Blog update from SNKP:

http://game.snkplaymore.co.jp/official/ … plays.html

The patch is coming out on PS3 first and will hit Xbox 360 later. Apparently they’re promising some additional features as well as adjusted networking code.

Some information about the patch here:

http://game.snkplaymore.co.jp/official/ … index.html

 

  1.  You can filter ranked matches by ping  (so only players with the bars you want can enter) – SWEET!
  2. Custom Match settings are saved between sessions
  3.  Adjusted display of ping levels – no real details given on what they changed – this still isn’t accurate by my tests so far
  4. Adjusted stability of online connections – again, no real details …
  5. Fixed some bugs in PLAYER DATA section – hopefully fixes the colour unlock data / win data reset bug
  6. Fixed some bugs in REPLAY section – hopefully fixes the “always deletes from first page” bug
  7. Fixed a number of bugs related to CUSTOMIZE and downloadable characters

Thanks to Prof and SonicTempest

Most importantly, I would recommend going online to test this as much as possible.  I’m still seeing 3 bar matches that play like 1 and vice versa, even on xbl.  Try a match with minimum 2 bar, if there’s serious input delay, get out and find somebody else.  From testing, so far, hosting is a big advantage.

 

Update from RSG (Thx Evil Yagami)

  • Ranked Match Filtering: one of the most requested additions; players may now set conditions for their opponent’s connection. When a player who doesn’t meet the standby conditions tries to enter the Ranked match, a warning message will be displayed and the match cancelled.
  • Improved Filtering: filtering functionality in general is dramatically improved. Previously, certain connection data was insufficiently filtered and the player had a chance of connecting to opponents with poor connection quality. Now, more aggressive filtering should ensure that players are only matched with opponents who meet their filter settings.
  • Improved Connection Antenna: the computation behind the players’ connection antenna, the meter indicating the quality of a player’s connection, has been improved, resulting in a more accurate and consistent measurement.
  • Temporarily Saved Custom Match Settings: players may continue searching for opponents with the same settings as long as the player remains in the PLAYER MATCH/RANKED MATCH menu.
  • Character-specific Bug Fixes: NESTS-Style Kyo and Iori with the Power of Flames no longer become unresponsive under certain circumstances.
  • Additional refinements, fixes, and more!

11 Response Comments

  • TofaJanuary 31, 2012 at 11:06 am

    mmm, so there isn’t much of a change to the netcode with the patch? :/

    Really hope it improves, good online play will give the game the boost it needs, especially around the South West.

    If there isn’t much of a change when the 360 comes out atleast it’s forced us to organise more sessions x)

  • kekekekJanuary 31, 2012 at 1:59 pm

    yah well… nvm, already dropping the game anyways lol. never played any kofs srs and at this point aint even moving a step forward, too salty to get owned on this crap, hell even if i meet online someone who aint a veteran hell keep doing random shit and win it street shit style… sigh sigh sigh… too much salt, also looking for a room forever doesnt make it any good.

  • GunsmithJanuary 31, 2012 at 10:37 pm

    tbh I think you’ll find the same situation with any other fighter that has a sequel. UMVC3 does not have great netcode, but it still has ppl playing it.

  • kekekekFebruary 1, 2012 at 9:21 am

    partially true… but it’s mostly about the fucked up inputs, and that anoying buffer, learning all the shortcuts/tricks for them or whatever is pretty a pain in the ass since it applies only to this game.

  • GunsmithFebruary 1, 2012 at 10:07 am

    Don’t all fighting games use buffers? The only game I could think that might not be a pain in the ass with controls is MVC3, and that’s still got tricks to learn for each character, no?

  • kekekekFebruary 1, 2012 at 10:58 am

    yeah but for every game the buffers are different. In this thou for sure are pain in the ass.. especially when it remembers some stuff way too long.

  • DarkDreamTCKFebruary 1, 2012 at 11:03 am

    UMvC3 doesn’t have the best netcode out there, but it’s still leagues better than the horrible input delay that can be found in KOF. I can barely do specials, and reactions are out of the question even against people that I have an AMAZING connection with in other games. It’s pretty bad.

  • MacVillainFebruary 1, 2012 at 11:49 am

    Did someone try again after getting the patch?

  • kensouFebruary 2, 2012 at 12:26 am

    well i absolutley love this but i really wish it had a lobby system that has more 2 players i really want to play with more friends at once and it would be great if i could do all in the same lobby

  • AkumetsuLordFebruary 2, 2012 at 11:06 am

    DarkDreamTCK, you say it has horrible input delay but i never experience those unless i’m fighting people with really shitty connection, so yeah but yeah that’s not to say its not perfect

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