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Keits's Posts

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Thread Nioh 2 final DLC, The First Samurai, out now
You can also just play co-op with up to 3 people if you run into a boss fight you absolutely hate. Summon some helpers in. I spend a lot of my playtime doing Random Encounters, showing up in other people's games and helping them thrash bosses.
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Thread Oculus Quest 2 |OT| One headset to rule them all, and in the Facebook bind you.
I had a similar experience. I have a dad who likes video games but is terrible at them and really only spends time playing puzzle games and roller coaster tycoon type stuff. When he visited last year I had him play my Quest 1. He went home and bought one right away and now he spends 2+ hours a day in it, playing ALL kinds of games. And we play Co-Op stuff at least once a week, which has been an amazing way to stay in touch during the pandemic.
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Thread What was your reaction to Mario 64 back then?
I played Mario 64 for 3 hours on the Demo Kiosk at Toys R Us. I had happened to ride my bike over there not knowing they had that, and I couldn't stop playing it. The store closed so I had to leave. First thing the next morning, I rode my bike back there and spent 8 hours on the kiosk (I didn't have to pee somehow?!) until the employees kicked me out. It was a revelation and it continues to inspire me to this day.
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Thread Arc System Works confirms there will be no crossplay between PS4/5 and PC versions of Guilty Gear Strive
Its all just a question of time/money. Someone makes decisions about what is worth the time/money, and no matter how late in the project, all it takes is that person or persons deciding its worth doing. It is probably not worth doing if its a game that has already sold most of its copies and has no upcoming DLC. But it may be worth doing to salvage a shrinking community of a game that has future content plans they need to monetize.
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Thread Arc System Works confirms there will be no crossplay between PS4/5 and PC versions of Guilty Gear Strive
Cross play is a real good thing, but it does require you to maintain your own account and matchmaking systems rather than using what the platform holder offers. This means it has an ongoing cost associated with it, and it is a non-trivial cost that includes maintenance, customer service, etc.
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Thread Has a fighting game ever had a deliberate over/underpowered character before?
Ive spoken about this a bit in the KI documentary and in a few interviews I've done, like the most recent one I did on UltrachenTV. Having actually been responsible for game balance on two fighting games, my thinking on this has changed a ton as I gained experience. Now, I believe the quest for traditional "balance", in which you try to make everything equally viable, will always result in less variety from the players. What devs should be trying to do is to create a harmonious gamestate, in which equality doesn't actually matter and many different players looking for many different types of fun can find their own brand of enjoyment in the same ecosystem. This also requires you to keep a sharp eye on risk/reward tuning, and doing so at micro and macro levels. For instance, do similar jab moves in the game have similar risk/reward propositions? If not, you better have a reason why. On the big picture level, what about a whole character? Are some characters riskier to use than others? If so, they need to be stronger or no one will use them. Here is that interview if you want to hear my thoughts on it a bit.
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Thread Game Developers (Indie, Hobbyists, Professional), how do you balance game development and playing games without getting burnt out?
I'm at IG and I've been at it 8 or 9 years now. I'm 38, have a wife but no kids. And I definitely am more critical about what I play, but I still play a lot. And I agree with Septimus, I rarely play the games I personally worked on outside work.
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Thread Game Developers (Indie, Hobbyists, Professional), how do you balance game development and playing games without getting burnt out?
Unlike the hilarious ads, game dev is actually nothing like game playing for the vast majority of your work week. I don't find the two of them hard to balance at all. At work I move numbers around in spreadsheets and time out animation so they feel like nice attacks and do all kinds of tedious and boring things. At home I load up a finished game someone else made and actually play it for fun.
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Thread Game Developers (Indie, Hobbyists, Professional), how do you balance game development and playing games without getting burnt out?
I think the problem is crunch, not game dev itself. I'm blessed to work at a studio that doesn't crunch and I have plenty of time for gaming normally.
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Thread Iron Man VR |OT| Wearing a bulky headset only adds to the immersion!
