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Awesome DOA 4 online info from IGn

IGN

"If you win an online match," Itagaki explains, "you earn Zack dollars to spend at the shop. But if you lose, you also lose money." Asked if he considers DOA4 to be somewhat of a gambling game, he says "No, it's a competition. If you go up against someone and you lose, there should be consequences."
 
Hope you don't get a penalty from the asshats that disconnect. There really should be a some sort of reliability meter that ranks players, for instance you are given maybe 10 free disconnects in the begining because stuff like that happens, but if you start having a lot of disconnects recorded than your reliability ranking should really be low and give indications to other players of being wary playing against this person.

It seems pretty straight simple, maybe I'm not knowledgable enough, maybe there is something that prevents it or something.
 
HomerSimpson-Man said:
Hope you don't get a penalty from the asshats that disconnect. There really should be a some sort of reliability meter that ranks players, for instance you are given maybe 10 free disconnects in the begining because stuff like that happens, but if you start having a lot of disconnects recorded than your reliability ranking should really be low and give indications to other players of being wary playing against this person.
They should make disconnecters lose twice as much money than if they had just lost.

So, say it costs you 100 "Zack dollars" when you lose a match, it should cost you 200 of them if you disconnect, for any reason whatsoever (even if bad connection and not your fault).

Then, gamers should have to go play more single player to earn more Zack dollars, which would then (when they got enough) go play some more online.
 
shpankey said:
They should make disconnecters lose twice as much money than if they had just lost.

So, say it costs you 100 "Zack dollars" when you lose a match, it should cost you 200 of them if you disconnect, for any reason whatsoever (even if bad connection and not your fault).

Then, gamers should have to go play more single player to earn more Zack dollars, which would then (when they got enough) go play some more online.

Or they just use a cheating device to give them infinite Zack dollars. Then they don't have to worry about losing Zack dollars.
 
Tough thing when you think about it. 2 players, 1 has a bad connect. So who dropped? How does the application know?

Edit: I should qualify this as since it is peer to be peer unless there is going to some kind of server running to make this idea manageable.
 
Online in Ultimate was awful. Lag hell. Guard.... Punch Punch. HA, DIDN'T COMPLETE THE COMBO! FOOLED YOU! Throw!

And use instant fast power hits for the lagadelic win.
 
I'm gonna have to agree with the connection purchase mentioned above. 80% of the time this game was virtually lag free. The few times it did get laggy it usually fixed itself in due time.
 
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