The funny thing is rollback isn't the end all be all As we have seen already, it's an easy to fuck up method that just makes online far worse then the current method everyone uses which is basicaly normal netcode.
@@zackrose6261 yeah you're right but most rollback games have great netcode (Skullgirls, Them Fighting Herds, Killer Instinct, GG AC+R, Mortal Kombat 11). Most of the indie games use GGPO and games like Killer Instinct and Mortal Kombat 11 use their own rollback netcode. Its up to the developers and companies to make the rollback netcode work
I remember there was a guy who argued with me in a guilty gear strive video comment section cuz he said that we wouldn’t even need rollback netcode if all the people with bad internet stopped being cheap and lazy and just upgraded and claimed that bad online was purely the fault of the poor and stingy. People being wrong about something is one thing, but no, stupid people deserve to have the reality of their stupidity dunked on them.
Have thousands upgrade to internet they cannot afford or have a few people take 5 extra minutes (obviously exaggerated) and $5 extra a month from a company that makes millions to make better netcode...
Dude, I live in the middle of bumfuck nowhere with the best internet package that I could get from the only company that provides services out here. My matches are still bad, even with a wired connection. Do I have to move out of my freaking house in order for me to play a damn game? Fuck that, fix the damned netcode already!
I live in Northern Canada and literally can't play games without good netcode. Good netcode doesn't make a game good, it makes a game exist. Once it exits then I can concern myself with whether it's good or not. Doesn't matter how much I might like games like Tekken 7 or Dragonball FighterZ. They aren't fucking playable.
As someone who also lives in Northern Canada, Jesus fucking Christ are you right. I play with my American friends online and they complain about my connection but it's not my fault most fighting games have garbage netcode. I have zero problems when playing Skullgirls over wifi but when I play DB FighterZ through Ethernet I still lag
I really wish for ALL fighting games to move forward and improve. When 1 fighting game implements a great feature and does well in the market, it raises ALL other fighting games. It's NOT a zero-sum game, they can all benefit from one another.
Yeah, I get not wanting a game you like to do badly (I like a lot of games with bad net code), but I should hope those franchises improve in future titles, since I mostly play either one player content or online.
Hopefully SNK can be the ones to start things off, their comission with CodeMystics is paying off handsomely with their old arcade having rollback. Hopefully Arcsys gets it right.
pretty much. the next round table all them should pass their patch notes of improvements to each other when ever it is. hope Tomoko Hiroki will be in attendance too and maybe daisuke tha god!
The virgin tribalist gamer: Have you seen how well [new game] is doing!? This threatens our supremacy, let's shit on it! The chad game developer: Have you seen how well [new game] is doing!? It's soooo good. We should study it for our next one!
Because it'd be an admittance that the games that they love aren't perfect or the best thing ever, And telling people that makes them insecure that the potential new or current player base will go away and possibly might not come back in lue of games that have those requested features.
A lot of times this people fell attacked. The FGC has a bad habit to attack people because of the game they like, who never saw someone attacking someone because the fighting game they like ? "You can't like SFV, it's bad, and you're a idiot if you like this game" "So you like MVCI? You're a shill". So this people fell attacked and adopt a defensive way to talk about the games they like, even if the games have major flaws
Ya, I can kinda understand it. I hate seeing anything negative about Under Night, but I have to admit the netcode is bad. They’re looking at GGPO, but the effects of having delay based in Quarantine are really showing. I think the player base is more willing to admit it because our developer is actually looking at GGPO. So we get to say “well it’s only temporary”.
Speaking of tutorials, TFH just revamped some of their training mode tools, including a re-organization of all the training mode options. Don't know if it's enough to see you playing it again, but I enjoyed watching you play it.
hope ppl try them fightin herds them indie dev's are so precious. but bet all still like "ew MLP fighting game blah blah" i gotta cop it when ever i get 15 bucks
TFH is a fantastic example of what's possible when you have a dev team that's willing to look at other games in the genre and take ideas that already work and make them even better while also putting in effort to improve the aspects the genre struggles with. And they're always looking to make stuff even better. The old training mode was a bit unwieldy but was already very good, but the team still decided to put a ton of effort into remaking it to make it even better.
I saw this tweet yesterday and it makes me so freaking confused. Some people are like "good netcode doesn't make a good game." That's not the point that ANYONE is making!
Oh, man, the punishing EX armored strawman for you whiffed argument. I love those. People use them FOR EVERYTHING AND EVERYWHERE. The "good netcode won't make a mechanically bad game into a mechanically good game" is one of my favorites. But, I think the ultimate favorite is when someone tries to argue that monetization in some game is predatory or microtransactions are expensive for what they are and then they get told 1-to get a job, 2-companies exist to make money and 3-don't like it, don't buy it. That's a triple rebuttal to the three different points, none of which has anything to do with the original argument.
frionel26 is an insufferable KOF fanboy in general. I recall him making the most ridiculous excuses for some really wack choices made by SNK regarding their pro tours.
The issue I have with this topic is that it's ridiculous to even talk about it. Coupled with the wifi thing, which is somehow, still a discussion. But, for wifi, at least you can give people the benefit of the doubt, perhaps they don't know the nuances of why even their 5000 bucks wifi is a constant liability, "it looks good on their end", "I have fast internet" etc. It's ignorant, it's selfish, but ok, if no one told you anything and you haven't researched it, then I get that you are just uninformed. But, with things like rollback and features, that's a no-brainer. Now, there's a reason I emphasize this so much every time I rant about it. It's because we aren't talking about last gen features or fg's being late five years etc. We're talking about 10, 20 and even 30 years of features that fg's simply ignored because fuck you. I am not even memeing. Even now in 2020. most fighting games have menus that have number of options of an arcade cabinet (no, not dip switches included). Menu structure. Type of options. Quake 2 was among the last fps games that had delay-based netcode (yes, I know about servers and p2p, but just saying). Quake 3 came out in 99. Try changing controls in a fighting game, see what happens. Even on a fightstick or pad. Try telling the game that you want to move on buttons and attack on d-pad. Nope. Yeah, I know no one plays like that, but that's besides the point. Menu loading screen times. Menu structure (how intuitive menus are, where are certain options etc) Online structure - modes, how they're structured etc. Ranked - oh boy. Even games with "normal" ranked are inventing the wheel with stuff that were solved DECADES ago. SFV can't figure out that you can simply treat disconnect as a loss for that player and a win for the other guy - on top of that, it also can't figure out that something like elo, placements etc. works BETTER with 1v1 games than with team-based games, yet even team-based games have that. So, Daigo on a new account, instead of playing ten matches and ending up in ultra diamond or something, has to play a billion matches in order to climb from rookie lol. Here's a very mundane thing, not important, but a very good illustration of the entire thing: in sfv, in sound settings, you have ten steps for volume. Why not 100? 10 is manageable, yes, but if you're keeping your general volume of things around 30%, then the difference between one step is huge. Tutorials. Carrots, hamster wheels etc. - it doesn't matter what I or anyone else thinks about those, they offer incentives for majority of players of all genres and they do well what they're supposed to do. Because of the arcades in japan and the locals in the us, it seems that a lot of players simply accepted features from 90's arcades in 2010+ games. That might sound like a logical outcome, but that's an incredibly bad approach. They are video games first and foremost. They are being released on multiple platforms. There are industry standards that are there because they can be and they're good and doable (especially those standards from like 20 years ago). Don't draw your uniqueness from your ability to be stockholm syndrome'd like there's no tomorrow. That's my biggest gripe with people such as that guy whose tweet you showed there. You can explain his feelings, his position or his annoyance and be a good guy with empathy and constructive insight, but - but - we aren't talking about people complaining how cars don't have 4k displays on back seats. We are talking about cars not having seatbelts, air conditioning, central lock, rearview mirrors, speedometer and sometimes even wheels. I can't justify someone being annoyed by people complaining about how cars on the market don't have wheels and can't be driven (but you can call your friends for some offline sitting in the car in your backyard) regardless of what their story is.