I loved flying around and fighting as Iron Man. Felt nearly perfect. I did not love - the long loading times - the parts where I'm not flying and fighting (and just doing Stark stuff) - the suit "tinkering" (just clicking on menus and I had everything I wanted unlocked pretty quick with no reason to go farther) - the move controllers (they are not well suited to the intuitive types of things I want to do with my hands as Iron Man) - the wire attached to my head (they did a great job somehow letting me play without the turn button, totally incredible, but then I end up with a super twisted and tangled wire) I would go absolutely mad for Quest version of this.
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Thread Rocket Arena is the best shooter that you're not playing
This game is really great. Its a wonderful blend of things you've played into something that feels totally new. A lot of us paid $40 for overwatch. We got all characters for free and never purchased skins or anything. You can do the same here. Rocket Arena is $30, they've said all gameplay content coming will remain free, and if you want cosmetics, you can buy them or get the battle pass, but you definitely don't have to. I'm nearing 30 hours played already. Its seriously great. (If you do buy it, go into the options and enable Cross Play for much faster matchmaking times)
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Thread Monster Boy and the Cursed Kingdom is top 5 metroidvania ever - Have you played it?
I saw tons of super strong recommendations for this game and got it. I finished it because I spent so much cash on it, but I other than the visuals, I was not impressed with pretty much anything. I wouldn't put it in the top 5 or even top 30 metroidvanias.
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Thread Tatsunoko vs Capcom appreciation thread
I got top 8 at EVO in this! I even made tutorial videos using an analog capture device and windows movie maker (it crashed so much :( ) I will tell you that it had maybe the worst netcode of all time in fighting games. Just completely unplayable even with people who lived very close. Its a super fun game with some flaws that are hard for me to look past, but I loved the time I had with it back then.
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Thread Suit Up as the Armored Avenger with the PS VR Marvel’s Iron Man VR Bundle, Plus Download a Free Demo Today
I read the game was supposed to do this, but it also warns me big time if I'm not facing the camera... I just listened... so how does this work? I'll have to try it. Edit: What is this wizardry!? Other than having to step over and twist an immersion breaking wire, that 95% totally worked. Played the whole demo without using the turn buttons at all.
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Thread Suit Up as the Armored Avenger with the PS VR Marvel’s Iron Man VR Bundle, Plus Download a Free Demo Today
You can definitely fly in all directions. You can't do loops because your body isn't actually flying, you are standing in your living room, but you have full freedom of movement.
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Thread Suit Up as the Armored Avenger with the PS VR Marvel’s Iron Man VR Bundle, Plus Download a Free Demo Today
Again no idea where this 'only fly vertically' thing is coming from. You fly all the heck over and you can go real fast. I just loaded it back up to try the optional challenge missions in the demo and, yeah, still not motion sick and still having a blast. Flight controls are very intuitive (minus turning with a button), but combat is a little counterintuitive due to button placements and it not really mapping to the type of hand positions you want to do as iron man thanks to the move controller.
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Thread Suit Up as the Armored Avenger with the PS VR Marvel’s Iron Man VR Bundle, Plus Download a Free Demo Today
The demo is just the training mission and chapter 1, and its really great. Takes about 20-30 minutes to clear and you can replay them.
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Thread Suit Up as the Armored Avenger with the PS VR Marvel’s Iron Man VR Bundle, Plus Download a Free Demo Today
I can't fucking believe it. I have no clue how they did this but I just beat the demo and I do not feel motion sickness. I just flew in VR as Iron Man and I'm not queasy. WTF. Its hard to escape the feeling that the Move controller isnt right for this. The IK on the hands/wrists is not right, and some of the moves don't feel as natural as they could. Being wired and not being able to turn 360 hurts as well, but beyond hardware concerns, I am absolutely wowed by this. It was incredibly fun and I still am shocked I'm not motion sick. HOW!? I do wish I could turn both left and right on either controller, rather than having turn left be on the left only and right be on the right only. I will be replaying this demo again for sure.
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Thread Suit Up as the Armored Avenger with the PS VR Marvel’s Iron Man VR Bundle, Plus Download a Free Demo Today
I'm pretty motion sickness sensitive with VR. So far, anything that isnt 1 to 1 movement gets me, and I'm restricted to teleportation for movement in the games I enjoy. I'm downloading this demo and expecting to last less than 60 seconds in it. Will report back later I guess.
