Street Fighter V sales thread... Serious discussion please

There’s no debating. Ono put 2 fingers in your ass and you said " are you in yet?" You’re obviously used to getting shafted , battlefront your favourite game?

We all are enjoying the finger

Honestly… if I were to play my first FPS game with little experience and scored a kill against an opponent… and then all of a sudden I see the opponent I “JUST” killed stand back up (teleport) and shoot me down, I would quit the game.

You can say that the netcode is superior to the past shooting genre netcodes used because the “placebo” effect in the game makes it play more like offline… but that drives someone like me insane. Also, how am I supposed to digest this information from the get go? Most casuals are going to assume the game is glitchy or that people have some weird hacks to make your hits not count at all.

Knowing this well since the GGPO 3S days (and still happens in Fightcade), this happened multiple times and has ingrained into my mind… but to a casual? They are going to butcher this kind of netcode in anyway they can. Who cares if it’s ultimately (which still bugs me that people say this is the best experience as if nothing else can compare to it without flaws) a better choice? You show some online matches (as I did to someone), they will talk so much trash about it… and all this to appease a specific player base (which is weird because NOT every good player even likes rollback, I know some off my hand that never liked it and were strong anime players or SFIV players.)?

I guess, in my case, the only reason I would prefer to deal with bad “delay” matches over bad “rollback” matches is because I can still learn what is going on the screen in the match. I physically may not be able to handle some situations, but mentally, I can definitely picture what is going on. On bad rollback, there is not an actual way to be certain that what I physically do on the screen is actually perfect (hence why I call it placebo effect in offline play), while mentally, my mind is all over the place.

Good god, you’re the angriest little fanboy I have ever had the misfortune of coming across. Never thought I’d say that after some of the doozies I’ve encountered over the years, but here we are. Oh, this is not a good thing, cupcake. Not in any way.

Anyways, I’m going to try one last time to not only have a mature, intelligent conversation with you, but to also enlighten you on some industry facts. Try to keep your all-consuming rage in check, at least for a little bit, mmmkay?

You are the one who brought up Ono. I think it’s pretty damned obvious that Ono is deeply passionate about Street Fighter, and the FGC as a whole. His antics at events, what he went through to push for SF4’s creation all adds up to a highly skilled, passionate game designer. He and his team clearly worked for very hard on the games graphics, the games audio, and the games outstanding fight mechanics.

No matter the complaints leveled to Capcom(we’ve been saying Capcom, not Ono), Ono and his team did a very good job.

HOWEVER, as is often the case like this in the video game industry, those corporate suits at Capcom HQ, the ones footing the bill on not only the games development, marketing and distribution(with an assist from Sony on all of that) but are also footing the bill on the Capcom Pro Tour. They have explicitly stated that the reason for the games launch on 2/16/2016 was to get the game in the hands of tournament players for the 2016 season.

It is also blatantly obvious that the game is simply not finished. There is no disputing this. From a severe lack of content, to buggy online(why do players names in battle lounge sometimes not even show up till I’m in the match?) to the fact that after 4-6 betas, the servers had to be totally shut down to get them even to a playable level. The ragequitting epidemic going on is one of the most glaring facts, not opinions, that the game was not finished before it was sent out of the door.

Ono and his team have no say in when the game is released, that is up to the publisher. In this case, it falls on Capcom HQ for this fuck up. If you have bothered to read, and understand, you would have known that people are angry at Capcom for releasing on plain as fucking day un-finished product instead of waiting 1-2 months.

People are angry at Capcom, not Ono and his team. If you are going to go on some sort of rant, get your shit together before you yell like a toddler throwing a temper tantrum because someone dared to disagree with you.

Oh, and one more thing: I hate any and all kinds of drugs, including weed. For you though, I’ll suggest you smoke a blunt and chill the fuck out. Your acting like, again, a child throwing a temper tantrum. A very potty-mouthed child, but a child nonetheless.

…you ARE an adult right? Right!

Start fucking acting like a mature, rational adult or, to use your IQ/language:

STFU.

I think the problem with GGPO is that while it ensures MORE competitive and playable matches overall (anecdotally a lot more and with a feel that is much more similar to offline) the worst performing ones are essentially broken. Input delay is ‘playable’ in that while stuttery and impossible to interact with the linearity of the game isn’t broken. You can see the cause and effect of everything, you just can’t do anything about it. It’s just as bad, but it acts in a way that is logically associated with ‘lag’, which somehow makes it more acceptable. MKX had input delay, though, and was hated for it.

