bishoptl said:An update to the existing Tekken 5?
edit: **** YES SON
Sho Nuff said:TEKKEN ONLINE OMG
But teh intarnets am too slows for teh actions of TEKAN amirite
FormulaOne said:Who cares. So what if frames are dropped or a boot to the head drops you before you even saw it coming. Online play for fighting games is what it is and I accept it.
Sho Nuff said:No, NO!!! Lag absolutely DESTROYS the fragile balance of the game. I would rather not have any form of online play for anybody instead of something that was the slightest bit imperfect.
Are you some kind of loser who doesn't have high-tier friends he can play with? Why don't you come over to my apartment in the boonies outside of Tokyo and we can play each other for hours and eat Pop tarts?
(btw this is sarcasm)
Sho Nuff said:No, NO!!! Lag absolutely DESTROYS the fragile balance of the game. I would rather not have any form of online play for anybody instead of something that was the slightest bit imperfect.
Are you some kind of loser who doesn't have high-tier friends he can play with? Why don't you come over to my apartment in the boonies outside of Tokyo and we can play each other for hours and eat Pop tarts?
(btw this is sarcasm)
Sho Nuff said:No, NO!!! Lag absolutely DESTROYS the fragile balance of the game. I would rather not have any form of online play for anybody instead of something that was the slightest bit imperfect.
Are you some kind of loser who doesn't have high-tier friends he can play with? Why don't you come over to my apartment in the boonies outside of Tokyo and we can play each other for hours and eat Pop tarts?
(btw this is sarcasm)
Sho Nuff said:No, NO!!! Lag absolutely DESTROYS the fragile balance of the game. I would rather not have any form of online play for anybody instead of something that was the slightest bit imperfect.
Are you some kind of loser who doesn't have high-tier friends he can play with? Why don't you come over to my apartment in the boonies outside of Tokyo and we can play each other for hours and eat Pop tarts?
(btw this is sarcasm)
dfyb said:like any online fighter, it will feel different and require totally different timing -- it'll be a different game. do yourself a favor and find your local scene and play in person, like people do with every other fighter.
the pressure people put on developers to impliment online is worrysome. anyone who practices extensively online is going to be tuned to a different game -- effectively setting them up for dissapointment when they fight locally. serious players, for hte most part, will ignore online -- more casual players, for the most part, will focus on online multiplayer. their discussions will be incompatible.
if you just play casually, have a ball.
edit: not trying to spoil the thread. i guess i'm just saying that you guys shouldn't be shy about trying to find local competition if you're serious about a fighting game.
i live in texas and the dallas fort worth area has a great fighting community. most big cities will probably have similar results and california is great. all i'm saying is that you should at least try to see if there's anything around where you are. $10 says most of you havn't even bothered looking via the big forums for certain games.Sho Nuff said:Are you some kind of loser who doesn't have high-tier friends he can play with? Why don't you come over to my apartment in the boonies outside of Tokyo and we can play each other for hours and eat Pop tarts?
no, FPS have a lot more flexibility. you say it's the netcode's problem and not the genre, yet ignore how there's not any really great fighter netcode for any game. hmmm.. interesting coincidence?bigswords said:I still don't understand why fighting gamers have this oh noes it's on the internet it will lag and it's a totally different game. Doesn't online FPS require the same amount of precision where milliseconds would mean the difference between life and death. If it's any fault of fighting games, it's the network code that the devs write not the genre.
Yes I do understand hardcore players will require every single darn frame to do their combos and moves flawless but wtf seriously. To me it's a great thing that Tekkan goes online.
dfyb said:no, FPS have a lot more flexibility. you say it's the netcode's problem and not the genre, yet ignore how there's not any really great fighter netcode for any game. hmmm.. interesting coincidence?
fighting gamers have this 'oh noes' because fighting games don't work well online using today's typical broadband connection in america. pretty much every fighting gamer has at one point been very optimistic about fighting online, because the lack of competition is ever-present. and then we play online and notice it's not the same game at all.
dfyb said:stuff
with only 2 people connecting, i don't really think dedicated servers would offer a significant advantage -- we just need faster internet. dedicated servers would just put one more destination for packets in between players (p1 has to send data to server, then server has to send it to p2).bigswords said:Name one fighting game that uses DEDICATED SERVERS to play (not just matchmaking), DOA and the rest are using peer to peer. If it's regional I think it will be playable, overseas yes I agree the lag will quite unbearable (depends on location).