preach. I can only assume that anyone complaining about people asking for rollback is either just trolling or extremely low intelligence. There's no good argument for games not having it.
Not only that, games like cod or gran turismo, which are meant to be played online/at lan parties JUST LIKE ANY FG at least still have a sliver of a campaign with, like you said, a tutorial and progression, to ease you into the game Fighting games instead are chained to using the same tired mechanics because any variation gets the "it's not a fighting game" treatment like smash and shit
Well said! Heres another one: good AI. Holy hell you would thing i just said something evil with the way fighting game players and devs sound when people mention this. But good AI isnt even that difficult. Skullgirls has good AI on nightmare mode it blocks and does combos and moves around and doesnt super you instantly when you press jab. When i made top 32 at evo for skullgirls in 2013 i litrrally had 2 guys i played against that were cross country (we all live in australia) but i played the skullgirls AI more than anything else. It let me practice combos and mixups and spacing and timing. You CANT do that versus pretty much any other fighting game AI, they are useless. Good AI is something that is more than 20 years late. Its simply unacceptable yo have AI as trash as basically every modern fighter.
@@riccardo1796 Oh, yes. While I am not a big fan of campaigns in fighting games personally, I agree. Now, I usually give low priority to campaigns in fighting games because a lot of other multiplayer-oriented genres simply don't have them and are doing more than fine (mobas, fps etc - cod traditionally has it, but most mp games don't). So, I see campaigns in fighting games like in those cartoons when a hungry guy sees woody woodpecker as roasted meat:) For example, every time I look at SFV's campaign, I see it as "four characters, three stages and a netcode overhaul". With that said, though, I often think about tutorials and tools to ease up players and from that point of view, campaigns would be the best. BUT - this is where I kinda get specific, since I think that's achievable only if you mask tutorial into an engaging campaign. Which, off the top of my head, only RTS games did successfully. I have a stance that all fighting games have bad tutorials. I know people praise revelator's tutorial or skullgirls etc. But, I disagree. Sure, if you compare SG's tutorial with Tekken 7's tutorial or SFV's tutorial... well, you get the point:) But, if you put those "good" tutorials to the test, you'll end up with disappointing results. Actually someone on the internet (perhaps even youtube comments) pointed this out a couple of years ago and I thought about it and I agree. When you finish any of those "good" tutorials, you end up not knowing 80% of the stuff you just "learned" and did. I think those tutorials work well as reference points and as nice looking glossaries, but not as tutorials. Rather, why not structure a tutorial like an RTS campaign? Of course, it won't make you into an online multiplayer Rambo, but it will methodically and without overwhelming or straining you, embed certain things into your brain and hands. Like with starcraft or something. Mission one, take these four marines and walk around and shoot at something. Oh, cool, you met captain Raynor or whatever. So, very basic start of a tutorial, but it's not called a tutorial and right away you have some engaging story going on. Next mission, you have four marines, but now you build barracks and four more marines and one scv. Next mission, two types of zergs attack you and you get firebats. And so on and so forth. Now, of course, structurally, fighting games are different, but I don't see this as that much of a problem. Introduce ground game. Perhaps you have just heavy buttons. Play some basic footsies. When an opponent whiffs a -23948798 move, punish it with a single hit. Then, do some anti airs. But, for the love of god, make the bot go back and forth and bait you with jabs or something between jumps. Introduce possible rewards for flawless mission completion or something. Make them tangible. Perhaps it's a decent skin for a character of your choice. Perhaps there's even a leaderboard or whatever. Perhaps there's an in-game currency and our hypothetical game is f2p. So, you get that currency if you do well in the "campaign". With this type of campaign, you can easily have hours and hours of content with it being neither tedious nor overhwleming. Last mission, perhaps fight against hard AI or something. There are so many ideas, a lot of them probably bad, that could be talked about here. But, fg's seem frozen in sf2ww era arcades. Now, we are talking about netcode, about possibilities of f2p systems, about good menus, loading times and so on, industry standards. But, just as a comparison of how basic that is and how far behind fg's are in majority of those aspects... they are frame-locked. Now, I play this genre since before it existed (basically, IK+ and all that). I am well aware of the clock-tied core mechanics of the game. But, that doesn't mean anything in practice. For example, For Honor uses milliseconds. I know it's not a regular fighting game, but it's similar. I am also aware of long lasting tradition among the community to count in frames, so we immediately understand what "8 frames" means, not only in some mathematical sense, but we can immediately say that something like that is unreactable, for example. I am also aware of fg's having locked animation, or rather, tied to frames as well. But, that's necessary with sprites only. 3d models can "glide" through their animation based on time and not on frames, just like any other game. So, why wouldn't I play my sf6 on a 144hz monitor at a frame rate that's like 80-150 depending on what's happening, but doesn't matter since I have gsync/freesync? Lke with any other game. And have better input responsivity and also have smoother experience and all that jazz. Because of the holy scriptures, of course:) All jokes aside, this was just a bit of a mental exercise, because I think if we are still at a point where we have discussions about rollback and normal ranked system and menus and we have relevant fg devs like arcsys being like "man, that rollback thing seems popular" and Harada explaining to us how Tekken's rollback is 3... Something like this isn't going to become even a talking point for the next 30 years. And I can't even imagine what other genres will have in thirty years lol.
Eh, I agree they need good netcode, but they lean towards being cheaper nowadays. Look at Street Fighter 2, we had to pay per play, then buy expensive (especially with inflation) cartridge ports that had questionable accuracy, then pay per play again in the arcade update, then buy new cartridges for that same update, etc. Take inflation into account, all the budget indies, deep digital sales, and so on. Fighting games today might actually be the cheapest they've ever been. Granblue seems pretty expensive to me too, but it's still way cheaper than buying 3 versions of SF3 on Dreamcast. But yeah, they should all have good rollback netcode.