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Thread I have an idea for a triple-A game. How can I share it with big developers like Sony or MS?
If you are game dev interested, there has never been a better time to be alive. Unreal and Unity are both free game dev tools, and you can and should get one and do some tutorials and make something to find out if you even like making games. Start **simple**. Make something really small and easy, and you'll soon discover how much work even that is. At least when you finish you'll know if a game dev life is for you or not.
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Thread What are some common aspects of modern fighting games that you really dislike?
1.) UX - Make it as quick and easy to do what I want to do in the game. If I want to play local VS, or change my controls, or play online... put as few obstacles in my way as possible. 2.) Netcode - Properly done rollbacks or bust 3.) Lighting - Too many games now are letting their stages light their characters, or de-saturating their characters to look more like they are actually in the level. This looks nice in screenshots but makes reading character position/action way more of a strain on the eyes. The characters should pop from the backgrounds.
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Thread Nioh 2 - This feels very random
Really you just need to observe enemy behavior a bit so you know their tells, so you can parry/dodge/block accordingly. You can block WAY more than you think you can due to enemy size. You should be blocking a lot. Nioh is hard until it isn't. Your character ascends to godhood at some point and the dark realms full of yokai are scared of you instead you being afraid of them. It is very rewarding, and, honestly, extremely fair.
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Thread Nioh 2 - This feels very random
There are THREE different kinds of parry, depending on which kind of spirit you've chosen. Power Spirit - The parry for Power type is an attack. You need to hit the enemy out of the startup of their red attacks for it to work. Hitting them out of the attack in progress is possible, but difficult. Feral Spirit - The parry for Feral type is a teleport/dodge. The parry triggers if you get hit dashing forward using the teleport. So when you see that fire tornado, just hold forward and hit parry to teleport into it. Phantom Spirit - Phantom has a classic parry. You stand still to try to intercept the attack. This one has the hardest timing. If you are struggling to parry the flame tornado move, it may be because you are misunderstanding how your parry works. There is almost nothing in the game you need to parry. Dodge or block is great. One thing new players miss a lot is their equipment weight rate. Make sure its under 70% so you have a B or better agility, so your dodge isn't crap awful. Hit and run on enemies. Don't overextend until you know their moves. Play patient, watch your positioning. You can do it!
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Thread How are Game Developers making games, updates?
IG is working from home, and being that we usually have two studios and remote people, it honestly isn't that big a change for us as far as day to day work goes. Meeting that include people offsite is pretty much every meeting for us already anyway.
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Thread Which Nioh do you prefer — 1 or 2?
Its so much worse. At least part 1, for how bad the story is, has a followable throughline. You are a dude with a fairy named Bill. Some other dude named Ed steals your fairy. You need to find him and get your fairy back. Okay. You go to Japan and do that while meeting random semi-historical figures. You find ed and kill him, get your fairy back. Simple. In part 2, major spoilers:
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Thread Which Nioh do you prefer — 1 or 2?
Look up more or equip enemy sensor on your gear.That area is pretty late-game. The difficulty curve in 2 is generally much better balanced with almost no wild spikes. I found it to be slightly harder than nioh 1 in theory, but in practice your character is so much stronger in nioh 2 that the game ends up easier.
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Thread [Polygon] Bad netcode is killing many of your favorite fighting games
Timings are different online, kinda. The amount of delay you set changes them, but really pushes them back. If delay never changes, like in rollback, and it's always 3, your just frame is always 22 frames or whatever after your special input. Offline that's frame 0 then frame 22. Online you input on 0 and 22 and it comes out on 3 and 25. Same timing for your hands, just feels different visually. If the delay changes, then all bets are off.
