Recent content by darkfender

  1. darkfender

    Raph vampiric hidden move

    f.u. i'm outta here :D
  2. darkfender

    EVO Update: Top 8

    well this isn t the place to discuss low tiers... But i really find funny this (look carefully at right/low corner): http://8wayrun.com/attachments/scv-nerf-jpg.16806/ Btw i knew regular pat would go well :D yet i think he has much to show.
  3. darkfender

    Hate Speech: PATCH NOTE APOCALYPSE

    am i really reading that wrBE was a fair move? well as the topic itself says...lets see things in a different way. That move was HIGH back in scIV slower less evasive... If you came right from scIV to scV you'd see it as a HUGE BUFF not a nerf... same for lot other moves. In fact most leixia...
  4. darkfender

    Kayane interviews Katsuhiro Harada of Namco

    aside that thing.... There is a physical limit that can be surpassed and that is ping... considering that you'd lose in the best scenario something like 4-5 frames it would still be a problem for a game like sc4 Nothing would change aside 50% of lagmoves being easier to react but most 1a...
  5. darkfender

    Kayane interviews Katsuhiro Harada of Namco

    its not "something wrong" they are 2 standards for ISPs.... not many customers requires a fast ping over a stable line....obviously most swedish connections are so flawless and fast they are setup as fast by default but in most other EU countries interleaved is quite frequent...and the change of...
  6. darkfender

    Kayane interviews Katsuhiro Harada of Namco

    it depends even from other factors.... Talking on a lower base, data encryption protocol heavily impact the speed: on good connection its used a system called fastpath on standard connections its used a system called interleaved. exA to transmit 1234: 1234 1234 (same packet 2 times to prevent...
  7. darkfender

    Kayane interviews Katsuhiro Harada of Namco

    @sectus forget this i read wrong..yet i'll leave the explanation...but i don t think cloth destruction will ever be dynamic in any game O__o of this generation of consoles its not like that...how could a single xbox manage to serve a 8 player match >.> if graphic was involved (and halo has even...
  8. darkfender

    Soul Calibur V Assets from San Diego Comic-Con!

    i was thinking... about the stages....they seems to be 3D this time :O instead of using that rendered 2D ._. Street fighter 2 style. I really wonder if its so... If yes it would be a good graphic enhancement...
  9. darkfender

    Kayane interviews Katsuhiro Harada of Namco

    trust me you are denying a base concept of ANY netcode....of ANY game..... You can research the thing for yourself if you want and you'll easily find the proofs...but only if you care to understand for yourself instead of saying "the brother of a friedn of my grandma sai me he hknew a guy who is...
  10. darkfender

    Soul Calibur V Assets from San Diego Comic-Con!

    stages are awesome really....characters are taking a bad bad direction...i mean do they know that this is not tekken .___.? P.S: that first stage resembles the coliseum, the second reminds me the battle of sekigahara :O
  11. darkfender

    Kayane interviews Katsuhiro Harada of Namco

    no really you miss knowledge bout those things, i worked with them...i am explaining how those works....obviously omitting lot of things... But NO WAY a graphic engine has anything to do with netcode...and that is easy enough to understand even for people who doesn t know a lot about it... The...
  12. darkfender

    Kayane interviews Katsuhiro Harada of Namco

    also lobbies shouldn t hinder the gameplay as long as players have a decent bandwidth... another thing that makes clear how sc4 netcode sucks: chat has a separate reserved bandwidth with lower priority.... but the game sometimes set up a huge latence when the lobby is large O___o something like...
  13. darkfender

    Kayane interviews Katsuhiro Harada of Namco

    i didn t read the thing, but its definitely a problem they had to face on sc4... If the game calculates the events in a weird non optimized way, its not that expensive, nor dificult to fix it... Done that there cannot be any problem to adapt the game to a netcode.... This is a classic reply...
  14. darkfender

    Kayane interviews Katsuhiro Harada of Namco

    no lag has nothing to do with graphic engine... To keep in mind online is more a matter of balancing the game... Example: LONG blockstun is less impacted by lag Faster pace is also to a certain extent. Removing grounded disadvantage would help drastically also... Those may be not the best...
  15. darkfender

    Kayane interviews Katsuhiro Harada of Namco

    they should be smart and adjust offline so that eventual online lag could hinder less the game (note that this doesn t mean it would require less skill)...but for what i've seen atm they are not smart and did the exact opposite :| If in 2011 they haven t yet understood that online is the...
Back
Top