MvC 3 Netcode

Same here.

I’ve noticed that during online play the game completely ignores my :h: inputs when going for basic :l:, :m:, :h:, :s: starters. Which, often throws off the timing for my follow-ups.

My damage output drops significantly while playing online, as hitting the most basic of combos becomes a surprisingly difficult task. It’s also near impossible to punishing anything and becomes extremely risky against mashers.

No lag here. The problem for me is connecting to a game.

lucky you. i live in southern canada (less than a couple hour’s drive to the border) but “same region” only gives canadians, just like in sf4. i just wish capcom understood how canada’s population is actually distributed because the current searching parameters aren’t very sensible.

but yeah i just started playing online today and it’s like everything i taught myself to do in the past week doesn’t matter. it’s bullshit that you can’t search for non-simple mode players in casual lobbies or anything like that. getting booted back to the online menu after a failed connection is also retarded.

sorry if most of this has already been discussed.

I have a longtime friend on xbox live that I have never had any trouble connectiong to over several years… except with MvC3. How is it even possible to **** up something as simple as the initial connection process in netcode?

We managed to work around it by finding a four man room with two open slots but now we have to watch two cards bounce against each other for a while.

VF5 only had particularly bad lag when played internationally. VOOT was playable from US to Japan, easily. Sega-AM2 seems to have a handle on decent netcode in 3D games. Why not Capcom? People who make excuses for them just because KOF or whatever is worse? Pfft.

I was shaking my head at people who thought network simulation was anything but an admission of poor netcode when it was revealed. I still can’t believe anyone took that as a positive sign.

Honestly though, I’m more willing to blame my poor online experience in this game on my ISP than the game itself. I’ve had terrible service out here for the past week or two. The ping from my house to my local ISP randomly fluctuates between 20-800ms with absolutely no rhyme or reason.

The best netcode in the world couldn’t save me for the time being.

I get at least 70% of my opponents from all over Europe, the rest UK. SFIV would almost always give me UK players.

Anyway, the concept of matching on a ‘region’ makes absolutely no sense on a technical level. Where does it even draw this region from?

Compared to SSFIV, the MVC3 netcode is garbage, SSFIV online for me was nearly perfect most of the time but not so much with MVC3, it can take forever to get a match, it wont match you up to someone in your skill level at all, and the button input delay and just straight up drops is horrendous!

It can still be fun and I continue to play MVC3 online everyday since launch.

the netcode is trash, a lot of imput delay, it’s impossible to play this game online…

I find it about the same as SSF4s… that is… pretty crappy.

i dont get how some ppl are content with this netcode. granted some games will be pretty decent they are few and far inbetween.

ranked match search will put u up against some ppl on aol 2.0 i swear.

but when i play my friend who lives down the street its pretty good, still not as good as u would think he literally lives 1-2 miles from me

tl;dr NOT SATISFIED WITH NETCODE

Japanese myopic design philosophy. Japanese players want region searching so they can guarantee search results of exclusively Japanese opponents. The same is true of the netcode quality in general. Do the search parameters satisfy the Japanese consumer? Yes? Good enough. Does the netcode perform well in Japan? Yes? Good enough.

It’s quite clear to me that a core of Capcom project management doesn’t give a damn about how their games function outside their own country. This is systemic of the game design slump Japan is currently experiencing in the industry across the board. Stubborn refusal to change, to admit past mistakes, to innovate.

As an interesting aside to this, Virtual On Force actually will start hardcore lagging when you’re playing cross-Pacific occasionally with 4 players instead of 2. It’s not really the biggest issue with the game from my standpoint at all (moreso Japanese players refusing to go near you because of the possibility and the gameplay), but it’s a thing.

I actually didn’t get much lag the three nights I played this week before tonight, it’s the oddest thing. Some hardcore stuff a few times tonight though. When I say “not much lag” I mean barring a handful of obviously stuttery matches I wasn’t missing blocks or anything like SFIV.

At this point I think the netcode may actually be okay if you so happen to get lucky with the way matchmaking works in that particular game at that particular time to find the right connections. Which is still shite because it means I can’t play specific people without the likely risk of lagging up a storm when you can jump in a match with pretty much anyone with a reliable connection on better designed netcode.

How’s PSN looking?

I live in Southern Canada as well, ( Ontario ). If you do, send me a PM and we can play online, see if it’s any better for the both of us.

according to Nitsuma’s interview with 4 gamer on SRK news…
“Ryota: … we couldn’t add in a spectator mode.
…This title is a 3-on-3 and the game speed is very fast, so the volume of communication data is larger than in SSF4. Even if we added in all those kinds of systems, they’d be no good if the matches were full of lags.”

so um…should we be praying they DONT add spectator mode… i dont think i can stand more lag

well I’m the last person you’ll see really complain about netcode , because I live in a pretty exotic location and I dont have SF4 to actually compare , the only other fighting game I played online is Blazblue

I live in Morocco , Northern Africa

the delay is about the same as in blazblue , but since this game is faster paced , I’d say the only ones I can have a decent games ( avoiding beam spam correctly , not falling into random supers , more than 2 hits during air combo before hitting S ) are European players

…as opposed to European players and American players not from West Coast

I’d say the matchmaking is worse or , maybe just not very well finished because even though I do get the usual “failed to join game session” in Ranked and Player Matches ( not Lobbies ) , both of those never failed when I did it by going in Training Mode and putting request on during the 3 hours I played yesterday

so just a little update capcom? having the search not having any timeout like in training mode , so that , it takes the time it takes , but still ends up finding a match? beside it find a match at a really decent speed , I have only the time to do 2 combos before I get the “Challenger” message so I believe good matchmaking is already part of the game

too bad for spectator mode I guess I wont be much of a Lobby player , because Its boring

They should at least add replays.

Thino check your page.

Alexander i do agree that replays and spectator mode would be a welcome addition but the main focus right now is getting this online play to actually function. So far I’m not holding my breath.

Seriously, can Capcom just get away from trying to appease the modern moron for just a second so we can get an accurate latency display?

Is it so hard for people to read a ping? Does everything have to be simplified into a graphic that doesn’t tell us jack shit? Especially when I enter a lobby that was 5 bars and it’s full of Brazilians.

How many games is it going to take before we can just get this one simple adjustment?

If I put region on “same” I get a game one out of every 20 tries.
If I put the region on “any” I get players from Mexico, Japan, and Brazil.

So not okay.