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Thread [Polygon] Bad netcode is killing many of your favorite fighting games
Nearly all server based games use something like rollbacks, usually called corrections. The server is authoritative and if any game client has the game in any position other than the one the server says is the right and real one, it warps things into the place they should be. I'm pretty sure Brawlhalla is still Peer to Peer, but it uses a server as a connection point to ensure all the players can communicate even if they have direct connection issues (like if your NAT wont let you hit a certain friend, you can use the server as an intermediary because you can both hit that. I think I've read that SFV will do this, falling back on an intermediary server, if two players cannot connect). In this case I'm pretty sure the server isnt running the game and isn't authoritative, its just helping you pass inputs along and the game is doing its P2P rollback thing. Maybe someone from their dev team can correct me if I'm wrong. Using a server will always add ping time, but it also has the benefit in a 4 player game of having you send your inputs to the server, and having the server send them to the other players. So in this case, you send one set of packets out, and get one set back from the server with everyone else's inputs. Without that, you'd be sending 3 sets of packets with your input out, one to each other player, and getting 3 back from them separately, increasing the bandwidth use of the game by a lot.
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Thread [Polygon] Bad netcode is killing many of your favorite fighting games
As always, tons of misinformation flying and lots of misinformed folks entering the conversation. I love that you are all passionate enough about this to discuss it, but sometimes I see a post so wildly uninformed that I feel like I need to comment. ArcadePC; I'm not trying to pick on you or anything, I just want to correct the things in your post that don't make any sense (which is pretty much all of it). Hopefully you'll keep learning about the topic. Much love!You aren't sure, but any well made game is sure. If things are different on each end, the game is desynced. Top tier netcode will detect this and end the match. Network engineers and designers work really hard to make sure the game wont desync online, and they do this with tools that let them play online side by side with simulated packet loss and as much delay as they want to really push it and try to break it. Even the best made games may have desyncs, but those get discovered and patched out as the game gets updated like any other bug removal. If your inputs are getting lost, its because you are playing a game with poorly made netcode (delay based does this all the time with packet loss). Rollback is built in a way to specifically avoid this from ever happening to you. Bottom line, this way of thinking about being unsure as to what is happening on the other side is needless. The simulations are synced, you are both playing the same game and seeing the same results. If you are playing a game with well made rollbacks, you are not dropping inputs unless you and your opponent have an absolute nightmare connection, the kind no netcode could hide. Fighting games are Peer to Peer. There is no host and there is no client. Your data comes to me at the same speed my data goes to you. We both run an authoritative version of the game and only send each other inputs and timestamps and such. You don't ever need to worry about host advantage, it isn't a thing. Fighting games are frame locked. Having a better PC wont give you any advantage. It is possible that having a worse PC that cannot run the game at full framerate could give you an advantage, but many games force you to run a performance test to ensure your rig can run at full framerate before you are even allowed to play online. So you also don't need to worry about PC power. So, in summary, none of these things are actual worries you need to have and don't actually play a part in P2P online fighting games.
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Thread One Piece |OT7| Goden
Dante non-withstanding, its really just about number of moves/animations. Skeletal system in MvC3 allows for easier sharing of reactions to throws and hitstun. Most characters have 11 normals, 4 specials including L M and H variations, 2 hypers, and a Lv3. Compare to KI where animation sharing didn't really work at all so every Throw reaction had to be hand touched. Most characters have 20 normals, 4 specials including L M and H variations, as well as L M and H Linker version and Level 1,2,3 and 4 Ender variations, as well as a Shadow variation for each, and an Ultra Combo. Its over 3 times the work to finish out a character's basic moveset 1st pass for KI.
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Thread One Piece |OT7| Goden
Its not about that. KI characters were really complicated and had a ton of animations. The issue is reducing the cost/time it takes to make a single character. Just looking at the number of possible actions, in theory, an MvC3 or Smash character could be made in about 1/3rd the man-hours it took to make a KI character.
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Thread One Piece |OT7| Goden
I'd want to do it some episodic way, where it launches with East Blue characters, and then adds characters every few months from the next arcs. Publishers would hate this because it leaves out some of the most popular current characters until WAY later, but I think its the right way to do it. This includes adding addition versions of existing characters when it makes sense to do so (like letting you choose between Luffy and Gear2/3 Luffy, or Usopp and Dial Usopp and Sogeking, but you wouldn't be allowed to have two of the same person on a team). Given full control and infinite resources, that is how I'd want to do it.
