Skye Posted July 17, 2013 Posted July 17, 2013 Also when has ARC had "shit" netcode, like GG aside The consensus is, and I agree with it, that every netcode after CT was pretty bad. Personally, I think CSE and Persona has acceptable netcode, but you'll notice the phrase not being implied is "good netcode". That said, it could be much better.
SolxBaiken Posted July 17, 2013 Posted July 17, 2013 True after CT they haven't been as good [although I think AH3 is pretty wonderful] but to just say they were "shit" is like "wut" cause there could and have been far worse netcodes (SNK won't let you take that from them! AP still makes me sad... And wasn't Actress Again's so bad a fancode was made that pretty much replaced it?)
Rhiya Posted July 17, 2013 Posted July 17, 2013 Honestly, any delay netcode that doesn't let you know the delay you're playing in is ass, and any delay netcode that changes the delay once it's been set makes me want to kill kittens. BBCSEX and P4A are -awful- about that. LOL ONE SPIKE BETTER GIVE YOU DELAY 10. And yeah, MBAACC's built-in netcode was bad, because it was made with nothing but gdlk JP internets in mind. A single dropped packet made it die, and the delay calculations were off like mad. MadScientist's client (which, for those curious, can be gotten here) is a lot better. He's even gonna be working on rollbacks now
-Seo Posted July 17, 2013 Posted July 17, 2013 Famitsu article is up: http://www.famitsu.com/news/201307/18036683.html
SolxBaiken Posted July 17, 2013 Posted July 17, 2013 Wow, it even looks like a prettier ver of the hubs in SCV and Tag 2 lol Still, welcome addition so I won't complain = w=
Hecatom Posted July 17, 2013 Posted July 17, 2013 (edited) Watch Arc's net code still be shit despite this. Considering that us the only netcode outside VF5 and GGPO that works wonderfully for me i don't know what the hell are you talking about I am not saying that it can be improved, but implying that is terrible when we have stuff like ssf4, umv3 or even worse kofxiii and from what i heard AP, saying that this one is shit is absurd. Edited July 17, 2013 by Hecatom
Rhiya Posted July 17, 2013 Posted July 17, 2013 Fighting games are a pretty special case wherein it's either good and playable or it's utter shit, and there's nothing inbetween.
Kurushii Posted July 17, 2013 Posted July 17, 2013 I see they are using the arcade profile icons. \ o/
Rishtopher Posted July 17, 2013 Posted July 17, 2013 So I saw the Famitsu article you posted just now on Twitter, Kurushii. I'm confused by some of the screenshots though. It looks like there's the 64 player lobby and then there's a player room of sorts? Does the lobby lead into that player room somehow, or are these two different modes? Like "new" player rooms and "classic"?
Kurushii Posted July 17, 2013 Posted July 17, 2013 So I saw the Famitsu article you posted just now on Twitter, Kurushii. I'm confused by some of the screenshots though. It looks like there's the 64 player lobby and then there's a player room of sorts? Does the lobby lead into that player room somehow, or are these two different modes? Like "new" player rooms and "classic"? They are different online modes. The 64-man World is labeled "Lobby". The Old one we are used to is called "Player Match". Player Match now allows 8 players, text chat, and other new features.
Rishtopher Posted July 17, 2013 Posted July 17, 2013 Ah thanks for clearing that up. It's nice to know that we have both forms of playing. I'm actually really excited for that new lobby mode though.
Hecatom Posted July 17, 2013 Posted July 17, 2013 Fighting games are a pretty special case wherein it's either good and playable or it's utter shit, and there's nothing inbetween. Perhaps, but in the end is also something that varies from people to people, in my case i rarely have problems with the netcode from ASW, from all the games out on this gen, their netcode is one of the few that works well for me the major part of the time.
Mumm-Ra Posted July 17, 2013 Posted July 17, 2013 Well for me (and many others) it's shit. /anecdotal evidence
Airk Posted July 17, 2013 Posted July 17, 2013 Well for me (and many others) it's shit. /anecdotal evidence You know that you could have netplay that works flawlessly for 99% of the population and your "evidence" would still be just as "valid"? :P
Kyosuke Kagami Posted July 17, 2013 Posted July 17, 2013 Get better internet lololo ...but yeah, BB net code is far from being shit. Want shit? SEE BATTLE FANTASIA NETCODE. THATS SHIT
Kurushii Posted July 17, 2013 Posted July 17, 2013 The main people I see on the net that complain about BB's netcode fall into one of these: A. They're using a wifi connection. B. Their Internet is a very low quality. Even NA doesn't have the greatest unless you are rocking Fios. C. They try to play people that live a very far distance from them. D. The people they are playing against have problems A, B, or C. I live in Florida with Fios and I have had smooth matches with people in Cali and Canada. Yes there is a latency because of distance but it'll be smooth. There are people in my own state that have poor Internet and it lags like crazy. Netcode can only do so much.
Rhiya Posted July 17, 2013 Posted July 17, 2013 Smoothness isn't an indicator of quality, though. You could make every match delay 20 and it'd be smooth as silk no matter who you played, but it'd be utter shit. You need a good compromise between smoothness and input delay for delay-based netcode. In general, you want to set it to the best delay you can get, give or take a bit of a buffer, and keep it there unless the ping spikes consistently, or the stable ping changes to a higher number. That italicized part is where P4A and CSEX fail. As far as I can tell, if even the slightest variance exists, it sets a new delay to account for it immediately. That's just godawful. I would rather have occasional spikes at delay 3 than smooth gameplay at *shudder* d4 or d5. In fact, I wish I could just set the delays my damn self, and then have it be at a fixed delay. If it's spiky, I'll just bail, or -manually- set it higher if the result would still be playable.
Dark Ranger88 Posted July 17, 2013 Posted July 17, 2013 Is there any news on how this 64-man lobby thing works? Do you just highlight and click on people that you want to play against? Will there be multiple individual mathes going on within the lobby, or will 62 people watch 2 people play? (stupid, I know, but I'm just speculating here)
Kurushii Posted July 17, 2013 Posted July 17, 2013 (edited) Is there any news on how this 64-man lobby thing works? Do you just highlight and click on people that you want to play against? Will there be multiple individual mathes going on within the lobby, or will 62 people watch 2 people play? (stupid, I know, but I'm just speculating here) You pick an arcade on the world map, pick a lobby from the list given, walk your chibi sprite to an empty arcade cab, and sit down. You'll fight the CPU until someone else goes into the same arcade and sits at the linked arcade cab next to you to play you. I don't know how spectating will work for it. Maybe just walk you character near the arcade cab to get the option. Edited July 17, 2013 by Kurushii
Tokkan Posted July 17, 2013 Posted July 17, 2013 ルーム内の人間全員が対戦する“全員乱戦”、体力無限の対戦を行う“トレーニング”など、ルームタイプはさまざま。 This is the caption of the Player Match screens. In particular the bold part, from the looks of that we have something akin to an online training mode.
Chaoschao222 Posted July 17, 2013 Posted July 17, 2013 from the looks of that we have something akin to an online training mode. pls yes.
Kurushii Posted July 17, 2013 Posted July 17, 2013 Now Chao can try to make a clash cmv from online training mode. Lol
Chaoschao222 Posted July 17, 2013 Posted July 17, 2013 Now Chao can try to make a clash cmv from online training mode. Lol Calling all Uri's for assistance.
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