The King of Fighters XIII/KOF-i News Thread

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Re: The King of Fighters XIII/KOF-i News Thread

Postby The Monster » Mon Nov 21, 2011 05:49

Shiny wrote:
The Monster wrote:I watched that vid on Shoryuken and it seemed fine to me, kid didn't know what he honestly thought of it. Someone figured he was a Capcom fan trying to get ppl off KOF XD


I noticed that too. Capcom isn't going to lose its entire fanbase to one game, so what's the problem with letting more franchises shine? It's like the hubbub with MK9 and its viability in the scene, as most say it won't be around for next EVO. They're really too busy sniffing the inside of Yun's hat or Wesker's trenchcoat to notice that there are other viable games out there.


It's because the reality is Capcom is an illusion that has been standing on one leg for the last few years now. The only way they stay up is with the crap they pull because they know their hardcore pro players are going to buy it regardless of them bitching or not. It's how they get away with robbery every time. I mean SERIOUSLY Ultimate MvC3 got better reviews then MvC3? What kind of joke is this? You put out the same game months later with recolored stages and 12 characters and the spectator mode we were promised as DLC which should be in every fighting game they make , as a somewhat full priced game. Think about the actual retarded nature of that.

All I gotta say is I'm glad more fighters are starting to show up now and they're really bringing in their own style of play and everything else. KOF 13 really has an amazing poetential to whoop some ass. Everybody knows it too.
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Re: The King of Fighters XIII/KOF-i News Thread

Postby SonicTempest » Mon Nov 21, 2011 05:59

To be fair, it also does have a whole bunch of balance changes that players have been asking for for a while.
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Re: The King of Fighters XIII/KOF-i News Thread

Postby The Monster » Mon Nov 21, 2011 07:16

SonicTempest wrote:To be fair, it also does have a whole bunch of balance changes that players have been asking for for a while.


I suppose your right and I can understand if something went wrong the first time , but in the case of a game like SF4 where they just kept popping out more versions of it. I mean it's just absurd. And to me having this collector's edition of MvC3 sitting in my room going to waste , I mean I could put down a whole paragraph just on that game alone. But I don't wanna play the role of jerk in this thread :(
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Re: The King of Fighters XIII/KOF-i News Thread

Postby ZeroSoulreaver » Mon Nov 21, 2011 13:40

Too many versions is never good, however it can work if the game is balanced or changed for good reason. Just think of Guilty Gear and how many versions it had but it worked. BlazBlue does a decent job too. AE really is a huge step backwards from what Super was and I enjoyed Super a lot. UMvc has the same issues which blows my mind.

KOF13 is that breathe of fresh air that myself and I'm sure everyone else has waited for. I don't even care about the other big name fighting game titles these last few months.
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Re: The King of Fighters XIII/KOF-i News Thread

Postby hadoolket » Mon Nov 21, 2011 13:40

SonicTempest wrote:To be fair, it also does have a whole bunch of balance changes that players have been asking for for a while.

if you mean mvc3, where's hsienko's cancelability property from senpuu bu/pendulum? :T that's (part of) what i've been asking for
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Re: The King of Fighters XIII/KOF-i News Thread

Postby The Monster » Mon Nov 21, 2011 14:47

ZeroSoulreaver wrote:Too many versions is never good, however it can work if the game is balanced or changed for good reason. Just think of Guilty Gear and how many versions it had but it worked. BlazBlue does a decent job too. AE really is a huge step backwards from what Super was and I enjoyed Super a lot. UMvc has the same issues which blows my mind.

KOF13 is that breathe of fresh air that myself and I'm sure everyone else has waited for. I don't even care about the other big name fighting game titles these last few months.


I really have to agree with you on that statement. It really is like a breathe of fresh air. I'm just tired of the schnanigans from Crapcom , I'm not trying to go on a whole anti- Crapcom crusade or whatever but damn sometimes I cannot help but bring up that company up and how stupid they are with everything. I loved the interview they responded to like 2 months ago basically saying they liked having a somewhat broken game in regards to MvC3/UMvC3. I can't even fathom a response to that.

Anyways KOF13 , Get Hype :)
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Re: The King of Fighters XIII/KOF-i News Thread

Postby PenPen » Mon Nov 21, 2011 18:40

I'll just add spolier for this one below.

Got Saiki. I'm not sure what I did differently because SS did mention that he does appear if I complete enough of those side-quests in-fight, where I pretty much went out of my way to complete them. Saiki appeared as the first miniboss, so I'm guessing it's probably somewhat random.

Completed story mode - it's really quick but I'm missing a few cutscenes, I suppose the ones I missed are randomly generated?

Did a time attack mode with Kyo, you fight against a set number of CPU opponents (I think it was 10). Pretty easy but I don't think it unlocks anything of value, unless you're a completionist.

Also played Trial mode and is already stumped with combos that are on the 4th-5th level.

