oh, my bad I didn’t realize it was a super slowed down recording.
I honestly thought it was a recording of super laggy underwater fighting happening because of shit connections (which did happen when t7 early launch).
I stand corrected.
Yes that hit spark is very confusing and gives the illusion that Asukas attack hit when it actually whiffed(sidestepped) and Law isn’t affected by it at all. Hopefully they will address that as it has a major effect on visual cue gameplay.
But, YES I’m actually happy that I was wrong, they’re using a implementation of rollback netcode!
I still wish they gave us the option of fastest responce time = something like the 0f delay on ggpo settings as I don’t mind a little bit of visual distortion for crisp fast responsive input but I know a lot of people would rather have input delay and visually smooth gameplay.
You know, I completely forgot to mention the audio issues @ilitirit in some comment I had against SFxT’s netcode in the past. It did got better in their last patch, but most of my matches were still not satisfying and had worse case scenario problems that rollback can cause (maybe endless had better results over ranked, but I think I lost interest in the game by then).
Geez… I don’t have an issue with either option, but I really don’t want to deal with teleporting/sound glitch(USFIV is now guilty of this outside netcode, how sad…)/other wonky drawbacks rollback is known for. It’s like taking a bite out of a pizza, only that the pizza moved back a bit the moment you close your mouth, making you bite thin air (or your own lip if the hit-confirm failed and got punished thanks to false display.)
Unrelated to SF5 but last few days i’ve been reading up on MKX’s online quality…you know the one where Boon was promising it’s going to trump MK9 and Inj (way to aim low btw). Seems like the general concensus is its a hit or miss - definately hindered by noticable input lag tho.
So sad the majority of developers just don’t give a shit about providing a close as possible to offline experience using superior, proven netcode(KI, ggpo). They would rather completely neglect their online playability or attempt to do it their way because you know ‘We know what we’re doing™’ and ‘Don’t worry this time it’ll be better we promise™’ using archaiac input delay netcode.
Then consider yourself lucky. The people having anything close to SF4 connections are basically getting lucky as shit with their routing/connection/etc. There is a huge thread on TYM about how bad it is.
What a shame, i was thinking about getting it on PC cause i you can get it for 20 dollars online on a few websites, but I might just wait to see if they patch it more, which they probably will. Exactly why i don’t play FG’s that much anymore, you need a good net code nowadays, and 95% of fighting games have no online or a shitty net code. I’m not complaining though, usually when a game is totally unplayable for most people, i’m usually the few that can get in a few good matches no matter what game it is. KoF 13 on console was the only netcode my godlike ping and connection couldn’t handle, that in my opinion is the worst net code of all time.
I dunno, on fightcade I can be playing someone whos sitting in a hole in the ground in australia and have a fluid perfect smooth like fine silk game. And then play someone from canada and somehow manage to have lag. So maybe GGPO wont fix your shitty time warner ass internet sure, but it will help people with decent internet play across the world :3
Just because you’re on rollback doesn’t mean you’ll magically have offline-like connections with everyone. Stuff like routing and pint time still matters.
You know, this has me wondering if SF5’s stilted speed and sluggish normals seen so far are an intentional design decision with a chunk of their motivation being rooted in the online experience.
This is consistent with Harada’s comments regarding a game design that from the ground up has some local latency that bodes well as a superficial buffer for online play. i.e. even offline, there’s a few frames of delay in even the quickest normals that can serve as a means to hide or sponge up typical online latency until input confirmation is received across the player’s connection.
While I think the approach is interesting, I can’t help but think that in practise it just plain won’t feel right, especially offline. Part of what makes fighting games (particularly 2D ones) appealing is the immediacy and precision you have over your character’s movements, normals and specials.
Time will tell I guess. All the videos, interviews, player reports and trailers in the world can’t convey the feel of the game - that’s something you have to experience on release for yourself. It’s the feel that I think defines a big chunk of an SF game, though to be fair, every SF release has actually had a different feel that has been unique to that entry in the series. Oddly, I’d go so far as to say that the IV series after all its iterations has actually retained decent consistency in it’s feel throughout. Consider SF2 - each subsequent release was really quite different, the Alpha games (awful as they are) have the same attribute - each iteration is very different in terms of feel.
Then of course you have the feel differences between whole entries in the series - there are echoes of standardised mechanics obviously, but each iteration feels wildly different. Consider the difference between ST and 3S, or Hyper Fighting and Alpha 1.
SF5 will obviously bring a unique feel to the table right out of the gate, so I’m really curious to see how they handle it. Perhaps a good recent example of folks assuming too much about a release was SFxT. It looked a lot like SF4 for obvious reasons whilst in beta (before they started going retarded with the Gem system) but once one sat down with a stick and moved a character around it become immediately apparent it couldn’t be further from SFIV if it tried.
My point here is if SF5 implements a means of disguising online latency in-line with what Harada is talking about (among other hypothetical optimisations) combined with the game actually having an acceptable and satisfying feel out of the gate, Capcom might be onto a winner so far as the online experience is concerned. I definitely suspect all eyes are on them to deliver a better online experience, especially with Sony getting behind them. I really hope they paid attention to the flak NRS copped with respect to the online play of their Linkin Park Fighter too. That shit sounds kinda ugly and I trust it has made Capcom ask themselves some serious questions about what they are brewing.
Yeah I bought MKX recently. It feels like 5 frames or more of input delay ATM. Can’t even fight Emperor Rebelo who’s only some miles away in Toronto without doing my combos way in advance of when I would offline. Hit confirming is way too hard also. Damn Hollywood game netcode…
GGPO/Rollback/Flashback netcode whatever you wanna call it, for the competitive scene to flourish and get more people who dont live a state a way from a major to get competitive we need some REAL ASS netcode. At least KI worthy where it’s rollback based and only 3 frames of input delay (set input delay to minimize teleporting I assume). 5+ frames of input delay in 2015 is unacceptable. Period.