bad connections with a ton of teleporting which your average Joe finds utterly unplayable compared to traditional lag which he at least understands better and where you can still actually see wtf is happening. Hell, I’d prefer that.
If he gets teleportation hell, the average Joe is likely to just go “wtf is this shit” and stop playing. Not productive.
With good connections you’ll get a good experience anyway as long as the netcode isn’t dogshit.
Another consideration: The job of just about anything is to be “good enough to get the job done”, not “be the absolute best thing under the Sun”. GGPO is, properly implemented, probably close to the latter. It’s far, far from being necessary though.
Personally I don’t care as long as the netcode does it’s job.
I don’t expect them to have rollbacks netcode in this game
BUT I doubt you understand the difference between 8 frames and 2 frames of delay for anyone who isn’t a complete novice in order to say something like “good experience”. 8 frames when you actually barely know a character from having practiced a bit in practice mode where there’s 0 delay isn’t a good experience.
Look at Tekken Revolution, look at XDZW, those are good netcodes which allow you to play at 200ms with no repercutions and very, very low delay close to what real versus online should always be.
Also “worldwide” matching is completely impossible with any form of input delay netcode. And I doubt you thought outside of the north american mindbox to say input delay netcodes can offer a good experience. Other countries: have less players online, are farther and routing for them can be an ass. Only countries like the US (and neighbor ones) Brasil and such can expect to not care.
I hate input delay, the kailera days were a nightmare I still can’t believe people like emil were able to play on that shit.
I don’t understand this rollback nonsense but I can tell you what I like about ggpo. When you experience lag in ggpo the game slows down as a whole just for a few seconds, comes and goes your commands will connect though no matter how bad it is. with other netcodes like the one in kof xiii when you experience lag the game slows down “a lot” is like you’re playing under water, you get input delay and it doesn’t seem like it will get better. That to me is unplayable and I can no longer keep playing.
They said “vastly improved” net code, the same words they use when kof xiii first came out. What does this tell you? They’re using the same fucking net code they first developed with KOF XII,LMFAO!!! God Dammit SNK when you gonna learn.