Thanks. I was actually looking for a complete change log. I remember Gief’s Lariat and Sagat’s elbow being extremely OP. Wanted to see how they fixed those. Although I still think lariat input should be a command instead of one button.
And I guess they don’t know wall grab of FBA still misses if the opponent jumps at the same time.
Super damage went from 300 to 400 and the Izuna Drop range increase is a myth. Other that that, I think that’s all for Vega. No Help in the search for a complete list though, try asking emanuelb He is quite firm in character changes I guess.
Wall grab still misses? Interesting, when exactly?
Yeah Gief’s lariat hitbox was virtually cut in half. You used to not even be able to sweep it. You had to punish on recovery.
Sagat’s jMP was also nerfed but I don’t remember if it was the hitbox or the active frames that took the hit. Whichever it was, it was fixed, and given to Duds in Super.
I will make a video for the wall grab missing when my harddrive comes from the service.
It’s not what Niah says.
I have been away from the game for two months. And it turns out this game is really ungrateful. I suck. Down to 19200 from 20k in one day.
Anyway is it for sure now that points will reset when Ultra comes? I hope they’ll change the point system. Lose once: -50–100 points. Win once: +1-+20 points (when +A)
Thanks in advance for that video. I am almost positive that the point will reset. They did in AE and that was considered by Capcom “just an update”. If we get a new points system will be clear once the arcade version is out. The home versions were “inspired by” at least by the arcade version (Rank Names and PP/BP differentiation). I doubt it though.
And some facts for the conclusion: the most BP you can lose is 45 (against a B+ or a low A rank player), not 100. Also the most BP you can gain is still 35 BP (theoretically) against another 20 A+ player, up to 45 BP against a 30k BP Master/Grandmaster, not 1- 20. They are rare though and tend not to lose that often
I really remember losing nearly 100 bp at once when i lost to a ken scrub. Maybe my memory tricks me on that, but i’ll check it when im back. Cause of corse i’ll lose sometime again.
The problem is you cannot easily find a+ players. Mostly you will find B+ and if you lose once you have to win three times to compansate that.
Also not being able to check people’s bp/pp on ranked lobbies really suck. You find yourself against 100 pp people and know you’ll get one point when you win. A waste of time. Searching for people with “same skill” or “more skilled” is broken. It doesn’t show anyone at anytime.
I feel your pain Indecency. That’s one of the numerous reasons why Endless lobby has become one of my favorite modes. There are just way too many “random” factors to consider when playing ranked matches. I find that my frustration level is much higher because of that.
I’m one of those players that places emphasis on PP over BP. Before this turns into a PP/BP is better war, please note that it only my matter of opinion and I’m fully aware of the arguments that says otherwise.
Online play is frustrating period! Adding a point system that rewards low ranked and severely punishes high ranked is fundamentally flawed. Now, I’m no sore loser that can’t take losing (this is SF after all), but when considerable points are at stake and I lose a round due to connection issues, the salt freaking starting pouring out of me.
Another problem created by the point system, is that a lot of high ranked players will not play lower ranked players (even in an endless lobby), because they automatically assume you’re skills are inferior to theirs.
The point system needs a serious overhaul. I truly believe that the severity of the punishment that a high ranked player receives after losing to a low ranked, is too much. There should be a cap on the amount of PP you lose and gain. Maybe this cap should reflect your win rate percentage? For example, All players start off with a 100%, which in turn gives the player the ability to win 10pp per game. As your win rate reduces, so does your ability to gain PP. If your percentage drops to 50%, you can only gain 5pp per game. Percentages will be rounded up or down to keep points simple. To make things fair, players will not be penalized and lose points until after the player has reached 500PP. However, the players win percentage will be recorded the entire time. That would mean that a player would have to win 50 games in ranked before being penalized. Once a player reaches 500, the amount of points they can gain or lose will be based on their win rate percentage. High ranked players face the possibility of losing no more than 10pp per game. I think this system acts as both an incentive for new players, and a buffer that separates players based on experience. BP will act just as it does now, it will represent your character experience. The BP points given out will obviously have to be scaled down to match the rate of PP. Anyway, its only a thought.
the bp/pp should reflect the amount of lag…like have a lag detector…so that when it lags you dont lose anything and the loser gets fined points for being a lagger.
i personally don’t find the problem with the current ranking system at all. if you change the ranking system to not penalise high rankers so much, then we’ll see high level players with 50-60k bp. it’s not going to change a thing. you’re only shifting the average player points. average as in statistics, not player skills.