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Thread What fighting game (other than Smash) would people most recommend for fairly casual players of the genre?
Killer Instinct (2013) - Tons of single player content, including an X-Com style adventure mode, and more importantly, Shadow-AI that behaves like real actual players. Combo assist mode to help you training wheels your execution. Only simple command inputs (qcf, dp, b-f, and d-u motions with no charges). Divekick - Two button fighting game. Lets you play mindgames and footsies with almost no learning curve. Totally unique experience and helps you learn from and see your mistakes as results of your choices a lot easier than other games. Granblue Fantasy Versus - Great single player and co-op RPG mode. Easy special move inputs available, similar to smash (direction + button). Small roster right now, but very pretty game. (Yes, some personal bias here, but not that much :D )
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Thread One Piece |OT7| Goden
Marco is potentially very interesting. What if his ability resurrects him as a child after death, a rebirth, and he has also been around for a very long time (with no memory of those past lives)? As far as Shanks goes, he has to be a Celestia Dragon, right? To have so much sway over the 5 Elders and Sengoku?
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Thread One Piece |OT7| Goden
I think he has Xebec's will, like Luffy has Roger's, and it could be Chimeraism... the hint that he doesn't sleep at high could show two personalities or something as well. But I still think evidence is good he has a Cerberus thing going on. He gave shanks that claw mark wound loooong before we ever saw him holding a wolverine claw weapon, so I assume Oda put that there after theories appeared as a misdirect. Multiple version of the hito hito no mi makes sense too. All the other zoans have various models.
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Thread One Piece |OT7| Goden
The basic theory if I recall is that neither Teach nor Kaido are human, just like our friend Chopper. The theory says that Chopper didnt eat the basic human human fruit, he ate the Model: Sasquatch variation (hence his human form being hairy and such). People have long theorized that Teach already has a 3rd devil's fruit, the Mystical Zoan for Cerberus, giving him 3 heads and hence allowing him to take the darkness and quake abilities too. His jolly roger is also 3 skulls. But what if his original form was a Cerberus, and his first fruit was the Human Human fruit? And what if Kaido's original form IS the dragon, and he ate the human fruit model: oni (he has the horns, very similar to our friends Oars and Oars Jr). Interesting stuff! I ship myself and Robin. But actually I ship Luffy and Bon-chan.
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Thread What’s the point of playing multiplayer if you aren’t in the top 1% and know you never will be?
People play for different reasons. Some people play because they want to be the best. They want to climb a mountain and wont feel satisfaction until they reach the top. Some people play because they want to be stronger than they were last time, and any self improvement is enough to feel satisfaction. Some people play to make others angry and feel satisfaction if they can annoy or frustrate their opponents. They don't even care if they win. Some people play to remain social with friends who also play. It gives them a common thing to talk about together. The list goes on.
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Thread Granblue Fantasy Versus |OT| No rerolls, no rollbacks
For the amount of Ladiva belly aching you've done in here, you could have spent 30 minutes in training mode and found that her crouching heavy anti air is not only very very good, but on counterhit consistently leads to 4000-6000 damage even midscreen. Yes, its hard to get in with Ladiva. You chose a grappler. Once you are in, you should be an absolute nightmare. If you don't feel like you are, you need to lab safejumps and counterhit setups to ensure you understand what your own options are, and how to limit your opponent's options. I played vs a good Ladiva as Kat last night. That character is scary.
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Thread Street Fighter V Netcode fixed by Fan Mod on PC?
