Doesnt really matter, like Super Street Fighter 2 Turbo, everyone calls it ST or Super Turbo. Same will happen to HDRemix, SF2HD whatever you want to call it, community will eventually agree on a name and that will be it.
i’m finding that the new, more relaxed controls are a double edged sword. i was just walking forward with Ken, buffering FB motions, waiting for the right time to throw one out. when i did, i got midscreen super. doh!
? I am surprised people are really that concerned with the title length. It could be called “Super Street Fighter II Turbo HD Remix while drinking your juice in the hood” and everyone would still call it HD Remix or HDR and we know what is being talked about.
Not sure what to say about the dropped inputs. I did “laboratory tests” and was not able to reproduce it. That doesn’t mean it’s not real necessarily, but if it is real, it’s hard to isolate. Also, in the last two days in the live patch, I played about 100 games of player matches (I think my record is 97-3), and I did not experience dropped inputs then either.
Any specifics on when this happens? Beginning of round only? Round 3 only? Only during incredibly bad lag? Anything?
The ranking system for ranked matches is weak. You win 10 games in a row, then some horrible scrub with a terrible connection does nothing but spam DPs, and because it’s so laggy you can’t do anything about it, and you lose. You then lose ALL THE POINTS from the past 10 games you won. So to this ranking system, 1 laggy loss = 10 wins with good ping. Bullshit. This is stolen from the shitty Xbox ranking system that AE ran on, and that was complete ass as well. It would be nice to see someone design something that actually measures wins and skill level accurately, instead of rewarding people with the worst connections, droppers, etc.
I’ve also noticed that if you beat someone of a high rank, you get more points. And when you lose to someone of a lower rank, you lose MASSIVE points. Why? I don’t think there should be some ridiculous penalty in points because someone either 1. got lucky or 2. had a shitty ass connection that negated any skill you might possess. You should get more points for beating better players, but the amount of points you lose when you lose a match should be the same whoever you lose to.
I have a better win/loss ratio than the guy in first place right now…is it my fault that he randomly got matched with better players, or that he got beat by better players than I did? If I have zero wins, and I beat the #1 guy five times, will I gain so many points that I’m above him? How does that make sense when you haven’t faced anyone else? The logic is very odd.
So, the feedback room was totally open to the public, that is if you could actually join the room. At least they got a firsthand look at the connection problems…also some weird bug were if there were 5 players in the room one would have to leave the room in order for the match on deck to start. Strange.
Obviously, these guys really care and want to get this right, so thanks for all your efforts. We all appreciate it.
It’s usually during the moderately laggy matches especially right after I throw out a fireball. At first I wasn’t sure it was my own execution limitations but after the patch I just noticed specials not coming out when I definitely know I did the correct input every once in a while.
Uh… well, I guess I can openly talk about this and what went on during the whole thing.
Oddly enough, I was invited to this (on the basis that I posted a bit over at the beta forum and I seem to know wtf I’m talking about). CigarBob and Sabre were there along with random people who joined the game randomly, even Sirlin showed up for a bit. Derek from Capcom was there with a few people from Capcom sitting in the background (think Rey was there).
Anyways, it was mainly to talk about the online portion, nothing about character balancing. All it really boiled down to just me, Bob, Sabre, and whoever else was there, chatting and playing it up. None of us really know anything about networking to really say how the coding for the online can be fixed, so we basically just gave out our opinions about how they’re handling and hiding the lag.
From what I understand (and again, not a networking guru) and from what Derek says:
GGPO is on the PC, so it has a bit more they can do to make it more effective there in terms of lag vs consoles.
Considering the actual lag, there are a bunch of random factors that can affect it (obviously). One point someone made was that Console-only players are usually less tech savvy so they would use default settings on their router or not open the ports, etc etc.
The smoothing “gimmick” is a way to hide the lag (which we all know) but GGPO also uses similar tests. They say that if you were to run GGPO with two computers and get some sort of artificial lag going, you can see the desync going on between both computers.
Smoothing in final build will be automatic. If there is low ping, smoothing will be off. If there is high ping, it’ll be on. It’ll be dynamic if the ping fluctuates.
We mentioned putting in the following stuff into the UI (Note that these are just suggestions we gave, not things that they will put in)
Countdown in lobby for both players to get ready.
Host controls (kicking other players or possible vote kick)
O.G. colors in Remixed (They said they can’t answer that question)
Indicators for Ping in lobby
Recording the opposing character in training (Most likely not possible at this point)
Having some sort of indicator to show that you’re playing Remixed or Classic
We also ran into a few bugs!
Apparently, having 5 people in a room causes the game to not start and also makes it difficult for people to join. We could not get more than 5 people in a room at a time and usually a person would need to quit the room (anyone, not just the two that are up playing) for the game to start.
When taking an invite, I would get stuck in the “Player Match” menu but I would still hear people in game talking.
The jittery background is fixed. Seems to have been fixed but due to trying to rush to get the patch out (especially with the beta ending in a few weeks) they weren’t able to get time to fix it.
Same with the throw thing.
Nothing in terms of character balance was mentioned
They seem to be trying to figure out the whole connection issue, which is probably the biggest problem out of everything right now.
The whole dropped inputs thing is probably not true, as they weren’t experiencing it and I wasn’t experiencing it either during the whole 3 hours I was playing.
We had some people from the UK (who causally joined) and it was pretty helpful having them there to kinda see the smoothing more in action.
I was the only one there for the whole 3 hours, with everyone else just joining and leaving as the time went by. To be honest, I was pretty intimidated because well… why the hell am I there when there’s Cigarbob and Sabre there to kick my ass? lol They know ST way more than I do. Only real thing I could do is suggest how to make the game more open to users and point out small things left and right to hopefully make it as “perfect” as I can.
And yeah, it might seem like nothing major got changed out of this. In any case, all I can really say that if you got something to say, take it to their boards and let them know over there. I’m sure they probably read this thread too but best to be direct as possible, especially if you want this thing to be as great as it can be, because I know they’re trying their hardest in their end.
I’m not going to call bullshit but I’d really like to know what this means because to me it doesn’t make a whole lot of sense. Dealing with lag is all game-engine stuff, they can program the game any way they want to deal with it and that shouldn’t be any different on consoles.
I don’t really understand the structure of something like XBL or PSN but I would imagine it’s a little different from GGPO’s model. Maybe that’s what he meant?