Any early netcode impressions?

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Stikku

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It's probably just more to do with the fact that Japan is a densely populated small island country, so they don't particularly understand why things need to be "faster" when it works just swimmingly to connect people from 100 miles away max. Keep in mind, the dreamcast had a 56k modem built into it, and DOA2 for the dreamcast had network play.

(of course i'm stretching the believable nature of that statement by implying people played DOA2 with their standard modems. Of course there was an ethernet modem accessory that came out later, but still. Many online games used that built in modem to good effect.)
 

Prince Adon

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Then your internet sucks? For the most part DoA4's netcode was fine for me. But I also stayed away from rooms with more than four people. I had the occasional bad connection here and there but aside from that it was pretty good for a game that came out in early 2006 and online fighters were still relatively new.

No. It's just it wasn't that the online was tolerant, It's just YOU were tolerant. I don't tolerate crappy online.

For those who are saying DOA4 online is better than MK9 I highly have to disagree unless you're comparing it to the ps3 version. MK9 for a garbage online was definitely better than DOA4. But who care to debate about two games with irrelevant online capabilities?
 

DrDogg

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For those who are saying DOA4 online is better than MK9 I highly have to disagree unless you're comparing it to the ps3 version. MK9 for a garbage online was definitely better than DOA4. But who care to debate about two games with irrelevant online capabilities?

No. MK9 is terrible online for either console. It's basically unplayable for anyone who takes the game even halfway serious. I'd go as far as to say MK9 has the worst netcode I've played for a fighting game... ever. Granted, I haven't played every fighter, but it's worse than DOA4 and even Tekken 6 (pre-patch).
 

daman077c

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No. It's just it wasn't that the online was tolerant, It's just YOU were tolerant. I don't tolerate crappy online.

I think a majority of players here would agree to disagree with you. I always thought that 4's online was good, as long as you don't have a bunch of people downloading torrents or watching Youtube while you play. 2U was the same way. That said, I hope their online has improved a boatload, I mean, it HAS been 7 years...
 

Stikku

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Anyone here played the online multiplayer of Ninja Gaiden 3? That's likely a good comparison, seeing as that is TN's most recent title.
 

Prince Adon

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No. MK9 is terrible online for either console. It's basically unplayable for anyone who takes the game even halfway serious. I'd go as far as to say MK9 has the worst netcode I've played for a fighting game... ever. Granted, I haven't played every fighter, but it's worse than DOA4 and even Tekken 6 (pre-patch).

I know it's unplayable on both I'm just saying I found MK9 more tolerable on 360 than I could doa4. But maybe that's because I was more used to playing some doa4 offline compeittively, and more serious than MK. I just could never stand doa4 online at all.
 

daman077c

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Anyone here played the online multiplayer of Ninja Gaiden 3? That's likely a good comparison, seeing as that is TN's most recent title.

And for the second time, a different development team within Team Ninja worked on NG3; DOA has a different team.
 

Matt Ponton

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It's probably just more to do with the fact that Japan is a densely populated small island country, so they don't particularly understand why things need to be "faster" when it works just swimmingly to connect people from 100 miles away max. Keep in mind, the dreamcast had a 56k modem built into it, and DOA2 for the dreamcast had network play.

(of course i'm stretching the believable nature of that statement by implying people played DOA2 with their standard modems. Of course there was an ethernet modem accessory that came out later, but still. Many online games used that built in modem to good effect.)

The online system for that wasn't used for p2p play. It was used for time trial/survival leader boards.
 

Stikku

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And for the second time, a different development team within Team Ninja worked on NG3; DOA has a different team.
Team Ninja really isn't big enough for them to be splitting up and taking on multiple projects at once. They really need to get their shit together, or stop caring about selling games.

By the way, Team Ninja IS the development team. Team Ninja is not a company, it is a subsidiary of Tecmo, and Tecmo has quite a few subsidiaries.
 

Xion

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Team Ninja really isn't big enough for them to be splitting up and taking on multiple projects at once. They really need to get their shit together, or stop caring about selling games.

