Some people
A. Don’t live in a location with good 'net
B. lack the money to upgrade
C. Don’t live near a thriving scene
Or D. All of the above
Some people are just in shitty situations and don’t deserve to suffer as collateral damage
Some people
A. Don’t live in a location with good 'net
B. lack the money to upgrade
C. Don’t live near a thriving scene
Or D. All of the above
Some people are just in shitty situations and don’t deserve to suffer as collateral damage
GGPO netcode allows for US/EU/JP to play AUS pretty well, the only reason it would be completely terrible or drop is if either of you have a bad unstable internet connection.
They still shouldn’t be playing online with a bad connection, all it does is cause shit games for the people with good ones.
Okay, I guess I just misunderstood. I suppose I’m on board with that then. The penalty for not sticking it through is just that. If the quitter wants to quit, they may never get better. That’s doubly their loss then.
If this game is going to have a forteit system, I want it to be like this:
[media=youtube]U8zx9qxCSvM[/media]
Meterless suicide super with some crazy input.
Well, let’s say we mark you if you drop some percentage of games, like 20%. (BB does this, I think at 10%?) Regardless of WHY, that seems like a good idea to me because it indicates to other people that they may not want to play you since there’s a decent chance you will drop during the match, which is pretty useful information. Doesn’t matter if that’s because your internet sucks…the truth is, with a high disconnect rate you’re a crappy opponent for others to choose to play against. :^S
This pretty much.
Makes running lobbies so much smoother.
Seems like a pretty reasonable solution as well. I always check disconnect percentages on games that allow it (like ssfivae) and make a decision to play them based on that and their connection strength. Also, has there been any discussion as to how online rankings will be handled in SG?
Australia is notorious for this though.
I don’t drop all that often, not enough to be put in any “rage quitter hell” in the past, not 10% and definitely not 20%. Quality is absolutely fine when it’s connected just has a knack of randomly dying once every couple of days or so, but sometimes a couple of times in one day.
Shouldn’t be hard to keep your drop rate below 10% if you only disconnect occasionally and play constantly. ^^
My internet very, very, very rarely disconnects without the router overheating, and I live in Perth, so really, you have no excuse.
Wait wait, hold up. So I can play people outside of Australia and NOT lag horribly?! WHAT IS THIS WITCHCRAFT.
Jump startup:
I know that 3 frames is tiny, I don’t know what exactly the did to make it different on MvC3, but I know I’m not the only one with this perception. I don’t have the frames on the jump startup, so I don’t know. I DO know that compared to mvc2 there is one important factor: On MvC2 proximity block keeps you from jumping/walking/dashing backwards when an attack is on the screen. The low normals are also generally slower than on mvc2.
On the Guilty Gear comparison… I’m pretty terrible in that game but I know a few people who aren’t terrible (like Raekwon187 for example) and they echo my feelings on it being bizarrely hard to hit people out of jumps on mvc3 in comparison to even GG (outside of the GG 1f jump of course).
Basically I don’t have frame data, but I wouldn’t be surprised if mvc3 jump startup was 1 or 2 frames.
About the unblockables:
you’re pretty much right, and I agree that they hurt the game. I just meant more that they appear to have thought about it to some degree instead of just slapping that shit into the game. The unblockables are all pretty balanced compared to the rest of the game. In the case of round harvest, raw tagging and taking the hit is generally effective because it carries you to super jump height and the HSD is different for getting hit in the air. That makes it difficult to followup with a big damage combo for most characters.
edit: to clarify, none of this was meant in a “fuck you you’re wrong” way. My original post said “fixes” unblockables in quotation marks. To some degree it works, there isn’t anything remotely comparable to Eddie in the game in terms of unblockables. But no it doesn’t truly fix the problem.
Proximity block should only stop you from walking backwards? Unless it’s weird in MvC2. UMvC3 bible says all characters (but MODOK ofc) jump after 3f. Guilty Gear is 3-6f depending on character (mostly 3f) but doing up-back at the slightest threat of danger is a really bad idea for other reasons.
RE Quitting: The reason people concede the match in Starcraft and Chess is because they usually create a dead man walking scenario where you’ve lost and can still play, which is just dead time. But this is not the case in fighting games because there’s always time to turn it around or at least learn something (unless you’re going to be chipped to death in the next few seconds).
Though it’s still a good feature because real-life happens; If my phone rings I can either put the controller down (potentially waste my opponents time if they back off) or I can disconnect (which, unless I have a life lead, will make me look like a cock). Although, honestly, I think the best non-gameplay improvement to fighting game online play would be not having Win:Loss ratios.
http://shoryuken.com/forum/data/avatars/l/59/59555.jpg?1328956665
Angry Cerebella is Angry at the aforementioned suggestions.
You know guys, the best policy would just be to charge all disconnects except lag by a small penalty. Nothing drastic, but just a slap on the wrist kind of thing.
This effectively punishes rage-quitters for quitting but if you’re a normal player who follows the rules you won’t be effected very much. But the game should also have connection reader which negates disconnect penalties if the connection strength is under a certain value.
proximity block is “weird” in pre-mvc3 vs series games.
most extreme example of that is suki cancelling: [media=youtube]Vg6i-JZvKrI[/media]
it is 3 frames in mvc3? well ignore me then i clearly have no clue what i’m talking about.
So, I was theory fighting and thinking of the vidieo’s we had. And one of the strongest tactics seemed to be an alpha counter into Fillia’s HP Updo. Would a team of Fillia (HP Updo) and Parasoul (HK Pillar) work, only using meter to alpha counter, making the opponent scared to attack?
The question then is, what about cheaters using lag-switches?
the disconnect thing is dumb imo. even if the person has bad lag sit there and let it play out or try to do something. its not like fighting games take forever or anything! after the match is over, leave and move on. if people are going to rage quit, let them. i take more pleasure in making someone rage quit than i do beating someone regularly because i know that person hates the fact that i beat him to an unreasonable degree.
the three reasons i’ve seen listed for adding the forfeit option are:
Kind late on this, but:
Kill: Samson. Even Fillia turns bald because of this.
Fuck: Painwheel. She needs some lovin’…
Marry: Double. Never bored…