@@deadscreensky it's not the same tho. On an arcade you ended up paying more but you payed over time instead of right now. Sure there are indie titles but what I want and most ppl look out for are the SFV, GBFVS, DBFZ and so on. Sure, I'll say that fighters are cheaper overall than way back when but the upfront cost is way higher. Regardless, games in general AREN'T cheap, and a good netcode goes a long way since in these trying times going to a friends house or having a lan party isnt an option. Sorry if my english isn't up to snuff, I'm from puerto rico and my mother tongue is Spanish.
@@deadscreensky The last 2 generations have been about publishers trying to go back to the arcade model of getting players to constantly pay for stuff at every juncture. All this increased nickel & diming of players, despite that games these days have roughly the same and sometimes even less content than the PS2 era. Tekken7 has far less content than its older titles but all in all is a lot more expensive when you factor in every season pass.
My favourite Porkloaf has increased its price about 40 % without any increase in Quality or Quantity. That is just Inflation. In the same timespan Fighting Games kept their pricetag for the basegame. So it is natural they gonna acoount for Inflation in some other way. Season Passes are a good (and user friendly) way to do so. (That said I also want good netcode from them)
The fight for the community is such an important point to all this. Personally for me I’ve had a friend whose been the biggest KOF fan and as you could guess not the BIGGEST big name fighting game. He was incredibly happy to get better netcode to play with more people who enjoy it AND with new people willing to try it. Really hoping for 15 to have good netcode and to build a strong community as well.
I can tell he's subversively trying change how fighting games are developed without outright telling them, because telling a company to do something without directly threatening their bottom line will never make them do it. Thank you Sajam for being smarter then the community u care so much about
Ethernet SpecOps reporting, masters of the wire, we rappel on a cable, then quickly eliminate wifian high ranking officers via wire strangulation. It's silent, deadly and no packets get dropped.
@@third-ratedude4234 I would be insane too if my favourite game is stuck with terrible delay based netcode on the Switch where basically nobody uses a ethernet cable (you have to buy the adapter for the Dock seperately, lol). They really need to hire a team as competent as Slippy and upgrade to a next gen rollback support and with a jitter indicator to actually differentiate between connection qualitys.
@@dgas5904 it doesn't, but Fantasy Strike also doesn't have motion inputs. I assumed difficulty with motion inputs since you mentioned high input games. Thus I figured a free game that lacks them would be something you might could enjoy.
@@dgas5904 if you're interested in seeing it J.M. Crofts (who also does a lot of Dragon Ball FighterZ videos) has a bunch of video where he is playing it.
It exists, it's just that because people really disliked SNK actually giving info about kof 14 before release for some reason, now they're probably only gonna show anything about 15 when it's about a month away from release.
I get like this when I asked for mechanics like Enemy Step or Dodge Offset in other action games. Dodge Offset would objectively improve a dodge-heavy game I love, Darksiders 3, but because it's a mechanic in Bayonetta I get told it would make the game a different genre. It wouldn't though
Had to look up what Dodge Offset does, but that's so sick! That's an awesome feature. I dunno enough about Darksiders 3 to truly judge it, but I guess if (for example) it was learning more towards being a Souls-like than Devil May Cry-like; or if the game was designed around indirectly penalizing you for dodging and rewarding you for planning (because maybe the third hit onward of combos did way more damage than the first two?) then I guess they have a point--adding Dodge Offset would change the game tremendously. Maybe someone can mod Dodge Offset in and see if the mod becomes popular..? You know devs, sometimes they do look at popular mods and try to implement what makes the mods tick if it's in their design philosophy.
@@malcovich_games Darkisders 3 is a weird game lol Level design & enemy lethality is akin to Dark Souls, including the losing money/XP on death. But combat is largely group fights of multiple enemy types with varying attack speeds like God of War & every other action game. The issue is that the dodge can leaves you vulnerable for a moment after it ends (so you're not just spamming dodge). Compounding that is that most of your main weapon attacks have wind-up, or lock you in place until you finish the animation &/or get hit. Better enemy placement would also alleviate the issues, but Dodge Offset is so much fun & rewarding.
I played mk11 when it came out and i played a ton of hours on that. I eventually got bored cause the gameplay wasn't my thing but i played for so long because it was the first time i played a fighting game with good online. I just wished my favorite games had that same experience. So i agree with sajam in gonna support any have with roll back till it becomes the norm
Hopefully we get to see some non characters kicking butts , current local tournament players always play mr karate , king , flame iori , nests kyo , chin , kim and shen I'm not against having characters with options , i want to see people doing their best with "limited" movesets
Codemystic said they can make it even kof 98Um they can do rollback just need green light from snk oh and they can do kof 23 rollback need snk permission
It's a different version I think, kof '02 vs '02 UM. I think the bigger deal is the fact more devs are supporting good netcode in their retail versions. Fightcade having rollback is great of course, but it's not official support from the people making the games
I load up SF5 and get matched up with the laggiest Sakura from Italy and have an awful time win or lose. I load up Fantasy Strike get matches with like 10 to 80 ping and every match is a smooth fun time. Why is making the second one the standard so hard?
>"your game will have it" >plays GG Rev2 >They are making Strive, so they probably won't ever put rollback in Rev2 inb4 "why don't you just play strive?" Because it won't be the same thing. Strive is shaping up to be something different that I might not enjoy as much as I do Rev2.
That's fair. But I don't expect developers to always revisit older titles. I don't play Rev2 but I wouldn't be against all the older games getting it, in fact I would be happy
Rushdown Revolt is a new platform fighter with some fresh new ideas and has Rollback already, you should check it out @Sajam, it needs all the help it can get for more exposure.
The other day I played a friend in the community version of Melty for the first time. I live in bum fuck nowhere, and holy shit did it feel good to play. I waa getting my ass kicked, but the game itself never lagged once.
I mean, they could just download Killer Instinct or Brawlhalla right now for free if they have a PC and see for themselves how it's like with a good rollback implementation unlike SF5 (the usual scapegoat of delay-based defenders).
Do these people know that prediction based netcode is used in sooooo many other games? Like pretty much every FPS because it would just look jank otherwise. If someone disconnects in a shooter and they like keep doing their last input like walking forward then that is prediction based. It's just the thing that makes the most sense. It would so bad with all the modern animations n stuff if they would just freeze you inplace everytime you got packetloss.
People are mad about the trend because it’s the same people who think Wifi is the enemy that push for rollback. People who haven’t taken a networking class in their life will argue to the grave about buzzwords like ethernet and rollback. Regardless of who knows what, rollback done right is the best solution for fighting games right now. We’re in the “feels almost like offline”zone.
Because their game didn't have it. So it must be bad and dumb because they like their game. So if their game doesn't have something then it is bad by default.
I love playing kof 13 but as some people know its as horrible net code (terrible delay based net code for those who don't know) but its not a deal breaker for me because because it's a great game, its fun to do combos 'n stuff Point is don't stop playing a game you love cus its online is trash
Not sure who are you talking about,hardcore KOF players play only KOF and on Fightcade,and sure there are many great ighting games with great netcode but some are have decent gameplay but nothing compares to KOF. Now there maybe be 1 or 2 guy's pissed about thiere game's not having great online and bashing other's game but they are like too few to claim that the entire community is just like that.
how is "functioning multiplayer in a multiplayer game" such a divisive issue. holy hell. a sick engine with lit combos isn't SHIT if you wait a minute between loading screens only to play underwater with some guy on mcdonalds wifi. god's sake
People flocked to and hyped up games with rollback whether or not they liked the game because they wanted devs (particularly Japanese ones) to notice that it's a feature people want. Why is this a hard concept?
