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FerrellJ

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Everything posted by FerrellJ

  1. Not sure I would expect a fix- by all accounts, it was intentional. Someone wanted this game dead.
  2. I was pretty uninterested in this game until I saw some Miyuki gameplay. Not sure if she'll be enough to keep me interested in the game but I figure if nothing else, it will be something silly to play on the side.
  3. I wonder if they might be better off going the route Yatagarasu did and just try to release it on Steam instead of consoles. This is assuming that a lot of the costs associated with porting may be related to licensing with Sony / MS. The game isn't going to be all that popular for sure (especially if Examu is in charge of netplay) but I wouldn't think porting it to PC would be all that expensive.
  4. Twitter might be the best tool for that- it puts things out in public view so they are more or less obligated to at least address it. The article on the front page of SRK probably isn't doing them any favors either. Maybe make sure they are aware of it. http://shoryuken.com/2014/09/24/arcana-heart-3-love-maxs-north-american-launch-reveals-absence-of-cross-region-netplay/
  5. https://twitter.com/aksysgames/status/514819534234992640 The way this is phrased makes it seem pretty clear that they aren't the ones that made the call. Unless "we" refers to just the PR team and another team within Aksys made the decision. It certainly sounds like something a publisher would do but, unless they're being deliberately vague or lying, that doesn't seem to be the case. On that note, I'm sure it does hurt Aksys' sales when we all buy the Asian versions of these games on release rather than waiting for their localization so I would certainly understand the concern. The most ideal solution I can think of would be for them to publish the Asian version on NA/EU PSN on release and patch in the localized text / voice over later on. Patches cost money but it has got to be better than the lost sales from importers and/or splitting up an already fragmented community with region-locked netplay.
  6. If that's true, then I have to think this was a decision by ArcSys since they handled the netcode (Correct? I know Examu sure as hell didn't). I can't think of any justification for doing this unless they think cross-region play would hurt the sales of the Japanese versions- most of their sales would have been from closer to release anyway. I think I'd actually rather have region locking if that's the case. Not a good move in my opinion. I love the hell out of AH3 but having to buy what was barely more than a balance patch for upwards of $100 a few months back was bad enough. Having to do it again for another $40 just might be too much. I guess we should inquire if this is also going to be the case with Xrd... It's a shame because it seemed like they (Arc) were starting to open up more to western audiences lately.
  7. I thought that was just the expanded hitbox of 5BB. You can hit it with a single 5B? If that's the case, it could be useful if the "float" pattern is based on when it was set, I guess.
  8. It's just down-back charge to forward-down, down-back again, then up forward. Examu's always been a bit of a punk when it comes to super inputs. I don't what kind of sadist came up with the idea for Saki's Critical Heart in AH.
  9. Not sure how many of you caught the news last night but they announced that they were opening up the current alpha to all $10 and up backers. Sounded like the codes would be going out sometime today.
  10. Based on some of the tweets I'm seeing regarding the preview build they had at comiket, it looks like Azure might be in. There is a writeup with what appear to be all of his moves over on hiya's blog: http://hiyayata.gg-blog.com/Entry/12/ It looks like his sprites aren't all done yet though so I wouldn't be surprised if they held him back for now.
  11. Adding to what Arm05 said, I'll repeat what I said several pages back- you should have plenty of time to charge the drill. Just don't be in a hurry to press down while j.B is still out. I noticed that I was pressing down either much sooner than I should have to much more slowly than I should have. Make the [8] > 2 input snappy and you shouldn't have problems. As a point of reference, I usually have around 21-23 frames charge from holding up after 5C and another 22-25 or so after the j.B input. You should be able to have even more time than that but use the frame counter to see where you stand in relation to those numbers and see if that helps.
  12. I'm pretty sure Valle sail last night that they're going to be using the current version until AoC comes out.
  13. Force Function (B+C) while up-forward charging presumably. That's actually a pretty interesting use for it and I'm surprised I hadn't tried doing that yet.
  14. Jump A orb doesn't really seem to threaten Merkava at full screen since he can just tickle through it with 214A. Alternating between jump B orb into ground laser seems like it should be a fairly effective way to shut down full screen grabs. If he tries to tickle you as you land, he'll eat the orb and I believe you can be airborne again by the time he recovers from the laser blockstun and throws out another grab. I have the same problem with Hilda but I can't really think of a viable solution to that since she can nullify orbs so easily... Some of her moves leave a large enough window on whiff to dash C in but it seems like every time that works, it's because I gambled and won. Not really the way I like to play.
  15. KoF charges are only around 30 frames, if I remember correctly. I was actually practicing this a lot today. I found that most of the time, failure was due to either pressing down immediately after j.B or hesitating between the up charge and down input and losing the charge. Whenever I remembered to delay both the j.B and drill just slightly, and make my drill input snappy, it worked with plenty of frames to spare (IIRC, a lot of my charges were upwards of 50 frames or so when it worked). I don't think I was ever able to hit the buttons fast enough for the 2C 5C chain to fail so yeah, you should be able to start the charge almost right away.
  16. I think it was around 7-8pm PST that it updated when AH3LM was released. HK store was a few hours after that.
  17. Numakie has been restreaming the HQ captures over the past few nights. Here's the AP archive: http://www.twitch.tv/numakie/b/547967927
  18. I seem to remember something like that happening when I played the original version. What controller are you using?
  19. My point was that GGPO, as a netcode, does not somehow make it any easier to pirate or emulate a modern console game that uses it. If developers are under the impression that it does or refuse to use it out of spite, well, I suppose they probably deserve to spin their wheels developing their own system... If they don't want to use it because their game otherwise won't allow it (no savestates?) or they think they can do better, fine. It just seems FKD isn't very well suited for that task- they either lack the resources, expertise or motivation to do it. In any case, I don't really know what I'm expecting at this point- it's not like the game ever had a huge following that just decided to drop it because of no netplay and I'm not sure the addition of netplay ("soon") is going to change that. That's why I think it's odd that they would apparently spend all this time developing it.
  20. It does? People don't understand that the emulation is only an issue with old arcade roms? Or are you saying they choose not to use it out of spite? It's got the unquestionable reputation for being one of the best netcodes out there when used correctly- reportedly being relatively easy to implement and cheap to license, I don't understand why a company would overlook GGPO in favor of spending tens of thousands of dollars developing their own unless they feel they can do it better. So far, only ArcSys has come up with anything consistently comparable.
  21. That trailer... looks like it's intended to hype a new fighting game until the last few seconds. I just have to hope they do something fighting game related with all those assets.
  22. It appears to use XInput rather than DirectInput, meaning many (most) normal controllers that aren't 360 pads won't be detected by it natively. You'll have to use xpadder or something to map the keyboard inputs to your controller.
  23. Yeah, netplay seems to have major host advantage- host may get slight input delay but the client gets rollbacks like mad. I was playing someone on the east coast and, as the client, I couldn't even jump over the pits; I'd stab the other guy twice and watch him fall twice only to then die myself. When I hosted, however, it was free.
  24. I was having issues with this as well early on- the solution is to just leave the sidebars on.
  25. If you want to reverse a defensive state into offense while guarding, there are several assists that can do that for you. Boss Ma-Ryan's passive is one good example. I imagine Serika's 4D might work as well.
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