Man...with all the issues with SFV since it's release I hope that SFVI is a far smoother entry. I really miss the days of playing a SF game where there wasn't any known issues flying into my face.
Anyone know if the Alpha series ever had any wild problems? Back in those days while I was in school I didn't peep much.
Infinites.Man...with all the issues with SFV since it's release I hope that SFVI is a far smoother entry. I really miss the days of playing a SF game where there wasn't any known issues flying into my face.
Anyone know if the Alpha series ever had any wild problems? Back in those days while I was in school I didn't peep much.
That is false. The RQ system in SFIV was way harsher than SFV at launch. If you had a disconnect, even accidental, you lost huge ammount of points and it counted as a loss, and a win for the opponent who stayed on. I had as much ragequit in a week of SFV than in a year of SFIV.there was no RQ punishing system so once you got enough BP everyone plugged.
That is false. The RQ system in SFIV was way harsher than SFV at launch. If you had a disconnect, even accidental, you lost huge ammount of points and it counted as a loss, and a win for the opponent who stayed on. I had as much ragequit in a week of SFV than in a year of SFIV.
Alpha 3 in particular is a wildly broken mess. But also my favorite game in the series.Anyone know if the Alpha series ever had any wild problems? Back in those days while I was in school I didn't peep much.
This is what Ono had to say about the state of the game in November 2019 :
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Yoshinori Ono: We've worked hard on the game over the years. It's come through a tricky launch, where we had all kinds of comments coming from fans and the media - such as Eurogamer. But I think we've got to a good place now. Things have calmed down in the best sense of that word. When you've got a form of entertainment like this, we're providing a rulebook to create your own entertainment. Those rules need to be well established, and people need to be able to understand them and get onboard with them. I think everyone is at the moment, and all the additions we've made have brought it to a good place. We're still working on it, and we still have around half a million matches a day. That's something that provides us with a massive amount of data - we can view the inputs and outputs of all these matches and use it as research when it comes to which characters need nerfs, which need buffs. That's something we're going to be doing on an ongoing basis.
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So yeah, I honesty don't know if they don't have a clue or if they don't care.
As long as we're in a good place !
That is certainly strange, as far as I remember I always lost points if my internet failed in ranked match in vanilla.No, that's bullshit. There was no RQ system in vanilla SF4 at launch. That didn't come until later.
SFV still has no rage quit system. An Akuma French player even proved it by reaching to Platinum with a "100%" win rate
That was last season Tekken, wrong game.
SFV still has no rage quit system. An Akuma French player even proved it by reaching to Platinum with a "100%" win rate
There is a rage quit system. It's just totally inefficient compared to the one they had in SFIV.SFV still has no rage quit system. An Akuma French player even proved it by reaching to Platinum with a "100%" win rate
So how's the fix? So far I've heard it's nothing but trash and makes the game feel weird!
This is what Ono had to say about the state of the game in November 2019 :
__________________
Yoshinori Ono: We've worked hard on the game over the years. It's come through a tricky launch, where we had all kinds of comments coming from fans and the media - such as Eurogamer. But I think we've got to a good place now. Things have calmed down in the best sense of that word. When you've got a form of entertainment like this, we're providing a rulebook to create your own entertainment. Those rules need to be well established, and people need to be able to understand them and get onboard with them. I think everyone is at the moment, and all the additions we've made have brought it to a good place. We're still working on it, and we still have around half a million matches a day. That's something that provides us with a massive amount of data - we can view the inputs and outputs of all these matches and use it as research when it comes to which characters need nerfs, which need buffs. That's something we're going to be doing on an ongoing basis.
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So yeah, I honesty don't know if they don't have a clue or if they don't care.
As long as we're in a good place !
I think calling it a "fix" is very generous since it has a lot of bugs and causes one-sided rollback for PS4 players. It's definitely a good start and SFV netcode wasn't going to be fixed by Capcom so I'm not against them trying.
However, I do believe if Capcom put this out they would be crucified.
and even then, fixed vs fixed matches are inconsistent as well.I wouldn't call it a fix so much as finally having some solid proof of whats plaguing the online experience with this game instead of guesses as to what it is. A true fix can only come from capcom as they're the only ones who can patch the PS4 version. The best this can do in its current form is fix 50% of the problem. And I say 50% because the one-sided rollback for PC players is the default.
