Online Edition Patch Thread

nm dander explained it

That issue has been in 3s since the DC port. Something about the life running out bugs out the game and a lot of things won’t combo. I remember practicing my combos in sets of three because I had to wait for the life bar to fill up in order to continue. I’ll try doing 3, then waiting til it starts to fill up and doing 1, waiting doing 1, etc.

Or you could save state while the character has full health and just press back/select if you don’t feel like waiting for the health to refill.

Actually people don’t want arcade perfect, since arcade perfect comes with game crashing bugs, such as the ken/makoto throw bug

yea because game crashing glitches happen every day in the arcade.

obviously no one is talking about game breaking glitches being included in 3soe. dont be a bonehead.

I’d like them to give more accurate representations of damage in training mode, or an explanation for the 3s health/damage system. The current way it displays, attacks deal different damage and characters have the same health, but it would make more sense for characters to have different health and attacks deal the same damage. I’d also like them to add a stun counter so I can see an exact number for how much stun my moves deal.

I’d also like the arcade portraits in the HUD, and an option for arcade music and sounds. I’d buy NG/2i stages/music as DLC, even if I could only use them offline, but I don’t think it’s an important thing to patch.

edit: and a setting to turn stun off. training mode just needs to be improved…

One thing I would like to see: Inputs during replays. Just to see how hard people are mashing when I catch a karakusa and laugh at my own leisure…

Yes, this. More importantly, it’ll help me start building up strings to memorize like most of the OE scrubs do.

this is what i normally do, but it still bothers me.

Thanks for saying this.

In the arcade version the dull “no EX available” and flashing “EX available” had a bigger difference. I feel like the new HUD is too similar and need to make the “no EX available” duller for contrast.

Heeeey… It took me a while to memorize those Mimora videos…

Fix the meter bars, make it arcade perfect.

Fuck the rest.

Got a reply from the pr guy at Iron Galaxy

THREE DAYS

3 Days 4 Hours 23 Minutes

and now for our feature presentation.

err… did he give any indication about whether this will be a list of things that they’re planning to fix, or whether it’s a list of stuff they’re considering, or…?

wow that’s great, I was starting to think that we were all dreaming and that they had proposed this patch just as a polite way to not say no.

I hope it’s clear to them that we just want it mor like the arcade and morepractical online and for training.

i sent him the categorized list (with a couple fixes and clarifications) and got this reply:

the list i sent (same as i posted earlier, but with a few fixes/clarifications):

Spoiler
  1. must have
    a. reproducible

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).

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. (this option is not that good)

Allow lobbies to specify an allowed region. For example, only players with ping of 100ms or less can join this lobby (I’m on the west coast, and on PC GGPO this is the ping that I get from an east coast player, and it is just playable).

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.

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.

If there’s anything that can be done to improve the netcode, it would be appreciated. We’ve seen various games on PC GGPO (including 3s) as well as a few console fighting game ports that used GGPO netcode (e.g., skullgirls), and they all seem to perform better on similar connections.

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.

To match the arcade version, Urien’s Aegis Reflector should be blue on the 2P side. This is helpful in Urien mirror matches.

The following are for accurate arcade representation rather than actual gameplay:

Allow original character select screen as an option.

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.

b. not reproducible or difficult to reproduce/quantify
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.

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.

  1. nice to have
    a. reproducible
    Option to disable stun in training mode. Stunning is an inconvenience when practicing a combo or setup repeatedly.

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.

Sometimes the player colors get swapped. A description, how to trigger it, and a screenshot can be found here:
http://shoryuken.com/forum/index.ph...ugs-and-glitches-problems-list.144395/page-11

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. Personal note: this would be excellent as it seems like my PS3 is about to crash when it tries to display the achievements.

Input display in replays and training mode would be really useful.

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.

Fix using a Save State in Parry-Training Mode.

Add option to remove handicap screen from pre-match screens. It rarely sees use, takes extra time, and occasionally is modified unintentionally.

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.

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 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.

Allow player to choose whether player names are included on uploaded replays.

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.

Be able to turn off all vault point and achivement stuff on the side of the screen in all resolutions and display modes.

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.

Shoryus don’t sound correct (they are “trashcan” shoryus), Twelve’s XCopy voice should be garbled.

Be able to select original arcade music at character select screen.

Allow Dudley’s stage with Q’s music as a selectable stage.

b. not reproducible or difficult to reproduce/quantify
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. Sound effects cut out sometimes, online and offline.

  1. defer to future patch
    a. reproducible
    Potential DLC
    Color editor. Most people are in agreement that the majority of the two color packs are unattractive. Support for a real color editor would be cool.

Stages from the first two SF3 games.

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.

Add a soft reset feature.

Allow for a selectable resolution for uploads, with filter on or off. Allow Xbox 360 version to upload to private Youtube channels.

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.

4:3 support for higher resolutions (non-widescreen).

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).

When setting up a Ranked Match give an option to mute the other player’s headset or adjust voice volume.

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.

Separate sound effects and music to their own volume adjust instead of both being tied to one.

b. not reproducible or difficult to reproduce/quantify

i mentioned that “must have” is from perspective of arcade accuracy and online playability

Kevin, many things you have listed in the “Nice to have” section should be in the “must have” section. Trash Can shoryus and the other goofy sounds need to go. Also save state in parrying training needs to be fixed. There’s no reason why it worked before the first patch and doesn’t anymore.

trash can shoryus…:rofl:

Change the ready/unready button in lobbies to anything other than the default confirm button, i.e. select.

Allow unmapping buttons.

Start+select to go back to the main menu. Doesn’t have to be start+select.