I did not ignore any great fighter netcode because honestly the only ones I played are on the xbox 360 and the lag was insane.
dfyb said:with only 2 people connecting, i don't really think dedicated servers would offer a significant advantage -- we just need faster internet. dedicated servers would just put one more destination for packets in between players (p1 has to send data to server, then server has to send it to p2).
dfyb said:with only 2 people connecting, i don't really think dedicated servers would offer a significant advantage -- we just need faster internet. dedicated servers would just put one more destination for packets in between players (p1 has to send data to server, then server has to send it to p2).
yeah you get rid of host advantage, but that's it. you end up with a more balanced (depending on your ISPs), but even more laggy game in return. yay? eh... dedicated servers would be a big hassle for not so much improvement.Hatorade said:A DS server gets rid of the advantage the person hosting on a listen server would have. This game would be a *****fest of massive proportions if the code was predicated on a p2p environment one user having basically a lagless experience while the other has to put up with crappy routing and low upload because his ISP was cheap.
bigswords said:Another way I can see them reduce lag is to force players to play within their own region / ping requirements. Faster internet won't do much it's not the bandwidth that is the factor in these games, it's the latency. Games with good predictive netcode can sort of balance latency to a certain point.
dfyb said:fios = faster speeds = less latency
Tekken 5: DR (PS3) GOES ONLINE!
bigswords said:I still don't understand why fighting gamers have this oh noes it's on the internet it will lag and it's a totally different game. Doesn't online FPS require the same amount of precision where milliseconds would mean the difference between life and death. If it's any fault of fighting games, it's the network code that the devs write not the genre.
Yes I do understand hardcore players will require every single darn frame to do their combos and moves flawless but wtf seriously. To me it's a great thing that Tekkan goes online.
dude.. satellite is high latency, fios is not.bigswords said:faster/higher speed != lower latency.
No it does not, an example will be satellite broadband which has 10 Mbps of data transfer rate but the latency is terrible compared to a 1Mbps ADSL connection.
dfyb said:yeah you get rid of host advantage, but that's it. you end up with a more balanced (depending on your ISPs), but even more laggy game in return. yay? eh... dedicated servers would be a big hassle for not so much improvement.
fios = faster speeds = less latency
USD said:Oh come on people, be a little more optimistic. It's not like this is meant to replace standard competitive play, or as if they're gimping the offline modes. What better way to test out online play then with a game you can't totally f*** up because you already made it. Even if this ends up an absolute failure, this is a good thing.
MarkMan said:http://sdtekken.com/2007/06/12/tekken-5-dark-resurrection-online/
WOOOOOOOOO x 1000
OMG x 1000
(I'll be destroying you all online).
Mirimar said:You know how GAF is. This is standard fare up until they actually have something concrete to complain about (IE when this update actually hits).
doing a dedicated server just for 2 people to play a couple minutes is a hassle. if done right, p2p can work just fine.Hatorade said:A host shouldn't have an advantage of response over another user it's a simple point. Especially for a game that's 1v1 based with frames being a huge element of ones performance. I'm gonna love seeing how this turns out can't wait to go online and see how much cheese can be done with Jin or Steve simply because of ones latency let alone lag. Doing a DS server isn't a hassle problem is the console manfuacters and developers are flat out f'n dumb on it's implementation of them.
dfyb said:doing a dedicated server just for 2 people to play a couple minutes is a hassle. if done right, p2p can work just fine.
p1 attacks and hitbox activates at certain coordinate at certain time, sends this data to p2. p2's game checks if he was where the hitbox was at that time, sends resutls back to p1. p1 recieves results and displays hit or miss. and vice versa. it's laggy on both ends and you use interpolation to help make it smoother looking and look more accurate.
p2p is perfectly fine for a fighting game. you don't have to do host/client where the host tells the client if he hit p2 or not based soley on p2's location for p1 locally. i'll bet most fighting games are already pretty smart about it. i don't know why you guys insist that they're just doing it wrong, as if you have some easy, perfect solution that they just havn't though of yet :lol.
Steroyd said:Plus fighting games are at 60FPS, that must be a bitch to create netcode for.
interpolation does little more than keep movement smooth -- just like in FPS games. you can't predict FPS movement any more than fighters -- fighters just have a lot more going on so it amplifies the problem. if you had no interpolation, the characters would constantly be teleporting around and it would look very choppy because it would only update their location when you recieved that packet.Hatorade said:I'm not dev so it's not my duty to provide the solution only to tell them the current one sucks. The problem has nothing to do with technical power rather the realities of life. More so you can't use a prediction system for fighter since you can't automatically assume one's movement it's not an fps so I don't see why brung it up. Do the math think your isp general latency speed can keep with a few frames of movement that you can't predict because it's a fighter. Online gaming is fun but in this genre and others like I've learned more often that not most suck in the area of registry and decent lan like experience. If only the us has better uploads and constency in pings before broadband took and everything markets became oversold.
dfyb said:interpolation does little more than keep movement smooth -- just like in FPS games. you can't predict FPS movement any more than fighters -- fighters just have a lot more going on so it amplifies the problem. if you had no interpolation, the characters would constantly be teleporting around and it would look very choppy because it would only update their location when you recieved that packet.