I heard it was b/c the infrastructure uses a better cable to connect the internet with like fiber optic cables are the norm or something.
I have to agree with you on this. I’ve read and heard plenty of compliants about the netcode, but for some reason, I have never really had an issue. From my memory, I’ve had someone lag and then disconnect twice (and oddly enough it was the same player). I get 100% connection on wireless with my internet too, so maybe their netcode isn’t that great but mixed with “meh” internet connection I can see this to be a problem.
Harder execution combos become difficult and almost impossible online (like literally impossible b/c of strict timing and lag). Some connections are ok, but even the best connection isn’t the same as playing offline. It’s harder to react, it’s harder to combo, and it’s just not how the game should be played. Online is the place where people do stupid stuff and get away unpunished, its called lag tactics.
It’s just a fighting game thing where it’s not how the game is supposed to be. An example of this is like in ssf4 online, people jump left and right b/c it’s harder to AA on reaction. Offline people are less jumpy, b/c they know they’ll get tagged with an AA every time.
Yeah SFIV gives retarded long hit stun and active frames on medium and hard jumping normals which makes it easy to jump around like an idiot and get bnbs off random jump ins ( Any Shoto/Balrog/Bipson/Adon/Blanka). Especially when some of the characters have crazy fast jump speeds for no reason at all. Yet of course no block stun or active frames on any of the ground stuff.
Then there’s characters like Guile that strangely have a fast jump but like zero hit stun on their only cross up. LOL. Guile was better in the older games when he had the slower jump but longer hit stun on the j.LK.
I dont think they can put ggpo on mvc3 now it has to be done from the get go and something about its harder to put in 3d model games than 2D sprites but its possible
I wasn’t saying it’s perfect, or that harder execution combos can be done or that offline isn’t better (b/c I agree that it is). But most people say the game is OMG unplayable, and to that I can’t agree. I mean, if everyone realized that “online is the place where people do stupid stuff and get away unpunished” etc, then why constant complaining about the netcode?
Bottomline would be, FGs are meant to play offline, stop complaining about online play?
As much as I love Ponder, you guys have to realize that GGPO is owned by him and therefore Capcom needs to license it (and pay Ponder) in order to use it.
If we keep pushing for just GGPO, we might not get it.
I feel its smarter to push for the use of the rollbacks technique on future games (and let capcom spend money with their own netcode instead of a license).
Take HD Remix for example
HD Remix doesnt use GGPO, but it does use the same technique, and that’s why HD Remix is one of the best fighting games to be played online.
Don’t let the OP’s feckless argument confuse the issue.
The issue isn’t Capcom of Japan not using GGPO.
The issue is Capcom of Japan not using ANY kind of netcode that doesn’t suck total ass.
And the reason is…because you touch yourself at night.
Yeah games like Arcana Heart 3 have legit good netcode IMO. I can play someone in the UK in that game and it’s like a perfect SFIV connection. These Capcom games just have shit code.
IIRC, Capcom bought a license for GGPO years ago, and it was not a single game license. There’s no extra money to burn until that license expires.
I swear people think that GGPO can cure cancer
It can treat cancer ATM but they’re working on possible advancements in the middleware that could lead to cures. Which would make it the most beneficial piece of programming possibly in history.
I generally have no issues at all with lag, able to play and pull off the combos just fine.
Only had a handful of games lag on me.
And that’s with three other people in the house using the internet at the same time…
Look when they find away to properly implement it and the guys who design it get it to work with newer games i’m sure it’ll happen
I dont know why your disagreeing with the fact that all games use the same techniques? I havent worked with GGPO directly in the past but the techniques it uses are not unheard of. Ive personally used similar techniques to what GGPO uses in the past. As I understand the primary difference in techniques is that GGPO is designed to work P2P rather than client-server architecture (which is what I worked with).
All games have lag, not just fighting games. The network middleware in games only tries to hide it as much as possible. Just look at the GGPO site, it says straight up it provides the “illusion” of being lag free.
But it still uses similar overall techniques used in pretty much all games. Whether your game is a fighting game, action, RTS, driving, shooter… your still going to use the same techniques and adapt them to best fit your game. Check out the videos on this page - http://altdevblogaday.com/2011/07/26/player-motion-in-a-network-environment-part-1/ .
I listened like 10 time on row his podcast . The problem is directly the developer and the main reason is again the money and priority . COJ has no desire to invest money and time to built a proper netcode. They just slap input lag netcode they re-use since sf4 .
If a modern capcom game can reach blazeblue online quality , i will be please. it’s far to be perfect , but it’s playable online.
Don’t know if anyone mentioned this BUT I think that it isn’t as BIG a Netcode issue as it is a problem with having a bad connection with players … In ranked you don’t get to CHOOSE to play someone with low connection nor can you SEE the connection you have with someone before you play a match… I have played a Match with someone the other day and It was like there was playing SSF4 … The connection is usually so bad that I can’t even finish Taskmaster Swing Combos … that I do ALL the time offline and in training. But with THIS guy I finished them with no problem at all… of course i added him and we got more matches in. but there Better be a feature where you can kick someone before the match if they have bad connection … that would help alot… cause some people build teams and strats to thrive in the laggy environment.
Yes I realize that it is a Majority of people that you play and have crap laggy games but I think it is because everyone that hates the lag so much that have good internet stopped playing online or don’t play that often. So you are left to play the “Lag Warriors” who are the Majority online it seems … who all pick Wolverine and Zero :-/
Just curious as to who your team is… I just figure some characters can pull off combos online easier than others…
I really think a lot of the problem is individual players having bad connection to begin with. I’ve played plenty of people from the US ( I’m in the UK) and had very smooth games with no complaints.
But how they handle the lag is different i’d rather have characters teleporting around then mess up my reaction timing. Yeah, GGPO is nothing new. Its just what Capcom has given is straight out 2001 and hasn’t changed much.
I am pretty sure anytime someone said, “This is why we can’t have nice things!” they were definitely talking about this.
So anytime you’ve heard that, there’s your answer.