The Online Play Discussion Thread

Well, we all know that the future of fighting games are going to online play, but what would you guys like?

All I really want is a endless lobby and a replay. The reason why Im not good at MVC2 is that I can’t find any vids on the characters that I really wanted to learn, like Iceman or Jin. I feel that a replay mode can help alot of people to learn the game that can’t play at tournaments.

But yeah, let the discussion begin.

I’ll go first :stuck_out_tongue:

Online lobby and a replay are basic I think, and yeah.

2 ideas I really dig also:

  1. Online practice mode: Hook up with a friend/random person and play under practice mode rules/setup. Would be rad.

  2. Non-ranked quickplay: In almost all recent games I’ve found myself playing ranked just because I’m short on time and wanna get a bunch of games in really quick. Lobbies are cool, but they take too long between actual games played sometimes.

oh yeah, just for the record: I want good net, not much of a scene around here :stuck_out_tongue:

REMATCH OPTION PLEASE

caps because HOLY SHIT going to the lobby and picking characters again.

Since this is probably going to be the only capcom fighting game that is going to have a scene without an arcade release, please work hard on the netcode. Please make sure that it isn’t input delay based (because that fucks with timing.)

Since picks will probably be blind, and since there’s no need to choose Ultras before a fight, I think we should get to choose the characters in a menu before searching for lobbies. This will save lots of time that we spend on the selection screen.

I also would like to see an extra online mode where characters are picked at random for both players. In this mode you’ll have the same probability as your opponent to play an unfamiliar character. Sometimes you’ll be stuck with bad teams, but in the long run the bad matchups will even. This is to prevent casuals from quitting online because they only fight high tiers on ranked, and has a lot of fun potential. =)

i just want no lag. bells and whistles really dont mean much to me so itll be a nice plus, but honestly i cant complain about the way they did mvc2 aside from the lag

Well that goes without saying :stuck_out_tongue:

A ticker that tells me what my friends are doing:

“Kalyx triaD 360 just lost a match! (Dante/Trish/Chris)”

i thought that was the purpose of this thread, to talk more about netplay less about stuff like replay channels and the ability to boot someone

I mean it’s pretty much a given that we all want as good as possible netcode. Think of it as me agreeing with you :stuck_out_tongue:

To ask for lagless play is a bit asking too much. As long as inputs aren’t dropped/delayed I’ll be much more happy.

Shoultz made a distinction between ‘input’ and ‘rollback’ online play and I must confess ignorance. Could someone help me out there?

Start gathering up those top player’s opinions for that article seriously.

Capcom give us GGPO.

do you think capcom will listen in the least? :stuck_out_tongue:

I agree, but I have absolutely no faith in Capcom (or any big-name Japanese fighting game dev, for that matter) delivering on this. It’s sad that the smaller fighting games have much much better netcode than the biggest ones with the most resources.

Seriously, every time I get hyped for MvC3, I think about the certainty of input-delay-based netcode and my hype immediately dies.

I want harsh punishments for Ragequitters since there are going to be a ton of them!

Punishments such as

  1. Having a loss gained and the one who didn’t disconnect get the win.

  2. Have a DC% bar just like SF4 did so we know who is an obvious ragequitter.

  3. Have Battle/Ranking Points deducted from them as well.

I agree with Wind on the Training Mode online. That would be sweet. Anything else would be cookies and creme, to be honest. I also remember Niitsuma mentioning a “selling point” for online that they don’t want to talk about yet, so I expect something really good.

And yeah, Gorehound is also on-point about the quitters. I can visualize a ton of them, similar to the previous game.

Nope but nothing ventured, nothing earned.

And Online Training Mode would be amazing for this game.

Online Practice Mode.

history seems to think otherwise as capcom has already listened to the community on a few occasions. mvc2\HDR\final fight all use ggpo netcode. I was there when GGPO first dropped to the public, mother fuckin A2 son allllll the way. The only game on there. Then it began to get quite large @ times, you had like 130+people on few times during the week. Once the other games started to drop like KOF, 3s, ST, ggpo literally exploded. around 2007 ish we were saying on srk, capcom should really use this shit for their games and they did!

Capcom took note of it and understood ggpo was a step in the right direction. If capcom never listened to the community, ggpo would of never made it this far with capcom. As to why these games were developed 2 years before sf4 and sf4 has an inferior out of date net code is beyond me.

I’ve heard the technical answer from capcom is that for ggpo to work with ssf4, ssf4 had to be entirely redeveloped because of the way ggpo works therefore it was excluded. Ponder states otherwise saying he could easily do it but I don’t think capcom ever gave him the chance. Also, capcom understood why ggpo worked and this is 2 years before sf4 hits the arcade. If it was the way the game needed to be programmed is the key, why did they purposely program sf4 so it wouldn’t take the ggpo netcode? they basically built the game around having bad netcode on purpose, probably because of some type of monetary restraint.

edit: I shouldn’t use the term bad net code for ssf4. It actually has pretty good netcode ONLY on a green bar but here in the usa, we’re so spread apart with shitty connection speeds there is no way it can work here. If they find a way to improve the USA connections it will be 100x better in japan, its a win:win.