omfg, this. Blocking online is so ridiculous!
Yeah i feel you, uk here and yeah, quick ranked battle takes 20 mins to find me a laggy scrubfest man i might just pack this beat em up stuff up, with no local scene for myself and stupidly crappy netcode making internet play infuriating at best.
Playing Wesker online so much fun.
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Soooooooooooo, how are people even playing online? The input lag is horrible, yet it never seems like the opponent is having any trouble with it.
Is there a difference between PSN and XBL? Right now I’m on PSN and the game is pretty much unplayable for me. I’ll glady get the 360 version if it performs better.
I hate to break the bad news, but the reason why a lot of people don’t seem to have trouble with input lag is because they practiced memorizing the delayed inputs for a few basic air combos and DHC sequences. I’m not saying that lag is acceptable; but it can be compensated for, and there’s plenty of players doing this online. Of course, generally they don’t have much of a gameplan… they just try to zone or rushdown with the one sequence they’ve managed to commit to muscle memory with lag compensation.
Speaking of MK9, I actually wonder if, being an American developer who tends to talk much more straight, Boon might come out and say that using rollback netcode in a 3D fighting game causes issues. God knows people will explode at that, since most folks want to imagine every game could have “flawless” online play if only the developers weren’t “just stupid”.
All these games have netcode issues because they’re freakin’ 60fps fighting games. Causes less issues to use rollback code in a game where the characters are sprites, Blazblue lololol etc.
bogus excuse. The FPS games, world of warcraft and starcraft are all intensive CPU heavy games and they still incorporate rollback net code. Even Namco is using the GGPO net code for their latest DBZ game, which is 3d, that will have an online component.
@ this point, I don’t think it has to do with anything that is 2d\3d. Its about implementation.
Every single excuse capcom has thrown out has been countered by other developers in some way. Not directly mind you, indirectly. Capcom says GGPO can’t be implemented with 3d games. Counter strike 1.6, halo\cod and even the new DBZ game all use 3d graphics which is quite heavy on the CPU and those games are still able to run a GGPO style net code. And in spite of capcom, ponder has joined forces with Namco to show Capcom that 3d and GGPO is possible.
hahahahahah what the hell are you talking about
that wasnt posted at you shoultz we posted at the same time.
I was afraid of that. Not gonna do it. I’d rather not play online at all than intentionally mess up my timing for lag.
Honestly, its just capcom being lazy. They do the bare minimum and call it perfect.
Don’t sprites take more memory?
how a 2d fighting game renders its graphics has literally nothing to do with sending packets of player inputs back and forth. weird that people think the opposite.
My strategy? Find a couple players who I have good connections with, add them to my friends list, never play with anyone else ever again. As said above, most opponents have either practiced enough to be able to combo in input lag and/or exploit some difficult to stop online tactic. Combos are actually the least troublesome part of input lag provided it’s not constantly fluctuating. It’s responding to what the other guy does that becomes insanely hard.
Boon’s already claimed that MK9 uses netcode that doesn’t use input delay. That could end up being bullshit, but that is currently what he claims.
… what shoultz said. The only uncounterable excuse Capcom has given is the claim that the way the game was designed made it incompatible with rollback netcode… which just begs the question: Why the fuck did you do that?
This so many times.
yeah, id honestly take a BLANK background stage online only, if that allowed them to put in rollback code… whatever it took as long as my team plays the same or as close to it as possible as offline.
capcom just dropped the fucking ball. again.
-dime
Quick question, looking for a yes or no with brief explanation:
Which is better? XBL or PSN? Which has the more consistent connections?
Luck. There is no consistent answer, it just depends on your conditions. I’d lean towards XBL but you just never know.
As far as I can tell it’s easier to find better connections at the bottom ranks because of the way player distribution always works out, but I’m struggling to quantify how much of the players not doing anything lag fucks up.
yeah the backgrounds are actually one of the things people are right about re: netcode and im not exactly sure why it messes w/ stuff as badly as it does?? im guessing it tries to sync the backgrounds or something but i havent a clue in the way of other educated guesses
Generally? Neither has a physical advantage, though you’d probably be better off on XBL because it’s a bit more popular and the older 360s don’t have built in wireless.
Reading posts about people getting “lagless” matches makes me curious about what they consider “lag” on the first place, or even if they understand what is the exact problem players are having with the netcode.
If these players are really getting good matches I think it would be really strange considering how many users (myself included) claim the netcode’s input lag is heavily noticeable regardless of how “good” the netcode claims it be, and as far as I know online play doesn’t ask much from your internet (correct me if I’m wrong) so I think 8 times out of 10, your internet is not your problem, unless you are using it while playing.
Or the other answer would be the players are just pulling stuff out of their assess and as I claimed above they don’t understand what a good connection feels like, although it shouldn’t be that hard to feel the drastic difference between offline and online.
It makes me feel disappointed knowing Capcom will not fix anything related to the netcode whatsoever, instead they prefer to give us useless modes, alt costumes and overpriced characters, which I guess is understandable coming from a company just trying to earn their salary, I just hope it doesn’t come to bite them back in the long run.
I should have seen this coming since I saw the Netcode Lag test in training mode.