The problem is that there is no ‘minimum connection quality’ in fighting games to keep bad performers from playing. That makes sense, those people bought the game and deserve to be able to play it, but it ruins the overall experience for everyone else. This is exacerbated by the small community size which really weakens the games ability to select for good connections. This isn’t really a problem any other style of game has, especially not FPS games. The situation you outlined where killing someone only to have them come back to life actually happens all the god damn time in CoD. It’s why the ‘kill cam’ never looks like what actually happened. They use a form of rollback netcode but the gameplay isn’t even remotely as sensitive to it.

I mean if anything, they should of gave players the option to alter the online experience by adding some delay or have no delay (and actually give you comparisons to show you how it would look like, of course, depending on how bad the match would play out). GGPO had this. SFV doesn’t, sadly.

Teleports can be calmed down with adding input delay to the matches. With GGPO you have the option to add input delay so the matches look smoother. It’s just something simple that Capcom basically has not implemented even though they supposedly wanted this to be a step above XTekken’s netcode.

Skullgirls recommended the best input delay for every match based on the ping which really helped out in keeping those that are thrown off by rollbacks to get something smoother if they wanted. Whereas some people who are comfortable with rollback can still lower the input delay and deal with the ports.

Ace, you sound like someone that like is motion sick when watching FPS’ (my friend legit couldn’t play certain games because of it) or sea sick at sea. Either way if even MKX is going for rollback that shows that’s the ideal direction for netcode for the future and you gotta go with. They just need to optimize it so people who freak out about rollbacks can have an option.

They probably weren’t interested in the engineering and community splitting headaches that might have caused. They couldn’t even finish the store or get lobbies working.

You don’t have to split the communities. Like I said Skullgirls tells the nubs which delay to set to to see less ports and the other person can choose whatever they want. KI just puts a forced 3 frame delay and does some extra tricks to keep the ports to a minimum.

It’s really just Capcom’s lack of optimization that people are complaining about ports to begin with.

Even if there was such a thing in the game such as a minimum connection quality to be able to play. As the game is right now for a lot of people there is literally no difference between a one bar match and a five bar match. Say the game said you had to have a five bar connection only to be able to play, it would still be unplayable in it’s current forum. It’s sad because I’ve had good days with the game’s netcode before. When it works it’s actually amazing and is the best online to ever be in a non-emulated capcom fighting game.
I don’t know what they’ve done that’s got it so fucked up right now. That’s what’s really so aggravating about it.

Yes with how bare bones the other parts of the game are, this is probably just something that did not make the list. I’ll wager the entire online architecture is hair-thin as far as workability but that they just focused on raw stability and “does it exist” rather than polishing anything.

Honestly, long-term I’m more concerned about loading times. Depending on how they set themselves up it could be an easy fix or this could be DEEPLY ingrained.

I’m going to be honest I actually like the roll back when it works. Only thing is I’m real sensitive to lag, like if I drop a combo or miss an AA because of a teleport, you might as well take my points then because my momentum shifts. The teleport takes me out of the game and back into my living room.

On that, I’ve played guys with good cons in ranked, but an invite to battle lounge seems to give different ( worse) results. I’m not sure how that’s possible, but it’s real.

Hopefully little tweaks are being made to make it an all round better experience.

I’ll take teleports over playing underwater. When I press a button I want an immediate response. I don’t want to wait 3 seconds later for my command to register.

SFV is not doing too well in sales, and capcom has no one to blame but themselves for rushing this one out with so little content and characters at launch. You can’t please everyone, but you have to put smiles on as many faces as possible, and the sales will come in. First impressions matter a lot, and it’s not very good, and it’s not like the game is going to magically get tons of people buying it in the future. Not everyone goes online checking for new updates from capcom like us. A normal casual gamer is not going to care much for the other stuff down the line with his/her short attention span. I really like the game as far as the gameplay mechanics and online is concerned, but I wish capcom put in more thought as far as other things are concerned.

Well, that’s the thing: there isn’t a practical difference between the two if the rollback is poorly done. In fact, it might be worse, since when sf5 connections go wrong, one player is stuck with a nonsensical jumble of visual feedback that results in complete cognitive dissonance instead of just a delay between input and result.

Laughing pretty hard at posters being mad at other posters in this thread. Found it on Google.

This entire site is a Capcom circle jerk, but a surprising amount of people who want to feel good about their SFV purchase come to the 1 thread on the entire site they should avoid. That’s pretty fuckin’ funny. As a Chicago Bulls fan, I know I would totally avoid a thread concernin’ poor ticket sales. ‘Not somethin’ I would wanna read other joe blows talk about.

You guys are crazy.

sorry that was a bit harsh. i guess i should be doing some zen of my own.

So what are the sales figures currently at?

We should know in 3 days. The game is losing more sales than getting new ones on steam

We should know the 31st march after the 4th quarter financial results meeting.
Most informations will be posted here: http://www.capcom.co.jp/ir/english/data/result.html