The only person more annoying than me on these boards is YorKeY.
thanks for drawing attention from me YorKeY.
p.s.
I think YorKeY may actually be MissJocelyn’s alternate account. But that’s just my own personal fantasy. non sexual of course.
No.
>.> What…?
What the hell?
The main reason I say to expect rollback/GGPO netcode to be implemented is two things mainly.
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Capcom was already pushing this with the last fighting game they created (SFxT). It wouldn’t make any real sense for them to go backwards when it was already obvious they were making an attempt to push forwards.
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SFV is directly developed or advised by Capcom USA. You have people like Combofiend directly working with the game and I’m sure he’s advising to them to utilize a netcode that is much better for offline like inputs than input based netcode.
The reason there are people that still support input delay based netcode is because they have been scarred by poor implementation of rollback netcode in another game. As far as consoles go only old ports of fighting games like Darkstalkers, or smaller titles like Skullgirls or KI have implemented GGPO or rollback netcode that would make people say “you know what…this is better!”
The bigger games that have had rollback netcode like SFxT have had poor implementations of it with sound issues (which is a huge issue for people who need sound cues to hit confirm) and increasing the ping threshold. If SFV allows you to play under specific pings and doesn’t have any visual or sound issues you should be pretty good. The one thing that seems to scare people the most away from rollback netcode is things like teleporting when it goes bad. If you play Killer Instinct though, the connection has to be absolutely horrid before things start teleporting or stuttering. The inputs feel pretty smooth and you don’t get any teleports unless things get really bad. In other games teleports would happen even in strong connections.
If fighting games implemented it well from the start, we wouldn’t be having this disparity. People will find out though if Capcom does the right things and I’m sure they’ll at least push in that direction seeing where they started with their last game and the direct US development involved.
because of the failure that was sfxt, I think Capcom is very weary of trying anything that the game used. It had a bad casual market opinion to the point where the community lowered the BBB rating of Capcom. Part of the rating according to most of the consumers on capcomunity, net-code was part of the problem.
Anyone who knew the differences thought it was amazing, casual market bitched about it. Nothing about poorly implemented or technical differences, they just didn’t like it because they couldn’t play on their wifi connections across the globe…
imo, Capcom is a little gun shy when it comes to using ANYTHING that game was using. I think they are using the sf4 net-code again as business decisions make their world go round. Casual market didn’t complain about that style of net-code, it works fine in Japan and there are very few threads\people pointing the game towards that direction and that don’t have to pay for development costs to iron out kinks.
story of the game has received more attention than properly applied net-code from the looks of it on srk\capcomunity. I wonder if they think we care more about story than playing the game online?
I’ll make sure to at least tweet ComboFiend and make a thread on Capcom Unity for emphasis.
@sh0ultz
Capcom isn’t shying away from what was used in SFxT. From the gameplay footage we know its gonna have ground bounces which were in SFxT. Moves looks to have different properties on counter hit which is a key mechanic in SFxT.
The complaints Capcom got from the BBB were for the on-disc DLC and the sound issues from the netcode. The former is what they WILL shy from.
You guys do realize if u make a thread or a poll, it’s just gonna end up overwhelmingly in favor of input delay netcode cuz most players don’t know any better. Hopefully they look at KI a bit…honestly anything short of that performance level is gonna be pretty pathetic. Xrd netcode is sad, which worries me that Japan just continue with indifference to netplay outside of Japan
Why did this make me sad… At least we got Skull Girls and Yatagarasu on Steam with GGPO!
Is there a source for this? The netcode for SC5 is decent, but it doesn’t seem as good as ggpo…
Trying to remember where it was stated, but I remember that being the case as well.
Too bad that they never used it for anything else, since TTT2 uses variable delay code and then adds input delay to offline to make it feel as if offline and online are the same.
- SFV is directly developed or advised by Capcom USA.
The two points you’re inferring are similar are anything but.
i’ve learned my lesson that just throwing GGPO on a game doesn’t make it automatically a better experience. for GGPO to really shine and show why it’s so great you need a great lobby system where the ping indicators are actually representative of how far that player really is from you. if there’s no competition near you then you have to rely on input delay or seeing your opponent warping around and shit. ultimately, it’s still online play and it’s still messy.
i’ve learned my lesson that just throwing GGPO on a game doesn’t make it automatically a better experience. for GGPO to really shine and show why it’s so great you need a great lobby system where the ping indicators are actually representative of how far that player really is from you. if there’s no competition near you then you have to rely on input delay or seeing your opponent warping around and shit. ultimately, it’s still online play and it’s still messy.
With ggpo, you can choose between input delay or none. So technically there is no excuse to never use it.
story of the game has received more attention than properly applied net-code from the looks of it on srk\capcomunity. I wonder if they think we care more about story than playing the game online?
I think a better story mode would be a really good investment. People buy halo just for single player. Starcraft as well. It did wonders for MK9.
I mean, the actual writing will be horrible and none of us will play it, but it’s a way to appease casual users without needing to dumb down vs mode.
I think they are just a little too stuck in the arcade era. I thought it was sad that mvc3 had an arcade mode and nothing else.
TTT2 uses variable delay code and then adds input delay to offline to make it feel as if offline and online are the same.
That’s fucked up.
You guys do realize if u make a thread or a poll, it’s just gonna end up overwhelmingly in favor of input delay netcode cuz most players don’t know any better. Hopefully they look at KI a bit…honestly anything short of that performance level is gonna be pretty pathetic. Xrd netcode is sad, which worries me that Japan just continue with indifference to netplay outside of Japan
Xrd’s netcode is bad?
Xrd’s netcode is bad?
It’s mediocre, but pretty much everything is after KI
Remember years ago Capcoms PR saying ‘ggpo/rollback is too resource heavy, hard for 3D blah blah’ ?
Isn’t it funny (and sad) how after all these years of complaining and requesting of a good netcode from users, the first (non-indie) game that got it right is not Capcom…not Arksys…but XB1 exclusive Killer Instinct by Double helix who just appeared out of the blue. Who woulda thought?
Remember years ago Capcoms PR saying ‘ggpo/rollback is too resource heavy, hard for 3D blah blah’ ?
Isn’t it funny (and sad) how after all these years of complaining and requesting of a good netcode from users, the first (non-indie) game that got it right is not Capcom…not Arksys…but XB1 exclusive Killer Instinct by Double helix who just appeared out of the blue. Who woulda thought?
Considering they spent 3 consecutive games working under Capcom USA and working with GGPO…pretty much anyone would’ve thought.