that’s what always happens before a bugged 1-sided rollback match
when I start a set with my friends in Battle Lounge and the first match has stuttering right from the intro, we go back to lobby and start a new set that will hopefully synchronize well.
you can’t imagine how mad we get when someone fails to press Rematch before the timer runs out, then when we start the set again, we have this rollback bug and have to retry like 2-3 times before it gets back to normal
can someone explain this to me? same conditions, same session: a FT10 set works perfectly (start to finish), the next starts like shit, abort, the next starts like shit, abort again… then it magically works again (start to finish)
this trial and error shit before being able to play properly kills the mood for me… sometimes we have to retry like 5 times in a row
I dont know if capcom changed some stuff, but since I complained few days ago on lag and disconnects I feel like I need to say that last few days I had nice time playing the game with over 100 matches without disconnect and very few lagy matches.
just played against two people (nash and a vega) and they were just teleporting all over the place. game said the connection was a 5 ( i had it search for only 4s and 5s), but you couldve fooled me. either its a lag switcher or just crap netcode, but having this in ranked is bull man.
I figured it out. Capcom made the release of SFV shit to bait $$$ from casual players. Eventually casual players will quit playing and be come future stream monsters. From there they will then support the actual players by donating and subscribing to said streamers/pro players.
DLC will be released and said players will purchase the DLC, go back online then get pissed that they suck. From there the cycle continues until they eventually just quit. During this cycle Capcom will patch in fixes to appease the advance/pro players. Only us hardcore Capcom/Street Fighter supporters will understand this and fight through the rage. Capcom knows we spent years dealing with C. Viper, Ibuki, and Rufus bullshit. So this is just a cake walk.
I’ve been having issues with battle lounge as of lately. I’ll get disconnected automatically when some players try to connect. I had issues not even receiving battle lounge invitations entirely. I never had this issue before. I even tried opening my ports but nothing changed.
You’ll see soon. The reason why the last beta was almost flawless with match making and connection because the server wasn’t max’d out. Soon we will have our own Hovering Castle of 85% Advance/Pro players. Once Capcom’s plan begins to blossom, the server(s) will magically get better. My drunk theory isn’t too far-fetched when you look at how Capcom took the gamble of releasing SFV early for “e-sport” reasons. Most of the time in the corporate world you have the roll the dice. The worse idea could be the best.
Has anyone gotten rollback lag so bad that when you damage the opponent they get their life back? My experience with SFV netcode has been grossly negative. 70% of my matches are dealing with teleporters and players who get their health back after taking damage. Then I experience a issue were the game stutters and teleports. Its awful.
By the looks of it, there won’t be any changes to their netcode in the next patch either. Disappointing.
No clue still. I just know when it happens, matches take even longer to load, and replays stop working as well - they just say Connecting… forever. Only way to fix it is to quit the game and relaunch.
Skullgirls and Killer Instinct do not use sprites and have flawless netcode.
Of course these are two poverty games with barely any funding, so that brings up the question as to what the fuck Capcom was thinking releasing SFV with this kind of netplay.
The fucking rollback is quite literally causing me to lose matches. How the fuck does someone throw an obvious fireball on a full stock Chun and the game not only activates my super animation but then rolls back to when I was crouching last? ARGH!!!