Yeah, right now I mostly play MK11, DOA6, and Smash online (while thinking of getting back into SFV and SC6). So I am definitely all for rollback. DOA is mostly alright, but has way more hiccups then MK, while Smash is, of course, Smash.
do smash players know what a LAN cable is!? jk screw DOA 6 and capcom don't care SFV don't got a region filter what makes you think it'll get roll back!? SFV is 5 years old and *insert horrid launch here* i'll leave out my opinion that it's trash but.... kinda is
@CylonDorado DOA 6 is delay-based I'm assuming? @M4TT YN SFV has rollback. Sure it's a bad rollback implementation that delay-based warriors use to bash rollback, but it does have rollback.
Scratch Hare Games Yeah, absolutely. I had two games yesterday to test if anyone was playing it on a Tuesday night, and one with yellow bars was ROUGH.
The demand for rollback is like the demand for "more content." It is something that ultimately will require more development time. Publishers need to know there will be a return on investment.
You're joking right? I feel like you havent been paying attention at all or following this subject. There's proof of that everywhere you see Rollback popping up.. Even Melee' s online casual and competetive scene is thriving off of it RN. It was like a HUGE reemergence of the game. Just look at popular Melee players content. They talk about with high regards frequently. And made videos on them.The evidence is legit everywhere rollback is popping up! Players are investing in games that are niche because they've gotten rollback. And these games have gotten huge boosts in player base. Just look into the discord for some of these games. So many newcomers. I literally JUST bought Footsies, yesterday. I JUST JUST bought KOF 2002 moment after i saw a comment under this video a few months ago i got Last Blade 2. So I repeat... The evidence is anywhere you see Rollback popping up. Also there's more/other reasons that have been confirmed. Specifically some devs feel they don't need it and their netcode works just fine as is. (CAPCOM) Maximillian Dood has talked about his direct meeting with JDevs and studios and cited their opinions on rollback as well. I would recommend you watch his videos on that. Recently we've gotten an insider look on this subject from the "Round Table" discussion that was held between a number of studio overseas. Max also has a video discussing that too. Are you just reaching for straws to be contrarian? Or have you legit just not been following this discussion/topic for the last few months?
I wish Granblue had rollback. The game can't retain it's player-base in the current environment even though it is easily one of the BEST fighting games out right now. This really does come from the poor online system and the netcode makes it an even more terrible experience.
This is all the devs fault. The devs should correctly implement online so that the lambda user can enjoy his games without spending an entire year learning about how online works, directly speaking with devs on twitter about why this and that doesnt work, etc. Games should be plug an play, and not play, rage and plug out.
"I will preach Rollback even to those I hate. As long as it is right". - Sajam Stormblessed.
Sajam is FGC prophet status right now
A Stormlight Archive fan, huh.
@@bwalyamumba-stormheart1633 I've been found MonkaW
The funny thing is rollback isn't the end all be all As we have seen already, it's an easy to fuck up method that just makes online far worse then the current method everyone uses which is basicaly normal netcode.
@@zackrose6261 yeah you're right but most rollback games have great netcode (Skullgirls, Them Fighting Herds, Killer Instinct, GG AC+R, Mortal Kombat 11). Most of the indie games use GGPO and games like Killer Instinct and Mortal Kombat 11 use their own rollback netcode. Its up to the developers and companies to make the rollback netcode work
I remember there was a guy who argued with me in a guilty gear strive video comment section cuz he said that we wouldn’t even need rollback netcode if all the people with bad internet stopped being cheap and lazy and just upgraded and claimed that bad online was purely the fault of the poor and stingy. People being wrong about something is one thing, but no, stupid people deserve to have the reality of their stupidity dunked on them.
The Bread, the Wine, and the AUDACITY OF THAT MAN
Have thousands upgrade to internet they cannot afford or have a few people take 5 extra minutes (obviously exaggerated) and $5 extra a month from a company that makes millions to make better netcode...
Dude, I live in the middle of bumfuck nowhere with the best internet package that I could get from the only company that provides services out here. My matches are still bad, even with a wired connection. Do I have to move out of my freaking house in order for me to play a damn game? Fuck that, fix the damned netcode already!
I live in Northern Canada and literally can't play games without good netcode. Good netcode doesn't make a game good, it makes a game exist. Once it exits then I can concern myself with whether it's good or not.
Doesn't matter how much I might like games like Tekken 7 or Dragonball FighterZ. They aren't fucking playable.
I respect the dedication.
As someone who also lives in Northern Canada, Jesus fucking Christ are you right. I play with my American friends online and they complain about my connection but it's not my fault most fighting games have garbage netcode. I have zero problems when playing Skullgirls over wifi but when I play DB FighterZ through Ethernet I still lag
Well said
nwt = netcode wins tournaments
As someone who lives in Southern Canada, it sucks big ween down here too. I want to enjoy SFV, but I get so salty when it moves in slow motion.
I really wish for ALL fighting games to move forward and improve. When 1 fighting game implements a great feature and does well in the market, it raises ALL other fighting games. It's NOT a zero-sum game, they can all benefit from one another.
Yeah, I get not wanting a game you like to do badly (I like a lot of games with bad net code), but I should hope those franchises improve in future titles, since I mostly play either one player content or online.
Hopefully SNK can be the ones to start things off, their comission with CodeMystics is paying off handsomely with their old arcade having rollback.
Hopefully Arcsys gets it right.
pretty much.
the next round table all them should pass their patch notes of improvements to each other when ever it is.
hope Tomoko Hiroki will be in attendance too and maybe daisuke tha god!
The virgin tribalist gamer: Have you seen how well [new game] is doing!? This threatens our supremacy, let's shit on it!
The chad game developer: Have you seen how well [new game] is doing!? It's soooo good. We should study it for our next one!
I honestly will never understand why people will fight against good features being added to their games.
People are simping for Companies that keeps shitting on them
It's a wifi gangster, man.
Because it'd be an admittance that the games that they love aren't perfect or the best thing ever, And telling people that makes them insecure that the potential new or current player base will go away and possibly might not come back in lue of games that have those requested features.
A lot of times this people fell attacked. The FGC has a bad habit to attack people because of the game they like, who never saw someone attacking someone because the fighting game they like ? "You can't like SFV, it's bad, and you're a idiot if you like this game" "So you like MVCI? You're a shill".
So this people fell attacked and adopt a defensive way to talk about the games they like, even if the games have major flaws
Ya, I can kinda understand it. I hate seeing anything negative about Under Night, but I have to admit the netcode is bad. They’re looking at GGPO, but the effects of having delay based in Quarantine are really showing.