Sorry if someone did this already, but I wanted to correct some folks on some misinformation that I just hate to see spread.There is no action game on the planet that will ever work well at 300+ ping. Most shooter players wont tolerate over 100 ping. Great rollback netcode for fighting games can get you to 150 with only minor artifacts, and 200 if you can tolerate some more obvious rollback artifacts, but 300 ping is just out of reach. There is no miracle cure. There is no magic bullet. The fix here is real and absolutely does fix a critical bug in SFV's netcode.Fighting games are peer to peer connections. Paying for better internet or having a 'better connection' isn't a real thing here because the only thing that matters is your direct connection with your opponent. You can't magically send him packets faster than they can send you packets. You have zero control over packet loss once the information leaves your home, just like they have zero control over this issue. The only thing you can do here is just avoid using Wifi... but if your opponent is using WiFi, packets will be lost and it will effect you both. There really is no such thing as being 'the person with the good connection' in these p2p cases outside of the above. Its just a matter of distance(time) and loss. Thats it. Paying for "faster" internet just gives you access to a fatter pipe. You can send and receive more data at once. But these games use very little data per second, and you don't need a fat pipe to play them nicely. And no amount of upgrades will actually make the data travel faster across the world. Anyway, I tested this patch out and it works super great, and I've read Altimore is doing a pretty smart fix that burdens the patched PC player to clock sync on behalf of both players, which sounds like it should probably work. I played vs UltraDavid from Orlando to LA and while it wasn't quite as good as KI or Skullgirls, it was still quite good and very playable. The connection didn't once frustrate us.
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Thread What would you like to see in Street Fighter 6?
The reason you desaturate the backgrounds is so that the characters pop in front of it and are easy to read. Many of the current gen of fighting games do not do this and it is very rough on the eyes, double so for colorblind players. If you want a clear, clean example, look at side by sides of Smash 4 and Ultimate. Smash Ultimate's characters blend with the background in a very natural way which looks good in still shots, but is vastly harder to read in motion during gameplay.
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
It is absolutely true. I look at things on a 2-way scale on which one end is the abstract idea of "Fun" and the other end is the very measurable "Frustration". Once frustration overtakes fun, people stop playing. It doesn't matter what the source of that frustration is. If the game is the most fun they've ever had but the online is so frustrating that it gives them that odd feeling that they aren't even sure they want to boot the game up to play today, they *will* quit in a short matter of time.
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
We actually do know. There is an example of it in the article on Infil's site. If one player is getting all of the rollbacks, the other player is getting none of them. It looks perfectly smooth on their end because they always get your inputs before they need to render the next frame, where as on your side, because your simulation got ahead, their inputs are always very late and cause huge rollbacks.
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
Oh my bad. Yeah, I guess you can never be quite sure if you are experiencing one-sided rollbacks or if its just normal behavior your opponent is also experiencing, but generally speaking, for it to look as bad as it does in many of the clips we all share around, it pretty much has to be one sided. One person is seeing 8 frames worth of rollbacks and the other is seeing 0, instead of both players seeing 4 each.
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
No. The delay is how long we wait for our opponent's inputs before playing our own (going to the next frame). If it is set to 0, literally every single action will cause a rollback because your inputs take time to get across the wire to your opponent. If your opponent is at 30 or lower ping, which should result in a 1-2 frame delay, but you set it to 0, your opponent will see 1-2 frame rollbacks on every single thing you do. KI has its online delay set to 3, and we do not allow players to change it. This means that with a ping of up to 90, in which we can reasonably expect to get our opponent's inputs in about 3 frames, that we wont see any rollbacks at all most of the time. With a ping of 150, we will see 1-2 frame rollbacks like we did in the above example. The difference here is that a 150 ping gets you access to most of the world, while a 30 ping doesn't even usually get you to a neighboring town. Anyway, 3rd Strike Online is excellent online. Both players should set a reasonable delay value (2 or 3).
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
This literally defeats the purpose of rollback, but yes, you could do this. Delay based netcode already works this way. The purpose of rollback is so that the delay never has to change so your gameplay always feels consistent.
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
Performance needs to be extremely high priority for teams working with rollbacks because the game needs to re-simulate (gameplay logic only) many frames in just one frame. It is possible that if some stages make the game's performance worse (ie it wont run at a steady 60fps even offline), causing the game's ability to rollback to see ill effects and not perform quite as nicely as it would in a stage with less going on. In a properly optimized game, this would be a non issue. All stages and conditions should conform and keep the game running at 60fps with no dips no matter how hard the player characters are trying to stress it. This, as we know, is rarely reality.
