I don't have the answer for this, and I do believe too lenient input timing is disadvantageous for both online and offline play, but it's something to consider/balance. The important thing to consider IMO is how the combat can be designed to accommodate that, as opposed to imagining a 30fps version of Marvel that's more online friendly, or something.I guess I am the opposite of this. I really couldn't care less about online play. It's nice when it's good, but I wouldn't want a game designed around it.
How would a game designed around differences in connection quality operate the same offline? Serious question. I don't see how that wouldn't affect my experience as a primarily offline player. It seems to me that it would have extremely lenient inputs/buffer windows/timing to account for an unstable play environment.
Well, East or West, I think you'll still need dedicated hardware for whatever businesses demand a pay per play model, I just think using arcades as a frame of reference in an age of globalization and the internet is pretty antithetical and pretty much everyone but the devshow does this play out in your mind? serious question, fanfic it out for me, for the devs in the east and the west if you care about them.
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"i wish all devs used ggpo"?
I still find rollback netcode disorienting (and I'm definitely not the only one) and in my head GGPO isn't good enough.