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Fighting Games Weekly | Mar 9-15 | Sponsored by Popeyes

I think the fact that NRS spent more time adding single player features than working on the netcode is kind of unsettling to me. It's like the game is packaged to appeal to people who will buy it and play it for a month and quit, not for the people who stick around and play it online all the time.

It's unfortunate for guys like us but that's the majority of people who buy games.

that's why I laugh at the whole "NRS is pushing the fighting genre forward" talk by content tourists. It's not that. They're just super pragmatic when it comes to appealing to the masses and allocating resources for that purpose.
 

SapientWolf

Trucker Sexologist
Significantly worse before release. No idea after it got patched.

The games are pretty simple. I am surprised they can't run rollback netcode.
Last gen consoles didn't have enough poop to run rollback code in a 3D game. Not sure if it's any different this round. Sad face if not.
 

Kumubou

Member
They know the real money is from people who guy the game day 1 via pre order, play the single player game for a week and move on to the next big budget AAA pre-order bull shit game.

Hence the pre-order bonuses and season passes.
Is that where the money is, though? The biggest games anywhere other than on console don't do this -- they've all moved to a Games As A Service model, which would basically necessitate having online functionality that works way better than what they have now. They can push their DLC and season passes now, but why wouldn't they want to keep that playerbase engaged and sell them more outfits/characters/whatnot, allowing for higher revenues on a per-user basis. It strikes me as being extremely short-sighted.
 

Kumubou

Member
Skullgirls is 3D.
Stop getting bullshitted by developers. They dont want to pay for GGPO.
Yet Lab Zero (who have been working on shoestrings for years) was able to afford it for Skullgirls. I can't imagine the developers if Lethal League had any huge budget either, but they use it as well. If the numbers I've heard for GGPO licensing are correct, it amounts to a rounding error in a AAA game's budget. The real cost is in refactoring engines to meet GGPO's technical requirements and to allocate the RAM and CPU needed (even it it's minor, those are resources you can't use to render more shiny things).
 

Mr. X

Member
Exactly, they dont think netcode is a huge priority.
Same as the free driver for usb devices on ps4. They dont see it as important.
 

SapientWolf

Trucker Sexologist
Skullgirls is 3D.
Stop getting bullshitted by developers. They dont want to pay for GGPO.
It's technically a 3D engine but they're obviously not using 3D models. It's guaranteed to be less resource intensive than a full 3D game, and the save states would be smaller as a result. I think the limitation now is bandwidth rather than memory, since Dragon Ball Zenkai Battle Royale was a full 3D game that used GGPO in Japanese arcades.
 

hitsugi

Member
Exactly, they dont think netcode is a huge priority.
Same as the free driver for usb devices on ps4. They dont see it as important.

well the USB driver thing is a loss in sales all around. No reason to do that when there's licensed GG, SF, etc. sticks for the new consoles.
 

Sayad

Member
I think the fact that NRS spent more time adding single player features than working on the netcode is kind of unsettling to me. It's like the game is packaged to appeal to people who will buy it and play it for a month and quit, not for the people who stick around and play it online all the time. In this day and age there really is no excuses to release games with subpar netcode.
They know the real money is from people who guy the game day 1 via pre order, play the single player game for a week and move on to the next big budget AAA pre-order bull shit game.

Hence the pre-order bonuses and season passes.
AAA games pushes for multiplayer where it's not needed to lessen second hand sales and give their games legs, you think an AAA fighting game would treat its multiplayer as a secondary feature?! And we're talking about a game with a day 1 PC port where legs > day 1 sales, not to mention what they already announced about online features shows that they're trying, it's just that they have bad netcode devs.
And region lock probably means it's bad in this game too.
 

Sayad

Member
Skullgirls is 3D.
Stop getting bullshitted by developers. They dont want to pay for GGPO.
It actually cost more to develop your own netcode from scratch. That's why most of the smaller budget games are using GGPO(including Capcom's own smaller budget fighters).
 
Last gen consoles didn't have enough poop to run rollback code in a 3D game. Not sure if it's any different this round. Sad face if not.

The problem was never enough "poop", the problem was designing the fighting games in a way that these netcode techniques could actually be implemented without starting from scratch.

If a game is coming out with more or less the same engine, you shouldn't expect anything special.
 
Low tier god is in Spooky's chat and I guess the chat is going in so Spooky tries to call the monsters out for basically being obsessed with him when all of a sudden, Min comes out from the background calling ltg out. :lol
 

Kadey

Mrs. Harvey
Floe was about to cry playing Ori (watching the intro).



rKappa is sponsoring him for FR. I guess if he has a good showing there they probably going to keep on sponsoring him.

That's good. I don't know why him and Bonchan aren't fully sponsored by now.
 
Mago just had better timing

Bonchan always played but he didn't become synonomous with top level Sagat play until after 2011. Inoue/Kazunoko didn't take SF4 seriously until AE. By then the 3 madcatz players were already decided.
 
During Vanilla, I thought Mago, Daigo, Momochi, and Uryo were the best.

In super I thought Daigo, Sako, and Mago were the best. So Mago getting sponsored at this time wasn't a surprise especially after dominating with Fei in Gods Garden.

Then in AE came out, I thought Daigo, Fuudo, Kazunoko, and I'm pretty sure I'm forgetting someone.
 
I think the fact that NRS spent more time adding single player features than working on the netcode is kind of unsettling to me. It's like the game is packaged to appeal to people who will buy it and play it for a month and quit, not for the people who stick around and play it online all the time. In this day and age there really is no excuses to release games with subpar netcode.

Welcome to the video game industry. What I understood from the press presentation I got from the guys at NRS in January is that people LIKE online competition. But they don't like to lose like shit against better players in a fight to the death because it's damaging their ego. So they created a new form of online competition with the towers and the faction wars to make the game more competitive and social, exactly what people are asking for today where you play 15 minutes and get rewarded by the game. People will still play the game in versus mode between friends but competition or online...?

Deal with it guys: we may be cool and supportive to the MK brand by playing it for years in tournament, but the truth is that MK9 sold more than 4 millions and we never saw those players in tournaments because they aren't interested in FIGHTING tournaments. Thus patching the online of MK9 was a waste of time and money and they did the right thing by patching the game to balance it. Because competitive players wanted it, but also because casual players can sometimes struggle with the tier list too.
 

BakedYams

Slayer of Combofiends
SxSW is over for the day again?

I was working the entire day so I couldn't catch a glimpse of it
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