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
You are choosing a game wildly changing your input delay and freezing, hitching and dropping inputs over the alternative; the game always feeling identical but having corrections/rollbacks that cannot be detected by the human eye the vast majority of the time. Your reasoning and fears are mostly based on some worst case situations that would absolutely be worse on delay based 100% of the time. Rollback is a pure upgrade to delay based. Delay based in similar conditions has zero redeeming value.
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
This highlights the problem we spoke about in the interview section of Infilament's article. The ability to set your own delay is dangerous and can lead to someone well meaning, like this person here, thinking that 3rd Strike Online was terrible, when it was in fact, extremely very good. (After patch 1, the launch version did have an issue the team quickly fixed that actually related to bandwidth use and required a waiver from the platform holders). Giving players the ability to set their own delay means that most of them will always set it to 0, which means their opponent will always see everything they do rolling back horribly. I personally do not think players can be trusted with a choice that feels nice for themselves and ruins their opponents time without a serious amount of education into what that setting does. Anyway, I appreciate all the discussion here but even in folks arguing *for* rollbacks, I still see a lot of misinformation flying around that could easily be cleared up by reading Infil's article. Yes, I know its 7+ pages long, but I really want to implore those of you interested enough to discuss it here to read it and learn as much as you can.
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
SFV's implementation has one very major and serious issue that remains unfixed since launch. Read that article I linked for more info on that. MvCi's is pretty good, but a few actual game design choices exacerbate some of the issues.Number of players being low means finding less optimal matches (connection wise) but that is what rollback systems are supposed to mitigate anyway. SFV has a very specific issue that MvCi does not, which is that the players are not time synced. You can read about it in the article I linked in my first post in this thread.
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
There is no difference. Both 3d and 2d fighters are deterministic and you are only sending inputs across the wire.
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Thread Fighting Games: Talking Netcode with Adam "Keits" Heart (from Iron Galaxy)
Yes. They hired IG to do 3 ports that used a GGPO license, and then they did their own in-house solution for SFxT, SFV, and MvCi.
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Thread Visual Style: Street Fighter III: Third Strike or Garou: Mark of the Wolves?
Forgive me if this was said already, but Garou runs on the MVS hardware released in 1990, and 3rd strike runs on CPS3, which came out in 1996. This is a full console generation worth of time later (and we all know arcade hardware was advancing really fast back then). The fact that we can even have a discussion like this is a testament to the sheer artistic will of the Garou team. I refuse to vote. These are the two most beautifully animated 2D fighting games of all time imo.
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Thread If we ever get another Marvel vs. Capcom game, what newcomers would you want to see & why?
Iron Galaxy Studios
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Thread How Rollback and Delay based netcode works in Fighting games
SFV already has rollback netcode. They do not need to replace their netcode to fix it. They need to fix their time syncing, which the article explains. Could this be done in a week or two? That depends on how well your engineer assigned to this task understands the problem, but it is definitely in the realm of possibility to fix in that kind of time frame if that is the only major issue.We did this with Divekick before I knew any better. It has serious problems and I wouldn't do it again. This is mentioned on the interview page of the article as well.
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Thread Enter the Gungeon - Nintendo Switch (out now)
Don't roll away. Roll through. You have a large invulnerability window when you dodge roll. Use the environment to your advantage if you can and be patient.
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Thread Enter the Gungeon - Nintendo Switch (out now)
You'll have to develop the skill to improvise and use what you can find. That is a large part of the fun of these types of games for many of us. Its not about winning or making progress. Its about learning, getting better, and improvising to do our best with what we can find.
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Thread Killer Instinct Community |OT| It's the way you move... to the killer groove
Mistiming a break on any move, actually. You get the colors if you nail the timing but get the wrong strength. You get the grey clock if you miss the timing with any strength.
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Thread Marvel vs. Capcom: Infinite |OT| Hit, stunned, deterioration, now reset
The illusion of 'netcode getting worse' is very unlikely to be a change Capcom made. The much more likely reason is that the playerbase is shrinking, and so the number of quality connections it can find for you at any given moment is lower. This, obviously, increases the odds of having to play in a suboptimal connection. Just my opinion on the matter.