I think the player base is more willing to admit it because our developer is actually looking at GGPO. So we get to say “well it’s only temporary”.
Speaking of tutorials, TFH just revamped some of their training mode tools, including a re-organization of all the training mode options. Don't know if it's enough to see you playing it again, but I enjoyed watching you play it.
They really improved the training mode, is just so much pleasant to practice combos and stuff now
hope ppl try them fightin herds them indie dev's are so precious.
but bet all still like "ew MLP fighting game blah blah"
i gotta cop it when ever i get 15 bucks
TFH is a fantastic example of what's possible when you have a dev team that's willing to look at other games in the genre and take ideas that already work and make them even better while also putting in effort to improve the aspects the genre struggles with. And they're always looking to make stuff even better. The old training mode was a bit unwieldy but was already very good, but the team still decided to put a ton of effort into remaking it to make it even better.
@@M4TTYN I like cute shit, I like FG, so why not a cute shit-filled FG?
I saw this tweet yesterday and it makes me so freaking confused. Some people are like "good netcode doesn't make a good game." That's not the point that ANYONE is making!
Oh, man, the punishing EX armored strawman for you whiffed argument. I love those. People use them FOR EVERYTHING AND EVERYWHERE. The "good netcode won't make a mechanically bad game into a mechanically good game" is one of my favorites. But, I think the ultimate favorite is when someone tries to argue that monetization in some game is predatory or microtransactions are expensive for what they are and then they get told 1-to get a job, 2-companies exist to make money and 3-don't like it, don't buy it. That's a triple rebuttal to the three different points, none of which has anything to do with the original argument.
@@doolioart3314 jfc that's no longer a logical somersault, that's a logical triple backflip dunk into a hoop that's not even on the field
One of my friends started calling this trend the "rollback revolution." I think that's a pretty accurate term to describe it all.
frionel26 is an insufferable KOF fanboy in general. I recall him making the most ridiculous excuses for some really wack choices made by SNK regarding their pro tours.
What's the reason
There's one of those in every community.
The issue I have with this topic is that it's ridiculous to even talk about it. Coupled with the wifi thing, which is somehow, still a discussion.
But, for wifi, at least you can give people the benefit of the doubt, perhaps they don't know the nuances of why even their 5000 bucks wifi is a constant liability, "it looks good on their end", "I have fast internet" etc. It's ignorant, it's selfish, but ok, if no one told you anything and you haven't researched it, then I get that you are just uninformed.
But, with things like rollback and features, that's a no-brainer. Now, there's a reason I emphasize this so much every time I rant about it. It's because we aren't talking about last gen features or fg's being late five years etc. We're talking about 10, 20 and even 30 years of features that fg's simply ignored because fuck you. I am not even memeing. Even now in 2020. most fighting games have menus that have number of options of an arcade cabinet (no, not dip switches included). Menu structure. Type of options. Quake 2 was among the last fps games that had delay-based netcode (yes, I know about servers and p2p, but just saying). Quake 3 came out in 99.
Try changing controls in a fighting game, see what happens. Even on a fightstick or pad. Try telling the game that you want to move on buttons and attack on d-pad. Nope. Yeah, I know no one plays like that, but that's besides the point.
Menu loading screen times.
Menu structure (how intuitive menus are, where are certain options etc)
Online structure - modes, how they're structured etc.
Ranked - oh boy. Even games with "normal" ranked are inventing the wheel with stuff that were solved DECADES ago. SFV can't figure out that you can simply treat disconnect as a loss for that player and a win for the other guy - on top of that, it also can't figure out that something like elo, placements etc. works BETTER with 1v1 games than with team-based games, yet even team-based games have that. So, Daigo on a new account, instead of playing ten matches and ending up in ultra diamond or something, has to play a billion matches in order to climb from rookie lol.
Here's a very mundane thing, not important, but a very good illustration of the entire thing: in sfv, in sound settings, you have ten steps for volume. Why not 100? 10 is manageable, yes, but if you're keeping your general volume of things around 30%, then the difference between one step is huge.
Tutorials.
Carrots, hamster wheels etc. - it doesn't matter what I or anyone else thinks about those, they offer incentives for majority of players of all genres and they do well what they're supposed to do.
Because of the arcades in japan and the locals in the us, it seems that a lot of players simply accepted features from 90's arcades in 2010+ games. That might sound like a logical outcome, but that's an incredibly bad approach. They are video games first and foremost. They are being released on multiple platforms. There are industry standards that are there because they can be and they're good and doable (especially those standards from like 20 years ago). Don't draw your uniqueness from your ability to be stockholm syndrome'd like there's no tomorrow. That's my biggest gripe with people such as that guy whose tweet you showed there. You can explain his feelings, his position or his annoyance and be a good guy with empathy and constructive insight, but - but - we aren't talking about people complaining how cars don't have 4k displays on back seats. We are talking about cars not having seatbelts, air conditioning, central lock, rearview mirrors, speedometer and sometimes even wheels. I can't justify someone being annoyed by people complaining about how cars on the market don't have wheels and can't be driven (but you can call your friends for some offline sitting in the car in your backyard) regardless of what their story is.
preach. I can only assume that anyone complaining about people asking for rollback is either just trolling or extremely low intelligence. There's no good argument for games not having it.
Not only that, games like cod or gran turismo, which are meant to be played online/at lan parties JUST LIKE ANY FG at least still have a sliver of a campaign with, like you said, a tutorial and progression, to ease you into the game
Fighting games instead are chained to using the same tired mechanics because any variation gets the "it's not a fighting game" treatment like smash and shit
Well said! Heres another one: good AI. Holy hell you would thing i just said something evil with the way fighting game players and devs sound when people mention this. But good AI isnt even that difficult. Skullgirls has good AI on nightmare mode it blocks and does combos and moves around and doesnt super you instantly when you press jab. When i made top 32 at evo for skullgirls in 2013 i litrrally had 2 guys i played against that were cross country (we all live in australia) but i played the skullgirls AI more than anything else. It let me practice combos and mixups and spacing and timing. You CANT do that versus pretty much any other fighting game AI, they are useless. Good AI is something that is more than 20 years late. Its simply unacceptable yo have AI as trash as basically every modern fighter.
@@dimex3362 The difference between Killer Instinct AI and Netherrealm AI. God damn I fucking hate Netherrealm AI
@@riccardo1796 Oh, yes. While I am not a big fan of campaigns in fighting games personally, I agree. Now, I usually give low priority to campaigns in fighting games because a lot of other multiplayer-oriented genres simply don't have them and are doing more than fine (mobas, fps etc - cod traditionally has it, but most mp games don't). So, I see campaigns in fighting games like in those cartoons when a hungry guy sees woody woodpecker as roasted meat:) For example, every time I look at SFV's campaign, I see it as "four characters, three stages and a netcode overhaul".