Well yeah I can bet there will be in SFVI because MVCI had the fixes to SFV's netcode. Now the real thing to worry about imo is how the game is at launch. I really hope they listened and bring out what people want from a SF sequel. I am of the personal belief the esports focus made SFV a lesser game.He just wants people to buy his game. Saying the netcode has had major issues for 4 years since launch wouldn't exactly help his case.
That being said, no it doesn't look like they care enough internally to fix things.
At this point if there's going to be a better netcode it will probably be in SFVI.
No, it exists. It's just very lenient. I think you have to RQ three times in an hour or something and you'll lose 1k LP.
That's fine. This game has dealt with this kinda bullshit for 4 years, whats another.When the thread title gets updated after the Tuesday patch with "UPDATE! capcom patched it out", I think that it'll make ripples outside of the fgc media/twitter. Thinking maybe Jim Sterling would pick up the story. To us, we know the patch is hit or miss, but to the masses capcom patching out a user "fix" is just too sensational to pass up.
and even then, fixed vs fixed matches are inconsistent as well.
lol I'm gonna need some sources/links, because this sounds like bs.No.
95% of matches (at least) have been fine.
The fix isn't randomly going to fix the occasional bad connectivity between users, random hardware or connection fails etc...
There have been dozens of tests on live streams + all of our individual dozens of matches.
It has worked incredibly well with a very small % of matches having an issue.
lol I'm gonna need some sources/links, because this sounds like bs.
You know the guy Sajam fought in Australia was getting mad lag right, even though it appeared fine on Sajam's stream?Its been posted enough times in this thread. Just watching Sajam's video is a good start. Not a good look to be taking a stance without even attempting to read into whats been tested.
What was the tweet he was responding to?God, this sucks. I wish he didn't feel like he had to answer to this kind of stuff. There's nothing wrong with ignoring trash like this.
Back then I was a kid so the less characters and balance issues didn't bother me. It didn't really stick out until SFIV hit and by then I was in my late teens so it was noticeable. At the same time IV's release was different. I don't know but there was just something special about those days. The game selling well, the series being revived and then the FGC really turned itself into something else then. Maybe that in itself helped cover up the few modes, netplay and whatnot.I mean, what is your definition of issues? All those games had no like content and extremely poor balance on release. Way less characters than what we're accustomed to as well.
If you're only talking console releases, SF4 had a good roster and a few extra modes (Survival, Trials). Netplay was a joke because the netcode was awful and there was no RQ punishing system so once you got enough BP everyone plugged.
Ah yeah I remember that lol.
Alpha 3 in particular is a wildly broken mess. But also my favorite game in the series.
Some guy went off on him by saying that he had 4 years to fix the game and he couldn't do shit while a fan did what they couldn't do in no time, said he's disappointed in him and whatnot. Was basically going off in a long tweet.
Some asshole insulting him basically, trashing the game and saying he's lazy/not doing his job.
Showed up in my feed earlier, but now it was deleted. Basically some fool frothing at the mouth with personal attacks towards him. Whatever the situation is with the netcode, the decisions on where to spend resources are probably things rarely decided by a single individual.
Do you know what Australia vs us was like pre patch?You know the guy Sajam fought in Australia was getting mad lag right, even though it appeared fine on Sajam's stream?
Lol this. A laggy match in that situation is better than NO match at all considering SO cal to Aus is 8000 miles away anyway. The patch likely made the match possible at-fucking-all.
You know the guy Sajam fought in Australia was getting mad lag right, even though it appeared fine on Sajam's stream?
When the only Fighter where official PR says "hey, play wired you nerd" is fucking Smash Bros., you know something's wrong.You know, I don't understand why there isn't a message in every fighting game that tells the user "btw, a wired connection will provide a much smoother online experience for you and your opponent !" .
The second guy was smooth as silk until about halfway into the 3rd round when the game instantly became severely laggy and rollbacking for me. It was like someone flipped a switch.
"2 days, but if he had access to the code, it would have been 30 minutes" for the first iteration of the patch.