I didn’t even realize you could change the rounds and timer in ranked. That’s pretty dumb.
Well I’m going to collect this stuff into a list of the most important stuff and then send to Unity again.
I didn’t even realize you could change the rounds and timer in ranked. That’s pretty dumb.
Well I’m going to collect this stuff into a list of the most important stuff and then send to Unity again.
Yeah that shit enraged me. You would have dudes play Ken or something, and throw fireballs from far away while jumping away the entire time, then just try to win with chip damage. By the time you even notice the round timer, it’s too late.
My worst experiences are with the far south. with euro’s…it’s a hit or miss sometimes. I’ve had better connections with euro’s then some NA people. Still Smh on that one. Then again not many canadians play FG’s. I think I’ve run into…maybe 20 players in my years of playing FG? I think?
Should go to Canada Cup sometime. There is a huge amount of Canadian gamers. Canada isn’t some magical wonderland that is vastly different from the rest of the world. We’re basically the same as America, except less guns and better health care and Mexicans can’t make it this far.
I should go. There was one in Vancouver…3? years ago? I forget. I live in Victoria BC and I could have tooken the fairy to go. But I never knew until it was too late. It’s one of those “gotta look a little more” for the canadian things.
Ability to turn off stun and set wake-up options when recording a dummy
Yeah the 10 seconds one round thing needs to go. Ranked need to be best 2 of 3 and if you want to do a rematch you get sent to casuals or something.
Keep dummy recordings and training settings when switching characters pls
There’s really no excuse in this day and age for not being able to detect and punish rage quitters. There are multiple ways you can detect who was the culprit as long as the groundwork of the game session is set up.
I also can’t believe there is someone in here claiming that when their ISP goes down mid-match it’s not “their fault” that they disconnected. Entitlement mentality at it’s finest.
I’ve had FIOS for almost 4 years now and my internet has gone out exactly 1 time, and it was out for a weekend because some VZW tech botched an installation in my neighborhood. I wasn’t gaming at the time, but if I was, I’d deserve the L for my disconnect since it was my internet that went out.
NOTE: I know people were bringing up issues with the sound design in comparison to SFIV and people were having issues with AA boxes/damage so I’ll throw those in pretty soon.
We’re doing it again. For this one now that we know a bit more of some of the features that will be offered for SFV, it will be good to focus on getting a list of features that people would still like implemented. Then of course the typical gameplay/balance stuff.
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Features:
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**Teleports/rollbacks were rather heavy in laggier connections. ** Find a way to reduce heavy teleports in non optimal conditions.
Add a benchmark and show your benchmark rating before a match. This was an important feature in SF4. Showing the rating isn’t that important but it’s helpful, however having a benchmark is a MUST. Many people are unsure of the settings they are capable of using for a consistent value.
-** Make both Direct Input and X Input available for PC owners.** It was extremely difficult to make controllers/arcade sticks work for the beta and having both available would help.
-** Create PS3 pad/stick compatibility or at least a driver.** A lot of people are still waiting for an answer on if/when you will do this.
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- A strict punishment for people who rage quit. Make sure this is tested thoroughly so it doesn’t accidentally negatively affect the person who didn’t drop. The game should be able to tell close to 100 percent of the time who dropped and punish them effectively for it.
- Make hit boxes and frame data available in training mode and an active displaying frame data tool whenever you land an attack on hit or block. Would be preferred to have VF/DOA style active frame data listing where you can bring up an active menu that displays the data mined in the game everytime you land an attack.
- The ability to record a combo or set up and then restart at any point during the middle of said combo or setup. Like if you want to practice timing the last 3 hits of a juggle combo, you can just restart right before the last 3 hits of the juggle combo instead of having to perform the entire combo again. If you’re trying to practice blocking against a setup you can rewind to right before the setup crosses up or goes high/low.
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Guilty Gear Xrd did a good job creating different challenge trials where you learn how to do deal with things in the neutral.
**- With rollback netcode being utilized, allow us to see the exact ping numbers for our opponents **and give us a visual of how many frames of delay we are encountering during the fight like GGXrd. Allowing us to adjust that delay like in 3S OE or GGPO would be nice also.
**- Add in features that help eliminate issues with pausing or wireless controller synch issues during tournaments that are notorious for negatively effecting big matches. ** A function that stops issues with people pressing the home/share/options during matches would be nice as well. People are regularly accidentally hitting share and options buttons which brings people back to the home screen.
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**- Tournament Ready Mode that sets all rounds, timer and other things to the default necessary for tournaments. **It should first ask for which side of the screen each player wants to be on, ask for button input check then go straight to the select screen. If possible, make sure all colors, outfits and characters are unlocked for this mode. Disable trophies for this mode as well.
- Create a player card/stat tracking profile feature for players that can show off things like what tournaments they’ve won, their battle points online and pre set all of their button config and character color/accessory options. Like a more robust version of what’s used in the arcades for SFIV, Tekken or Virtua Fighter. Let this be something that people can use for offline battles and tournaments.
- Frame skip in training mode and replays so we can freeze and see individual frames of things that are happening.
**- 2/3 or other options for ranked. **Possibly when you move up far enough in ranked you can make games 2/3 or higher to promote adapting to people’s play and less getting points just for going wild on the opponent for one match.
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- All play feature for lobbies. In lobbies let everyone switch between playing other people like at a BYOC or Japanese style LAN cabinet. If everyone is online there isn’t a need to have people in traditional single file line on one lobby/cabinet. Give us options to play or spectate different parts of the lobby at anytime. Sitting in a traditional long 6 to 8 person line is very archaic and gives that feel of everyone crowding around the one machine the day a new fighitng game released.
Gameplay: (Includes some of the stuff that I felt are still relevant from the last post with some newer stuff)
Anti airs do too little damage. Especially during early anti airs. For some characters it seems an air to air juggle is the only way to do threatening damage to someone in the air. Grounded anti airs don’t do enough damage to deter people from jumping in and early play online has a lot of people who love to jump forward regularly.
**We heard that you plan not to add in any balance patches during the Capcom Cup season after the game launches. ** There has been a lot of messing around with data during the beta and it’s got us feeling that you will not adhere to this after launch. Please save the changes after releases until after the season is over so we can adjust to a meta and simply play the game and learn our characters and matchups.
- Make it more risky to backrise Make it more like Alpha where there are vulnerable frames as people roll back up. Right now it seems rather risk free to just backrise and start playing neutral again.
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**- Adjust pushback on hit and block for attacks. ** Pushback on blocked jabs should be lessened, pushback on negative heavy normals and specials like fireballs should be increased. Pushback on hit lights still seems a bit rough.
- Make hit/hurtboxes react more naturally. Some things are still visually way off.
- Increase range for lower normal hurtboxes.
- Either increase the time that white chip from normal lingers or make the white chip damage larger. Right now walk speeds seem to be too slow and the white chip recovers too quickly for it to be something that will hugely effect matches.
- Allow draw games to reset the round or award neither player a win and move to the next round. No more both players being awarded a win.
This above is the final edited list that I will post on Unity tonight/tomorrow. Edited some things out of the gameplay section that are obviously not going to be changed or Capcom has generally made seem to be an intentional part of the game’s design.