With that said, though, I often think about tutorials and tools to ease up players and from that point of view, campaigns would be the best. BUT - this is where I kinda get specific, since I think that's achievable only if you mask tutorial into an engaging campaign. Which, off the top of my head, only RTS games did successfully. I have a stance that all fighting games have bad tutorials. I know people praise revelator's tutorial or skullgirls etc. But, I disagree. Sure, if you compare SG's tutorial with Tekken 7's tutorial or SFV's tutorial... well, you get the point:)
But, if you put those "good" tutorials to the test, you'll end up with disappointing results. Actually someone on the internet (perhaps even youtube comments) pointed this out a couple of years ago and I thought about it and I agree. When you finish any of those "good" tutorials, you end up not knowing 80% of the stuff you just "learned" and did. I think those tutorials work well as reference points and as nice looking glossaries, but not as tutorials.
Rather, why not structure a tutorial like an RTS campaign? Of course, it won't make you into an online multiplayer Rambo, but it will methodically and without overwhelming or straining you, embed certain things into your brain and hands. Like with starcraft or something. Mission one, take these four marines and walk around and shoot at something. Oh, cool, you met captain Raynor or whatever. So, very basic start of a tutorial, but it's not called a tutorial and right away you have some engaging story going on. Next mission, you have four marines, but now you build barracks and four more marines and one scv. Next mission, two types of zergs attack you and you get firebats. And so on and so forth.
Now, of course, structurally, fighting games are different, but I don't see this as that much of a problem. Introduce ground game. Perhaps you have just heavy buttons. Play some basic footsies. When an opponent whiffs a -23948798 move, punish it with a single hit. Then, do some anti airs. But, for the love of god, make the bot go back and forth and bait you with jabs or something between jumps. Introduce possible rewards for flawless mission completion or something. Make them tangible. Perhaps it's a decent skin for a character of your choice. Perhaps there's even a leaderboard or whatever. Perhaps there's an in-game currency and our hypothetical game is f2p. So, you get that currency if you do well in the "campaign".
With this type of campaign, you can easily have hours and hours of content with it being neither tedious nor overhwleming.
Last mission, perhaps fight against hard AI or something.
There are so many ideas, a lot of them probably bad, that could be talked about here. But, fg's seem frozen in sf2ww era arcades.
Now, we are talking about netcode, about possibilities of f2p systems, about good menus, loading times and so on, industry standards. But, just as a comparison of how basic that is and how far behind fg's are in majority of those aspects... they are frame-locked. Now, I play this genre since before it existed (basically, IK+ and all that). I am well aware of the clock-tied core mechanics of the game. But, that doesn't mean anything in practice. For example, For Honor uses milliseconds. I know it's not a regular fighting game, but it's similar. I am also aware of long lasting tradition among the community to count in frames, so we immediately understand what "8 frames" means, not only in some mathematical sense, but we can immediately say that something like that is unreactable, for example.
I am also aware of fg's having locked animation, or rather, tied to frames as well. But, that's necessary with sprites only. 3d models can "glide" through their animation based on time and not on frames, just like any other game.
So, why wouldn't I play my sf6 on a 144hz monitor at a frame rate that's like 80-150 depending on what's happening, but doesn't matter since I have gsync/freesync? Lke with any other game. And have better input responsivity and also have smoother experience and all that jazz. Because of the holy scriptures, of course:) All jokes aside, this was just a bit of a mental exercise, because I think if we are still at a point where we have discussions about rollback and normal ranked system and menus and we have relevant fg devs like arcsys being like "man, that rollback thing seems popular" and Harada explaining to us how Tekken's rollback is 3... Something like this isn't going to become even a talking point for the next 30 years. And I can't even imagine what other genres will have in thirty years lol.
"Our heaven and our hell, this is Rollbackia"
Welcome brother, I'm from the neighbouring country myself, rollbackistan.
Fighting games are more expensive than ever. 60 bones for a new game, 20 more per season for bonus characters. They need to have good netcode.
Eh, I agree they need good netcode, but they lean towards being cheaper nowadays. Look at Street Fighter 2, we had to pay per play, then buy expensive (especially with inflation) cartridge ports that had questionable accuracy, then pay per play again in the arcade update, then buy new cartridges for that same update, etc.
Take inflation into account, all the budget indies, deep digital sales, and so on. Fighting games today might actually be the cheapest they've ever been. Granblue seems pretty expensive to me too, but it's still way cheaper than buying 3 versions of SF3 on Dreamcast.
But yeah, they should all have good rollback netcode.
@@deadscreensky it's not the same tho. On an arcade you ended up paying more but you payed over time instead of right now. Sure there are indie titles but what I want and most ppl look out for are the SFV, GBFVS, DBFZ and so on. Sure, I'll say that fighters are cheaper overall than way back when but the upfront cost is way higher. Regardless, games in general AREN'T cheap, and a good netcode goes a long way since in these trying times going to a friends house or having a lan party isnt an option. Sorry if my english isn't up to snuff, I'm from puerto rico and my mother tongue is Spanish.
@@deadscreensky The last 2 generations have been about publishers trying to go back to the arcade model of getting players to constantly pay for stuff at every juncture.
All this increased nickel & diming of players, despite that games these days have roughly the same and sometimes even less content than the PS2 era.
Tekken7 has far less content than its older titles but all in all is a lot more expensive when you factor in every season pass.
My favourite Porkloaf has increased its price about 40 % without any increase in Quality or Quantity. That is just Inflation.
In the same timespan Fighting Games kept their pricetag for the basegame. So it is natural they gonna acoount for Inflation in some other way. Season Passes are a good (and user friendly) way to do so. (That said I also want good netcode from them)
The fight for the community is such an important point to all this. Personally for me I’ve had a friend whose been the biggest KOF fan and as you could guess not the BIGGEST big name fighting game. He was incredibly happy to get better netcode to play with more people who enjoy it AND with new people willing to try it. Really hoping for 15 to have good netcode and to build a strong community as well.
I can tell he's subversively trying change how fighting games are developed without outright telling them, because telling a company to do something without directly threatening their bottom line will never make them do it. Thank you Sajam for being smarter then the community u care so much about
Rushdown Revolt has rollback. People please check out the game. From a fan of all fighting games
Oh damn I thought Icons was dead in the water, this is neat, thanks for the heads up
"This guy can shit-talk Sajam all he wants, but when Sajam points out his bullshit, that's bullying."
Yeah, totally checks out.
Rollbackia army reporting for duty. Who do we gotta bludgeon with a modem?
Smash Ultimate fans. Be careful comrade, they're extremely aggresive when you mention netcode
@@third-ratedude4234 nevermind cables. they die of anaphylactic shock when you merely mention "ethernet", so no need for bludgeoning.
Ethernet SpecOps reporting, masters of the wire, we rappel on a cable, then quickly eliminate wifian high ranking officers via wire strangulation. It's silent, deadly and no packets get dropped.
@@third-ratedude4234 I would be insane too if my favourite game is stuck with terrible delay based netcode on the Switch where basically nobody uses a ethernet cable (you have to buy the adapter for the Dock seperately, lol).
