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Everything posted by Rhiya
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[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
IMO, there's no such thing as "negative press the game doesn't need," provided it's factual. The SRK blowup was pretty bullshit, since it's a blatant misrepresentation, but the fact the game defaults to a "quality" mode (and hell, that there even -is- a quality mode, in some sense) is still pretty bad. Setting your fighting game's default to "might not run at 60 fps... sorry, guys!" just isn't acceptable. It's fucking 2014. We will know, and it will cause problems. This shit shouldn't happen. -
Xrd PS3 Performance Issues and Future Tournament Standard?
Rhiya replied to B.Z.B's topic in Guilty Gear General
It's impossible to say definitively if the game always does stable fps in either mode without trying basically every character interaction possible on every stage. These kinds of comparisons are good if you're just curious in general, but for evaluating performance on the kind of case by case basis you'd need to do to ensure either mode is legitimately functional for tournaments, it's no good. -
Millia lost ADC in Xrd. You have to fake ADC
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[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
Yes, and those were both variable delay, with all the issues I've listed. The main thing to note is that was frame delay variance, not a direct performance hit (which is what normally happens when the game has to sync up a lot of info, like how CCCaster has to sync the RNG, etc. at the beginning of every Melty round). -
[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
If you've watched the video recently linked, it confirmed the netcode was variable delay because of the behavior during the game intros (floating around from 3 delay to 4 then settling at 2 on what's presumably a jp to jp connection, meaning it should be relatively stable at that point). If it wasn't variable delay, it would've been two flat the entire time. It's downer talk, but it's not speculation. The vid provided pretty concrete proof that it's variable delay, which is about as bad as it gets. -
[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
Plenty of netcode works just fine on US infrastructure, and plenty of netcode doesn't shit itself over packet loss or delayed packets. Yes, physics says that there's a limit to how well you can do without compensation methods like rollback, but physics has -nothing- to do with whether your code is fixed delay or variable delay, how your code handles packet drops (spoiler: you can do it without the game shitting itself and dropping you to delay 10), how your code handles potential desyncs, or how your code handles spectating. Literal doujin netplay code (see: CCCaster, IaMP RollCaster) does better than ArcSys code on basically all of these counts. There's no real excuse. -
[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
It's awful information for the health of US netplay, tbh, because the game is going to have netplay tailored for JP players on JP net. By extension, it'll be shit for US play. This has always been the case, but actually knowing -how- shit makes it that much easier to blame the lag (pretty rightfully) and turn off your PS3, and the migration of players off PSN to their local scene will happen that much faster. I don't think it's a bad thing to accelerate a process that's going to happen anyways, but a bunch of netplayers are going to find themselves SOL for decent competition. It just looks like the same ArcSys netcode as always, and it's always been trash and incapable of handling spikes and packet drops. This doesn't give me much hope for the online, since now that you can visually confirm the delay just went from 3 to 7 over some dropped packets, it's going to be that much harder to care, and it was already pretty hard. -
[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
All knowing frame delay is gonna do is make you stop playing online quicker. It looks like variable frame delay, so that plus actually knowing the delay means good players will probably drop netplay before the end of the first week, since they can see just how salty to be at netplay. -
Actually, he's in Cali -- I know for a fact there are people he could consistently ask to netplay. Furthermore, if he's in San Jose, isn't that pretty close to where NorCal Dogfight is (since it's in San Carlos, and google is saying it's only maybe 30m)? He'd be able to get in locals without much issue. Getting the game wouldn't be bad for him, imo. He's got the scene right there.
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[Xrd] News & (Theoretical) Gameplay Discussion
Rhiya replied to Shinjin's topic in Guilty Gear General
@people worrying about unlocks: Has anyone confirmed yet that you can't just set a button to turbo and run the game through arcade on a low difficulty over and over like you could for UNI? -
Online looks like a ghost town because most people contact each other, then make private rooms and invite. People still play, but you need to ask them directly, for the most part.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhiya replied to Setsuna's topic in Misc Fighter Central
if you're not gonna take kino, take leafa though tbh, I'd still try kino first lack of synergy with her potential only matters if you can get in -
Every time you don't play a game you'd otherwise play because it has a "small playerbase," you just -kept- that playerbase from growing. Furthermore, the problem you're talking about with people gamehopping is exactly why we're bloody saying to play the game you like and stick with it. New releases don't kill old games; players migrating around to new games for no reason other than that they're shiny and new kills old games. It's stupid. Play what you like, and don't buy into the new game hype unless you love that new game yourself.
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What that man said is the truth, and it applies for every damn game. If you like your game, fucking play it. The best way to support your game is to play it with other people, and the best way to kill a game is to not play it. Do I like BBCP 2.0? Nope. But I'm not you, and I shouldn't matter to whether or not you choose to play it. Play what you like, don't drop it, and support the scene, and you'll be better off (and happier) for it. End of story.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhiya replied to Setsuna's topic in Misc Fighter Central
Complaining about needing the right assist in certain matchups is silly. Just suck it up and use Kino in bad mus -
http://www.youtube.com/watch?v=q7l3VCMt_Lw#t=295 Stall him out when he zones (since it costs him HP), and kuuga him when he runs in. EX hien/FF OS/mash pinwheel startup to get out of pressure. Go ham on him when you hit him because his reversals suck. There's a lot more to it than that, but that a decent (if abbreviated) level 0 gameplan.
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"Speed" (i.e., mbps) doesn't matter once you have enough speed to send all the packets you need to at once (and you will regardless). What matters most is latency (pingtimes between you and other players) and stability (consistency of those times). You can't really know your ISP's latency/ping stability until you've used the conn and tested it, though. Latency isn't important to the vast majority of users.
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Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhiya replied to Setsuna's topic in Misc Fighter Central
No, because her other trump is probably better lol I wouldn't be surprised if you could safejump this. Someone should test. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhiya replied to Setsuna's topic in Misc Fighter Central
I think you mean, "RIP Selvaria getting banned." -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhiya replied to Setsuna's topic in Misc Fighter Central
Thanks! Really appreciate it. ^_^ -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhiya replied to Setsuna's topic in Misc Fighter Central
The final round always defaults to ANIME. -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhiya replied to Setsuna's topic in Misc Fighter Central
I know that, but I'm saying that if they block the crossup, you're done after -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhiya replied to Setsuna's topic in Misc Fighter Central
looks free to pushblock -- i.e., if they block it you lose all momentum -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhiya replied to Setsuna's topic in Misc Fighter Central
I think you normally get the active frames by ripping the hitboxes from the game >_> -
Dengeki Bunko FIGHTING CLIMAX IGNITION Gameplay Discussion Thread
Rhiya replied to Setsuna's topic in Misc Fighter Central
The netcode is overall about on par with ArcSys netcode -- better in some ways, worse in others. The game fares worse online than an ArcSys game designed with netplay in mind, though, because 4A+B in even the slightest delay is a monster to react to (22f overheads with armor, RIP), and it doesn't have any of the buffer tricks that make BB/P4 feel smoother on netplay. The only thing is that the bar ratings are pretty obviously not the same as an ArcSys game, so you've got to realize that before you start judging the netcode based on that. 4 bar on BB =/= 4 bar on DFC; the bar ratings are, how shall we say... somewhat more lenient here. A lot of people are getting 1 bars to JP, and I get a 3 bar to Kusa in Mexico (?!).