But I’d say that the point system is ok rather than the Rank system as a whole.
I wanted to get GrandMaster on PC just because yes, but since about three months ago my internet became very unstable as I get disconnected about 4 times a day. So I had to leave my plan aside as I probably would not make progress even if I never lose.
Being able to set a minimum of PP on ranked system would be really good too. No one deserves to spend so much time playing with people that always wake up DP.
Also, having a better lag measurement tool is definetely necessary. We have to wait a lot to actually see the true bar that the opponent has, thus all the players generally click Ready right away, which means that you need to play one match to actually know if there is lag or not. But by then you already know, so its useless.
Having the option to set an option to play a Best of 3 set to decide the winner would be neat too.
But as far as points go, they are fair. The problem is with the system with its (lack of) features that do not help it.
I can tell by your reply that you place emphasis on your BP instead of PP.
Truth be told, I can give two rats ass about BP. BP to me only signifies at most, how often you use a character. PP on the other hand, signifies how often you win (which has direct correlation with skill), something BP cannot guarantee.
Currently, the PP system is broken in my opinion. As Gross Indecency previously pointed out, after a certain level, the risk vs reward becomes one sided. Whereas, the higher your PP, the higher your risk becomes and also, the lower your rewards become. Economically, it just doesn’t add up. Anyone playing in that sort of environment would have to be a fool to continue after reaching certain levels. You are literally setting yourself up for an inevitable loss (huge loss as a matter of fact).
There are times where I’m playing in ranked where I can win 10 games in a row an receive slightly over 100PP increase. Only, to lose my 11th game and take a loss of easily 120+PP. My numbers are being quite conservative btw. Factor in lag and connection problems and the issue of the point system becomes even greater.
The system is broken, and for you to say otherwise is simply incorrect. Maybe in a perfect environment where connections are rock solid, and the playing grounds are equal, the current system would be acceptable. But it’s not, and will never be. This system was flawed from the beginning because it clearly does not account for an unequal playing environment.
You can’t blame the system if the problem is the people’s connection.
If what you said was implemented PP would be the new BP, just a little smaller. But it would mean the same thing: How long he played with a character.
PP is, theorically, there to show your capacity to keep winning. If you lose to an opponent that, again, theorically, is far inferior to you. You should have a lot of points deducted.
Also, guys. There is a ton of other things to worry about and this is not the topic for this discussion.
I suggest we stop this discussion and in this page and wait for more USFIV information to discuss here.
It is ok if they remove it completely, only if “avoided” people become completely unable to join your lobbies and you become unable to see their lobbies. Cause I can’t memorize everyone I’ve avoided. As it is now, I join their lobbies and they to mine, forgetting how laggy/hate-mailer/sumo-splash,srk spammer/turbo-user he is.
One of the primary functions of the ranked system is to give players the ability to link up with players of the same skill level. As a result, I have found the point system quite usable in that way.
Other than that, I too can care less. That’s why I proposed a system that favors rewards over punishes. By doing this, emphasis is placed more on experience. High ranked players will feel more at ease playing low ranked players because the reward far outweighs the risk.
Currently, the risk for a high rank losing to a low rank, is too high. With the low ranked player having the opportunity to win 100+ points, and the high ranked gaining 1. The math doesn’t add up fellas. It’s not rocket science. This system is seriously flawed.
I based the idea for my proposed system off of FPS’s, where rank is only a status of experience. In particular, the BattleField series. Being able to discern skill levels & whether a player is new to the game or not is beneficial to the community. So getting rid of the point system entirely will most likely hurt the community more than improve it.
The current state of the rank system places too much emphasis on winning. It creates a harsh environment and fosters more negative reactions than positive.
@Haztlan What I proposed would not make PP the new BP, but it will make PP more like BP. The difference being, that PP would emphasize experience, as a whole, over winning. Only the most skilled players will achieve high PP statuses, because their reward for winning would be a high win rate percentage, which = higher points gained per win.
Decapre will not be avaible on that release, so I guess that the characters may suffer some changes until she is realeased and the USFIV is finally complete?