They really need to hire a team as competent as Slippy and upgrade to a next gen rollback support and with a jitter indicator to actually differentiate between connection qualitys.
@@third-ratedude4234 ah.. what!? that Smash ult player brain man... smh sakurai ain't hit them hard enough with a up tilt i guess 😂😂
I don't even play fighting games but I follow the rollback cause
You deserve a cookie. Please eat one today.
@@dgas5904 you should really check out Fantasy Strike, it's free.
@@dgas5904 it doesn't, but Fantasy Strike also doesn't have motion inputs. I assumed difficulty with motion inputs since you mentioned high input games. Thus I figured a free game that lacks them would be something you might could enjoy.
@@dgas5904 if you're interested in seeing it J.M. Crofts (who also does a lot of Dragon Ball FighterZ videos) has a bunch of video where he is playing it.
Living for the day Kyanta finishes implementing rollback so Sajam is forced to finally experience the best fighting game on offer
Once change has started, it can’t be stopped, even by Wi-Fi Warriors
"Hopefully your next game has better netcode." I only have tears. When will BBCF get a sequel? Who knows.
If strive's rollback turns out great then there's hope.
You having a good time in CF right now? Cuz I'm having a good time in CF right now?
@@zrust451 I'm having a great time. I just got done playing a ton of offline sets over the weekend.
Lol sajam said the next kof game like it actually exist.
It's exist just snk will show it when they ready remember kof 14 yeah snk doesn't want their first impression suck ass
It does. KOF15 been announced. I'm assuming you didn't know so I won't dunk on you.
It exists, it's just that because people really disliked SNK actually giving info about kof 14 before release for some reason, now they're probably only gonna show anything about 15 when it's about a month away from release.
@@voltekka47 agree now when snk doesn't show shit they mad wtf man
I get like this when I asked for mechanics like Enemy Step or Dodge Offset in other action games. Dodge Offset would objectively improve a dodge-heavy game I love, Darksiders 3, but because it's a mechanic in Bayonetta I get told it would make the game a different genre. It wouldn't though
Had to look up what Dodge Offset does, but that's so sick! That's an awesome feature.
I dunno enough about Darksiders 3 to truly judge it, but I guess if (for example) it was learning more towards being a Souls-like than Devil May Cry-like; or if the game was designed around indirectly penalizing you for dodging and rewarding you for planning (because maybe the third hit onward of combos did way more damage than the first two?) then I guess they have a point--adding Dodge Offset would change the game tremendously.
Maybe someone can mod Dodge Offset in and see if the mod becomes popular..? You know devs, sometimes they do look at popular mods and try to implement what makes the mods tick if it's in their design philosophy.
@@malcovich_games Darkisders 3 is a weird game lol Level design & enemy lethality is akin to Dark Souls, including the losing money/XP on death. But combat is largely group fights of multiple enemy types with varying attack speeds like God of War & every other action game. The issue is that the dodge can leaves you vulnerable for a moment after it ends (so you're not just spamming dodge). Compounding that is that most of your main weapon attacks have wind-up, or lock you in place until you finish the animation &/or get hit. Better enemy placement would also alleviate the issues, but Dodge Offset is so much fun & rewarding.
Fightcade 2 hsa been an amazing experience for me, just recently got into alpha 2 and even though I suck, I don't mind learning it via online play.
Moste with the Danny Brown thumbnail? *Chef kiss*
I'm a rollback radical
will not support (new) games that don't have it
Sajam's self-restraint is S-tier. I'd be dunking on all those shills
I like that one scene in Kill Bill, Sajam vs 88 front pagers.
I played mk11 when it came out and i played a ton of hours on that. I eventually got bored cause the gameplay wasn't my thing but i played for so long because it was the first time i played a fighting game with good online. I just wished my favorite games had that same experience. So i agree with sajam in gonna support any have with roll back till it becomes the norm
Getting closer and closer to XIII getting the Code Mystics touch... maybe
Hopefully we get to see some non characters kicking butts , current local tournament players always play mr karate , king , flame iori , nests kyo , chin , kim and shen
I'm not against having characters with options , i want to see people doing their best with "limited" movesets
Codemystic said they can make it even kof 98Um they can do rollback just need green light from snk oh and they can do kof 23 rollback need snk permission
But what if we never get a new game at all? Do we just deal with the bad netcode or let the game die?
6:29 Sajam channeling his inner Canadian. Fuck yeah, bud.
Even Playstation all stars had Rollback Netcode, there is no good excuse for not having it.
Keep fighting the good fight. We must preach about rollback until it becomes the norm
Kof 2002 is $5 on Fanatical btw
Good looking out. I'm about to log in rn.
Sajam listens to Danny Brown? I recognize that graphic from a music vid of his
so i dont play kof but y is roll back in this game a big deal? is it not on fightcade which has great rollback already?
It's a different version I think, kof '02 vs '02 UM. I think the bigger deal is the fact more devs are supporting good netcode in their retail versions. Fightcade having rollback is great of course, but it's not official support from the people making the games
"even if it's a game I don't play"
It's funny how the people making the most noise about rollback are not playing a lot of games with rollback. lol
I load up SF5 and get matched up with the laggiest Sakura from Italy and have an awful time win or lose.
I load up Fantasy Strike get matches with like 10 to 80 ping and every match is a smooth fun time.
Why is making the second one the standard so hard?
Capcom. That's the difference.
I just want to point out that even Lethal League Blaze has rollback
A very good thing to point out.
It has to that game is so quick lol.
Boy I hope my car has brakes like all those other successful vehicles.
Yet people dont want that
I don't know the logistics behind why rollback is so good but as long as it goes brrr I'm in.
Them This You tweets hit like a slug every time
you're so kappa babyrage i hope you're not jebaited
Rollback deniers always cracks me up
>"your game will have it"
>plays GG Rev2
>They are making Strive, so they probably won't ever put rollback in Rev2
inb4 "why don't you just play strive?"
Because it won't be the same thing. Strive is shaping up to be something different that I might not enjoy as much as I do Rev2.
That's fair. But I don't expect developers to always revisit older titles. I don't play Rev2 but I wouldn't be against all the older games getting it, in fact I would be happy
Now we need to crusade for Steam and Consoles cross play for Fighting Games in every game, LET'S GO!
Rollbackia’s flag flies a little higher today. Preaching FG equality until the cows come home.
Rushdown Revolt is a new platform fighter with some fresh new ideas and has Rollback already, you should check it out @Sajam, it needs all the help it can get for more exposure.
well then smash on PC huh!? lol jk
looks dope
@@M4TTYN basically, except the online actually works 🙃.
Looks like platform fighters are becoming a real sub-genre
I wish anime fighters had rollback... 😭🥺
Go try out Melty Blood!
@@malcovich_games im a console peasant. It's only on PC right?
@@HefeP Yep, rollback mod for Melty is only on PC. :(
@@HefeP melty blood runs on anything though. there's no excuse, go play some melty.
"A rising tide lifts ALL boats"
Code Mystic is the best company that re-release old games
You mentioned Brawlhalla which is tight.
