Author Topic: KOF XIII 6th General Thread: Console Released edition  (Read 323901 times)

LouisCipher

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1395 on: February 19, 2012, 03:20:10 AM »
I honestly think the online is 'okay' or even 'pretty good'. I would compare it to 3rd Strike on GGPO, you can learn matchups and do alright, but you notice weird shit and it's hard to punish or even block certain things.

By comparison I would say that 3rd Strike Online Edition is absolute dog shit and even worse than 3rd Strike on 2DF.

There's just not a lot of people online and too many people on wireless.

Got zero good matches today and Eltro and KimKaphan haven't been on in days.
Team: Billy, Clark, Hwa.

desmond_kof

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1396 on: February 19, 2012, 03:29:39 AM »
Zero?
"Do not place so much importance on winning. The fight itself has value."

LouisCipher

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1397 on: February 19, 2012, 03:34:03 AM »
Kinda' yeah. No offense meant.
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Mr Bakaboy

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1398 on: February 19, 2012, 04:15:22 AM »
I honestly think the online is 'okay' or even 'pretty good'. I would compare it to 3rd Strike on GGPO, you can learn matchups and do alright, but you notice weird shit and it's hard to punish or even block certain things.

By comparison I would say that 3rd Strike Online Edition is absolute dog shit and even worse than 3rd Strike on 2DF.

There's just not a lot of people online and too many people on wireless.

Got zero good matches today and Eltro and KimKaphan haven't been on in days.

Personally I prefer 3SOE. I can understand why you like the new patch, it did stabilize the connection for the most part. However personally speaking, just my opinion of the game, it ruined the fun for me by switching to rollbacks and the variable lag that I can't get a feel for no matter how hard I try. KOF XIII.is just too lag sensitive to play to that style of netcode for me. Problem also is I know a lot of players that agree with me as well. I personally try to push the stability for them but they run into the same problems I do.
Say it with me now: "Variable input lag BAAAAAAD!!!"

LouisCipher

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1399 on: February 19, 2012, 04:18:38 AM »
I never experienced a rollback. I've experienced bad connections but again I will maintain that it's pretty playable. Only sucks when they have you pinned and you do a move on wakeup that has priority but it doesn't come out or they hop in and can't block it online.
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Mr Bakaboy

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1400 on: February 19, 2012, 08:46:41 AM »
I'm confused. Isn't rollback lag they tack on at the start of the match? So, if you are getting hit during wakeups cause of online isn't that the input lag we're talking about here? I know it's kinda comical that Alex is suddenly head stomping everyone on wakeups in Sf3rd StrikeOE. The rollback I feel is 1/10 of a second. It isn't a ton but I have yet to feel a match with no input lag. 4 bars or not.

To me it's a polarizing netcode. Some people will be happy with it. Some people won't.
Say it with me now: "Variable input lag BAAAAAAD!!!"

desmond_kof

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1401 on: February 19, 2012, 09:03:29 AM »
Rollback is when the game literally rolls back (like a rewind) to a point in time where the players were both last synced up together. KOFXIII doesn't have rollback, its all input delay.
"Do not place so much importance on winning. The fight itself has value."

Mr Bakaboy

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1402 on: February 19, 2012, 01:12:21 PM »
Thanks. I was misinformed. Good to have it clarified
Say it with me now: "Variable input lag BAAAAAAD!!!"

LouisCipher

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1403 on: February 20, 2012, 05:40:11 AM »
Why oh why is it so hard to block crossups and short hops online?

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Mr Bakaboy

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1404 on: February 20, 2012, 08:31:49 AM »
Cause the input delay kills the quick reaction time you need to pull it off and sure frame drops might contribute to it.
Say it with me now: "Variable input lag BAAAAAAD!!!"

zeech

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1405 on: February 20, 2012, 08:37:08 AM »
I don't think KOF13 drops frames.  Dropping frames results in the game speeding up (or maintaining speed whilst framerate is low), but KOF13 only ever slows down.
Maybe you mean dropped inputs?

Mr Bakaboy

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1406 on: February 20, 2012, 10:05:20 AM »
You might be right.
Say it with me now: "Variable input lag BAAAAAAD!!!"

KLSADAKO

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1407 on: February 20, 2012, 04:46:11 PM »
Just a random question.
What does OCV mean? I know its when a player defeats another player's whole team with only one character, but I never knew what it stands for.. ^^


Terrastorm

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1408 on: February 20, 2012, 05:04:54 PM »
Just a random question.
What does OCV mean? I know its when a player defeats another player's whole team with only one character, but I never knew what it stands for.. ^^


One Character Victory

KLSADAKO

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #1409 on: February 20, 2012, 05:44:10 PM »
Just a random question.
What does OCV mean? I know its when a player defeats another player's whole team with only one character, but I never knew what it stands for.. ^^


One Character Victory

oh man i feel so stupid, thanks man ^^