Netcode discussion

DrDogg

Well-Known Member
Don't have time to catch up on everything since this thread exploded in the last 24 hours. But for now...

I'm just going to say one thing...and that's DOA4's Lobby System................

Which was a step backward from the online we got in DOA2U.

Integrating QTE into a fighting game hasn't really been done before, not at this level anyways. The level of detail in everything also hasn't been done before. Seriously, boob fucking sweat. You'll see it next gen on Capcom and Namco's fighters, dead serious too.

MK vs. DCU had cliffhanger-like sequences with QTE.
 

synce

Well-Known Member
I disgagree, DOA4 had the best lobby system ever. It felt like a cute little arcade, and not everyone has mics so that was convenient too.
 

DrDogg

Well-Known Member
I disgagree, DOA4 had the best lobby system ever. It felt like a cute little arcade, and not everyone has mics so that was convenient too.

Really?
- 16-player rooms added a huge amount of lag and made the wait unbearable.
- If you were in the lobby, you weren't waiting in line for a match and no one could see your text unless they too were not waiting in line.
- When you joined a lobby, you had to take an extra step to wait in line for a match, taking that much longer to get in and play.
- You couldn't watch the match full screen while in the lobby.
- No kick option.
- You couldn't join any private rooms unless you were invited (XBL 360 limitation).

All of that equates to "the best lobby system ever"? Also, most 360s at the time came with a mic so... yeah.
 

Arnell Long

Active Member
I'm talking about the creative portion of the Lobby like Avatars and whatnot, but the actual "ONLINE NETCODE" for DOA4 wasn't shit compared to DOA2U...I know dat...next time I'll clarify to lesser confusion since I was talking about Artistic value alone and not Netcoding...and um what's the use of having a good Lobby set-up and trash Netcode? Pretty much nothing.............................
 

Arnell Long

Active Member
Every 3D fighter except SC5 has had trash net code (honorable mention to VF5). The net code is vital to the life and sales of DOA5 (competitive or casual). When it comes to online, that is really the only thing that matters. Period.

Yes.Yes.Yes.
 

Keylay

Well-Known Member
How does Soul Calibur's lobby system work? And what's so good about the netcode? I keep hearing people mentioning it.
 

grap3fruitman

Well-Known Member
Standard Donor
The only thing I would change with SCV's online would be to allow people just joining the room to watch the current fight and not make them wait until the next one ala DOAU/4.
 

Raansu

Well-Known Member
The only thing I would change with SCV's online would be to allow people just joining the room to watch the current fight and not make them wait until the next one ala DOAU/4.

Ya that kind of sucks but at the same time it's probably a good thing. Trying to sync the match to new people joining the room would probably cause some lag like it did in doa4.
 

SkatanMilla

Member
That depends on how the system handles the information being watched.
If it's not being downloaded directly from the players playing then they would be unaffected by it.

For example if you have two players playing, and one spectating, then you could have the two first players, or one of them, upload their information to the spectator. After that the spectator distributes it to any other spectators in the room including people joining. That way the only time the players playing would be affected is when the room goes from two to three players.
 

FakeSypha

Well-Known Member
SCV easily has the best lobby system and the best netcode atm.
Isn't VF5 often praised for having one of the best netcodes in fighting games? I'm asking since I'm not well versed in this kind of stuff, but I always see here and there someone saying "yeah, VF5 netcode is da best". I haven't tried it myself either one (VF5 or SCV netcodes).
 

d3v

Well-Known Member
The only thing I would change with SCV's online would be to allow people just joining the room to watch the current fight and not make them wait until the next one ala DOAU/4.
What I would change in SCV's netcode is to take out the server and add rollbacks. Only reason SCV's netcode feels so good is because the game allows for very large input buffers (outside if just frame moves)

If anything, every fighter needs to follow Skullgirls example, rollback netcode and PING TIMES instead of bars.
 

Allan Paris

Well-Known Member
If anything, every fighter needs to follow Skullgirls example, rollback netcode and PING TIMES instead of bars.

Man, I enjoy playing this. They did well with their online, though it needs to be fleshed out more. Some type of lobby would do.


"But but but console gamers don't know what a ping is, thats unintuitive!" Said bob from marketing.

lmao
 
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