KI can also be tried for free on windows 10.
I wish granblue had rollback :(
If any single person can kill a game it's still the game's fault for not being strong enough in design or community to withstand that one person.
The other day I played a friend in the community version of Melty for the first time. I live in bum fuck nowhere, and holy shit did it feel good to play. I waa getting my ass kicked, but the game itself never lagged once.
I argue with ppl who defend delay netcode often it’s ridiculous
I mean, they could just download Killer Instinct or Brawlhalla right now for free if they have a PC and see for themselves how it's like with a good rollback implementation unlike SF5 (the usual scapegoat of delay-based defenders).
One day I hope I can play bbcf with good online
Do these people know that prediction based netcode is used in sooooo many other games? Like pretty much every FPS because it would just look jank otherwise. If someone disconnects in a shooter and they like keep doing their last input like walking forward then that is prediction based. It's just the thing that makes the most sense. It would so bad with all the modern animations n stuff if they would just freeze you inplace everytime you got packetloss.
Or even worse, when the game has busted rollback netcode.
Punch Planet is $20 right now. Often $15 on sale. Just saying...
Can't believe this issue is an issue. How do people not want good online in there favorite games.
Fuckin'-a right, bud
Sajam, his arms wide.
What's this "fight k" Sajam mentions at 6:24 ?
Look for Fightcade
"This you?" Has to be the greatest online diss though of
People are mad about the trend because it’s the same people who think Wifi is the enemy that push for rollback. People who haven’t taken a networking class in their life will argue to the grave about buzzwords like ethernet and rollback.
Regardless of who knows what, rollback done right is the best solution for fighting games right now. We’re in the “feels almost like offline”zone.
7:28 Can relate to this so fucking much.
Commander Rollback back in action lmao 🤣 🤣
I love Sajam's attitude of "This guy's an idiot, let's just agree with him to make him shut up"
how people on the internet don't understand that people can change their minds?
Wait a min, lol, your reply with that picture with your tongue out had 420 likes.
stoner Sajam smh
you should make a video on people using parsec as a solution to avoid crappy netcode to play fg like marvel and dbfz
how on earth some where against roll back!? bruh
sajam full on exposed that man! 😂
Because their game didn't have it. So it must be bad and dumb because they like their game. So if their game doesn't have something then it is bad by default.
I love playing kof 13 but as some people know its as horrible net code (terrible delay based net code for those who don't know) but its not a deal breaker for me because because it's a great game, its fun to do combos 'n stuff
Point is don't stop playing a game you love cus its online is trash
i honestly wanna learn kofxiii just to learn the combos and level up my execution. its a game id gladly only stay in training mode for.
@@madthrasher88 I love doing NEST kyo combos, they just feel so good to pull off
Rollback doesnt make a game good. But at least I can play them
The more games get rollback the better chance for Uniel or Granblue to get it eventually too.
Rollback ftw.
Just play melty with and without rollback and you'll be so happy theres a rollback version lol.
sonuvabitch mentioned every arcsys and anime game he loves , and didn't mention guilty gear ..... off with his head
Watching the stream then watching the upload is weird.
Not sure who are you talking about,hardcore KOF players play only KOF and on Fightcade,and sure there are many great ighting games with great netcode but some are have decent gameplay but nothing compares to KOF.
Now there maybe be 1 or 2 guy's pissed about thiere game's not having great online and bashing other's game but they are like too few to claim that the entire community is just like that.
pls bully
We need rollback in uniclr
Man....... Smash Ultimate would be god tier if it had a legitimate rollback
I watched this live! Cool!
how is "functioning multiplayer in a multiplayer game" such a divisive issue. holy hell. a sick engine with lit combos isn't SHIT if you wait a minute between loading screens only to play underwater with some guy on mcdonalds wifi. god's sake
People flocked to and hyped up games with rollback whether or not they liked the game because they wanted devs (particularly Japanese ones) to notice that it's a feature people want. Why is this a hard concept?
Rollback is a meme.
6:30 bh has actual terrible netcode tho
Ain't it funny how it happen?
Imagine wanting your game to be worse because you think playing a game that feels shitty makes you cool.
Melee is 'free' too.
Yeah, right now I mostly play MK11, DOA6, and Smash online (while thinking of getting back into SFV and SC6). So I am definitely all for rollback. DOA is mostly alright, but has way more hiccups then MK, while Smash is, of course, Smash.
do smash players know what a LAN cable is!? jk
screw DOA 6 and capcom don't care SFV don't got a region filter what makes you think it'll get roll back!? SFV is 5 years old and *insert horrid launch here* i'll leave out my opinion that it's trash but.... kinda is
@CylonDorado DOA 6 is delay-based I'm assuming?
@M4TT YN SFV has rollback. Sure it's a bad rollback implementation that delay-based warriors use to bash rollback, but it does have rollback.
Scratch Hare Games Yeah, absolutely. I had two games yesterday to test if anyone was playing it on a Tuesday night, and one with yellow bars was ROUGH.
The demand for rollback is like the demand for "more content." It is something that ultimately will require more development time. Publishers need to know there will be a return on investment.
You're joking right? I feel like you havent been paying attention at all or following this subject.
There's proof of that everywhere you see Rollback popping up.. Even Melee' s online casual and competetive scene is thriving off of it RN. It was like a HUGE reemergence of the game. Just look at popular Melee players content. They talk about with high regards frequently. And made videos on them.The evidence is legit everywhere rollback is popping up!
Players are investing in games that are niche because they've gotten rollback. And these games have gotten huge boosts in player base. Just look into the discord for some of these games. So many newcomers.
I literally JUST bought Footsies, yesterday. I JUST JUST bought KOF 2002 moment after i saw a comment under this video a few months ago i got Last Blade 2. So I repeat... The evidence is anywhere you see Rollback popping up.
Also there's more/other reasons that have been confirmed. Specifically some devs feel they don't need it and their netcode works just fine as is. (CAPCOM) Maximillian Dood has talked about his direct meeting with JDevs and studios and cited their opinions on rollback as well. I would recommend you watch his videos on that.
Recently we've gotten an insider look on this subject from the "Round Table" discussion that was held between a number of studio overseas. Max also has a video discussing that too.
Are you just reaching for straws to be contrarian? Or have you legit just not been following this discussion/topic for the last few months?
Who could imagine female bots like fighting games?
Rollbakia being toxic after smash melee joined? hmm kinda sus
smash community is ejected.
I don't know about anyone else, but the people I meet that urge you to take the moral high ground will NEVER take that path if they're involved.
I wish Granblue had rollback. The game can't retain it's player-base in the current environment even though it is easily one of the BEST fighting games out right now. This really does come from the poor online system and the netcode makes it an even more terrible experience.
Kof players have been playing on ggpo and fightcade for ages lmao
This is all the devs fault.
The devs should correctly implement online so that the lambda user can enjoy his games without spending an entire year learning about how online works, directly speaking with devs on twitter about why this and that doesnt work, etc.
Games should be plug an play, and not play, rage and plug out.