By the way, Team Ninja IS the development team. Team Ninja is not a company, it is a subsidiary of Tecmo, and Tecmo has quite a few subsidiaries.


Are you daft or what? they have multiple teams and have developed games simultaneously like, always.

Team Ninja is a development studio comprised of multiple teams. seriously man.
 

Stikku

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I wonder if he thinks every Final Fantasy game was made by the same team at Square.
I wonder if you think each Final Fantasy game is a direct sequel to the previous one.

Are you daft or what? they have multiple teams and have developed games simultaneously like, always.

Team Ninja is a development studio comprised of multiple teams. seriously man.
What they had was a main team and a side team. The main team headed by Itagaki handled DOA and Ninja Gaiden games. The side team pretty much just did ports. Now the entire thing seems to be a huge side team cause they're literally not putting out any worthwhile products anymore.

By the way, the other team didn't even exist until around the time of DOA4, and was headed by Yosuke Hayashi - who again, simply just handled the PS3 versions of Ninja Gaiden and Ninja Gaiden 2. Putting him in charge of "creative direction" is like putting a canvas and some paint in front a mirror and expecting the mirror to do something.

If you want a laugh, try to find Yosuke Hayashi's "I'm a Fighter" profile hidden in the DOA5 website. For someone who speaks so highly of making dreams come true, he sure knows how to make nothing but nightmares.
 

GLoRToR

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MK's netcode AND layout sucks the big one. It broadcasts too much pointless info across the network, weighing down the server from the actual point of the game... the game itself.
 

Pupi18

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d3v

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rollback is awful, and ggpo netcode was terrible. It was good for emulation, and nicer than having delayed inputs at times, but hit confirming into a super, only for the game to rollback and suddenly you're doing a super against an opponent who is blocking. Not cool.

Capcom only licensed GGPO to get them to take down Third Strike so Capcom could get by with selling it again.
You forget the fact that we asked them to use GGPO for all their fighting game releases, and that Seth (who was, and always will be one of the FGC) pushed for it. Which is why everything that Capcom USA does will feature GGPO netcode from now on. As we've been saying in SRK, Unity and everywhere else, if you actually think that variable delay based netcode where the game slows down when it lags is better, then you're actually holding the entire genre back. Rollback netcode is the future... heck it technically should be the present since every other genre that has online uses something similar to it (client-side prediction). Pretty soon, if everything goes well, most major fighters will have it. Capcom has already licensed GGPO and is working on their own, in-house implementation. Meanwhile Namco also has a GGPO license, the only reason TTT2 doesn't have it is that it would be too taxing for current gen consoles.
 

daman077c

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Hell, even racing games & sims (like iRacing) has client-side protection. Playing F1 2011 (or any racing game, for that matter) with laggy people, they jump all over the track, making everyone else mad as they crash into everyone else, then promptly quit when they're broken down.

I dunno if fighting games need to implement it, as I've read here there's been times where you think you're comboing someone, only for the game to roll back and you're either doing a combo into block, or they're doing a combo on you (both of which are EXTREMELY frustrating).
 

Stikku

Active Member
You forget the fact that we asked them to use GGPO for all their fighting game releases, and that Seth (who was, and always will be one of the FGC) pushed for it. Which is why everything that Capcom USA does will feature GGPO netcode from now on. As we've been saying in SRK, Unity and everywhere else, if you actually think that variable delay based netcode where the game slows down when it lags is better, then you're actually holding the entire genre back. Rollback netcode is the future... heck it technically should be the present since every other genre that has online uses something similar to it (client-side prediction). Pretty soon, if everything goes well, most major fighters will have it. Capcom has already licensed GGPO and is working on their own, in-house implementation. Meanwhile Namco also has a GGPO license, the only reason TTT2 doesn't have it is that it would be too taxing for current gen consoles.
doesn't change the fact that it sucks. I'd rather have a hiccup in my framerate than the game more-or-less lying to me. Again, hit confirming into a guaranteed super attack only to have the game "roll back" because of some odd desync problem, and now suddenly i'm doing a super against an opponent who's blocking and will be waiting for my super to finish to punish the shit out of me - c'mon, really?
I mean, c'mon.... Really?
 
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