Since Iron Galaxy announced that they’ll be working on another patch, there’s a need to get a solid list of everything that needs to be addressed. After we’ve got a good list we can send it their way. Just list the problems with a clear description of what they are and why they’re issues, and I’ll keep this first post updated. I’ll start pulling stuff that’s already been mentioned in other threads as we go, and add that in with the stuff we post here.
Here’s what we’ve got so far:
General Gameplay and Glitches
The gameplay speed is off compared to the arcade version. Several players have suggested that it’s slightly too fast. Having the speed and feel correct is probably the #1 most important thing to getting the high level community to adopt this game.
Sometimes after a match in ranked instead of ending the match and giving the winner a point, the game automatically takes you back to the character select screen. Whoever wins the second match gets a win point and the first one doesn’t get counted.
Music cuts out online and offline at times. This happens more often on the PS3 version.
Sometimes the player colors get swapped. A description, how to trigger it, and a screenshot can be found here:
Post match screens take too long to get through. Cutting the achievements screen entirely and having both players share a rematch/character select/save replay screen would fix this. You could have the achievements screen as a selectable option there if that’s important. So rematch/character select/save replay/achievements.
Input display in replays and training mode would be really useful.
Add option to more easily select the stage of one of the two chosen characters, possibly by adding it to the stage select box. Many players prefer the arcade version’s format in which stages are not randomized.
Option to disable stun in training mode. Stunning is an inconvenience when practicing a combo or setup repeatedly.
There has been a lot of discussion since OE released about whether it drops EX inputs offline. We’d be interested if you could investigate this and see if you come up with anything. If it really is an issue, it’s important that it is fixed.
Rounds and Round Time selections in the Settings menu only affect VS. mode. Make it also work in Arcade mode.
Knocking Ryu’s bag over is way harder than in the arcade version.
Put back the glitches that were in the arcade version. for instance Yang SA3 being turned off by certain supers or Akuma’s teleport turning off Yun’s shadow in Genei Jin.
Investigate whether game adds lag on non CRT tvs (not visual lag that comes with monitors, but additional lag from displaying on high resolution monitors and TVs.
Add a soft reset feature.
Fix using a Save State in Parry-Training Mode.
When recording the Dummy in Training, the game will not recognize any combos you perform. You can still do combos, but there’s no indicator on the screen like usual showing the number of hits in your combo, which can throw you off. Please fix this.
Add option to unbind buttons.
Add option to remove handicap screen from pre-match screens. It rarely sees use, takes extra time, and occasionally is modified unintentionally.
If there’s anything that can be done to improve the netcode, it would be appreciated. We’ve seen various games on GGPO (including 3s) as well as a few console fighting game ports that used GGPO netcode, and they all seem to perform better on similar connections.
The ping should be represented in numbers instead of colors. The ping colors are vague, and often convey information that is not really useful.
Ranked matches are kind of useless. You’re matched up against someone at random, regardless of connection or player skill. We’ve got a couple ideas to address this. Any combination of the following would be great:
-Mirror the SF4 system where you can see who is in ranked and challenge any of them.
-Allow you to filter based on region or quality of connection before searching.
-Have a ranking system where players similar to you in skill level match up against you more often when available.
The leaderboards don’t make a lot of sense. Losses don’t seem to be weighted properly if at all. If the leaderboards are going to be useful at all it should take at least win-loss ratio into account, and preferably the level of competion played against as well.
To address the last two issues, having some sort of rating system where players are ranked based on their ability and who they win and lose against would be helpful. Many competitive games do this, either publicly or as a hidden stat - Chess, Warcraft III, Starcraft 1 and 2, Skullgirls to name a few. By having that system in place and using it for matchmaking, it would make ranked actually a worthwhile place to be.
Disable the start menu in match during ranked matches. This is to address players quitting during the middle of the match.
Allow player matches/lobbies to automatically reject red connections with host.
Allow lobbies to specify an allowed region.
Allow players to add a “only for beginners” tag on lobbies, so people can know going in that they don’t want to play experienced players.
Make it more clear in lobbies how private slots work so people who just want to play their friends can set it up correctly on their first try.
Make Gill banned by default in ranked and lobby matches. A lot of times we inherit lobbies from other players who didn’t ban Gill and it can be an issue.
In pro tournament and marathon formats, have the winner’s chosen super art prepared instead of defaulting to SA1 This saves time, reduces mistakes and mimics arcade mode.
Show number of consecutive wins, preferably both in lobby and in game. This is an important part of playing any fighting game in a public setting.
Reduce pre-match countdown. 5 seconds is too long.
Add round settings for player matches for 3/5 99 seconds.
Fix rank level cap and rank 0 reset. Most of us have been looping for quite sometime now. We would like for it to accurately portray our current rank or better yet just get rid of it entirely.
Currently the PS3 version can only display a maximum of 8 player lobbies in Player Match online mode, and the lobbies are not rotatated at refresh so it displays the same 8 lobbies until a lobby closes and only then will it add new lobbies to the 8 lobby limit. In short, make it show more than 8 lobbies, all lobbies if possible, or refresh the lobbies so that it shows more than just the same 8.
Allow for a selectable resolution for uploads, with filter on or off. Allow Xbox 360 version to upload to private Youtube channels.
Allow player to choose whether player names are included on uploaded replays.
Lobbies should have a different button for readying and unreadying. People mashing through post-match screens and accidentally unreadying in the lobby and being sent to the back of the line is a common issue.
When setting up a Ranked Match give an option to mute the other player’s headset or adjust voice volume.
Suggest a delay setting on GGPO for the connection before the match like Skullgirls, and allow GGPO setting to be changed on the fly in the ranked and lobby screens.
The in-match HUD being restored to the arcade version would be preferable. This includes things like character portraits and super bars. Character portraits (and how the colors of the portraits match the character) help differentiate players during mirror matches, and people use visual cues from the length of the meters for gameplay purposes. Since the arcade version is the standard that tournaments run, having the console match this is important. If there were an option to use either the new HUD or the old HUD, that would be fine.
To match the arcade version, Urien’s Aegis Reflector should be blue on the 2P side. This is helpful in Urien mirror matches.
Allow alternate color selection at character select screen instead of under DLC menu (this could be accomplished by making random another character slot like Gill is, and using the Back/Select buttons for color select).
Allow original character select screen as an option.
The Crisp and Smooth filters are mixed up in Settings.
Scanline look “weak” and not particularly good, could be improved.
Bilinear Filtering as a filter option would be great.
Be able to turn off all vault point and achivement stuff on the side of the screen in all resolutions and display modes.
4:3 support for higher resolutions (non-widescreen).
The music should be the same as the original arcade music. The music included as the original music in OE is the arranged soundtrack from earlier consoles.
The music transitions between rounds are not as clean as the arcade version. They are more abrubt here. Music transitions should match how they work in the arcade version.
The DLC music from earlier games does not transition at all, but resets at each round. One long loop over the course of the whole match would be preferable.
Sound effects cut out sometimes, online and offline. Shoryus sound correct, Twelve’s XCopy voice is garbled.
Separate sound effects and music to their own volume adjust instead of both being tied to one.
Be able to select original arcade music at character select screen.
Allow Dudley’s stage with Q’s music as a selectable stage.