EDIT: New build up guys
http://www.mediafire.com/?g134p7p5r8kbm8p[16:49:35] <sat0ri> Changes:
[16:49:37] <sat0ri> 1. Client downloads server's memory card data to stay in sync. When the session ends, saved games persist only on server's side;
[16:49:37] <sat0ri> 2. Frameskipping after slowdown due to packet loss should be fixed;
[16:49:37] <sat0ri> 3. Some stability issues addressed
Everyone has to update to this one if you want to get the benefit of the save data stuff.
EDIT: lmao this default memcard is on fucking arcade balance, don't forget to change that shit before u play or practice anything.
I said it sounded like a similar system based on what he told me. Gleam of Force was never mentioned as a comparison in the conversation.
Well, thats what I remember reading, sorry to misquote you.
Also GoF Netplay was really good. Netplay connections from 500 miles went smooth, and I was even on a playable connection with the Japanese sometimes (from East Coast America). Frenchbread is no small doujin developer, they are one of the longest outstanding doujin developers in existence.
I think you are grossly over exaggerating the quality of GoF netplay because it was passable enough to mess around but not some shining pedestal of awesomeness (although I never really got into that game anyway so if you say so...). Besides, even Twilight Frontier, arguably an even larger doujin developer hasn't had the greatest success with their netplay either, and they too had caster implemented into their game before.
I don't think Emu play which allows me to practically mash out of string-tight pressure and doesn't properly process active/recovery frames with no respect to the game buffer (gattling gun combos with no timing) PLUS the fact that's it's netplay with netplay delay that apparently Desyncs without warning can come anywhere close to what a well-funded FrenchBread could do.
That doesn't really happen. This thing has lag, yes, but its not as extreme/fucked up as you're claiming it is. Not that I'm advocating this netplay as a super flawless brilliant experience, its a mixed bag but hell, its MBAA netplay, its functional, and problems tend to be more about individual computers and connections than the program itself in my experience. If you want to play as serious as a offline tourney, sure, its not going to work out, but for casuals/people having fun/learning some new characters, it's enjoyable compared to playing MBAC again (hell, I've played over 300 games on this thing or more already)
The developers and publishers of these AAA-budget fighters think that the quality of the online play matters little in regards to how well the game sells, and management allocates resources to other areas?
There's a reason why the best-functioning online code for fighting games have been, to date, independently produced. I actually think the genre having bad online functionality holds the entire genre of games back. Granted, things are stacked against it -- it's much harder to mask latency in a fighting game than... well, any other type of game, really, and the way XBL/PSN handle matchmaking right now is ill-suited to fighting games.
You do have a point, but honestly when the game is basically being bundled as a bonus with an anime you have to admit it makes you wonder if they even have the chance to really put the effort in. As far as a port goes its not like theres any significant work from moving it off whats basically windows xp on Ringwide.
It looks there no actual delay in this netplay.
what