Had a 3 bar match during the weekend and it ran seamless. Also had a 1 bar to remind me how underwater I am with 1 bars. Note that if I'm opening a game (using practice or arcade mode while waiting) it seems that I can't reject the other player if they want to play, which is exactly what happened with my online match.

I hope it's just the scarcity of the number of people who got the game, but I can't find other players using quick match/custom match settings. Or it's really, really hard.

FYI the 3 bar match is very much likely to be in Asia (as the PS3 profile says they're using Traditional Chinese which most likely means either HK/Macau/Taiwan), but I can't really tell which country they're from...
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Re: The King of Fighters XIII/KOF-i News Thread

Postby Shiny » Mon Nov 21, 2011 20:14

Ladies and gentlemen, less than a day to go. Body = ready.

No news to report except for people have been seeing the game on the racks at the retailers in the area since Friday.

If anyone hasn't added me on PSN or XBL, my handles are:

PSN: Anariaca3279
XBL: Sintergalatic

See you online. :) ;)
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Re: The King of Fighters XIII/KOF-i News Thread

Postby L1r » Tue Nov 22, 2011 01:55

Hello again guys! I'm just dropping by to report that I played a couple more matches with another friend who lives nearby (same city again). We got three bars again and played without any hiccups, although there IS a little bit of input lag, but it's more than manageable. Synchronizing screens didn't show up, so I'm guessing that's only for 1-2 bar connections or for situations during which the game really struggles to resolve an issue (for instance, when you're playing and simultaneously downloading stuff, which is obviously not recommended).

Hope that helps!

If anyone wants to add me and test our connection, my PSN ID is Pewas.
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Re: The King of Fighters XIII/KOF-i News Thread

Postby Mature » Tue Nov 22, 2011 03:13

Game is out on Friday here in the Uk so I would like to add/test online mode with my fellow friends. ( is topGun still playing? or CCL? )

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Re: The King of Fighters XIII/KOF-i News Thread

Postby Yuki Yagami » Tue Nov 22, 2011 10:16



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Re: The King of Fighters XIII/KOF-i News Thread

Postby Iie-Kyo » Tue Nov 22, 2011 13:44

Well I guess I've been spoiled to a point by GGPO because it finally allowed me to play against people from Korea, Japan, Taiwan, West Coast, and East coast with *no input delay*.

I honestly don't know how you can say you can play when there's input delay in the game. If the game had 10 frames of animation lag but wasn't jerky would you say it's "smooth" and "playable"? The reason why I'm making such a big deal about this is because input delay affects your ability to play the game normally. This IS a big deal if you're the type who wants to level up online to use it at the arcade. If there is some input delay, that means you are going to learn bad habits and you won't learn certain intricacies such as timing whiff punishes, rolls, CD counters, etc because of the delay. Anything above 1 frame of delay is detrimental to your gameplay in the long run. :(

We'll see though, we'll see.
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Re: The King of Fighters XIII/KOF-i News Thread

Postby L1r » Tue Nov 22, 2011 17:20

I understand where you're coming from, but honestly, it's very little lag, you'll barely feel it. When I say it's playable I of course mean it plays almost as well as if it were an offline match. YMMV of course, I played very little on GGPO (just SFIIIOE and that's on modified GGPO code IIRC) so I don't know how it compares to this. As you said though, we'll see.
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Re: The King of Fighters XIII/KOF-i News Thread

Postby PenPen » Tue Nov 22, 2011 17:34

I played okay actually...I think it works pretty well overall, no input lag for me unless it's 1 bar. Had a 3 bar match today which I suspect the host is playing in wifi, and a 1 bar match with some guy opening his mic. And it gets really, really bad (see spoiler).

A few qualms I have for online mode. (Un)fortunately they aren't netcode-based.

I hope it's not me but let's say I try to find a match with at least 2 bars of connectivity in a custom match search. Let's say it tries for the first time, but it can't find one. If you try to ask the game to try again afterwards (regardless if you changed the parameters), it immediately pops up a message after a split second of searching saying it can't find a room (my guess is it didn't even bother doing the search). If I want to restart a search in custom match again, I'll have to get away from the ranked match/player match menu and get into custom search again, which is sad. Anyone else who got the game want to try this out as well?

I can't reject a quick match where I connected to a guy with 1 bar, in ranked match. I want to get myself out of that match asap but I can't, mainly because 1 bar games are totally played underwater. So I'm stuck with an underwater match playing this guy today who uses underwater tactics, or try to play in his own style which looks like underwater tactics to me.

I also have an incredibly low success rate searching for matches under custom matches. I really hope that either not a lot of people are online yet, or everyone else got into a match except me.

So if I want to play, quick match or hosting a room playing practice mode/arcade mode while waiting is my best bet for finding challengers. However, there's zero guarantees of the quality in connection. I haven't done any searches in player matches, by the way.

Also the first place player in internet rankings is very likely from HK (yay). I wish I can tell which countries these folks are from, but even in prematch info there's no such data provided, which kinda sucks.


Also, EX Iori is playable now, everybody now spam jump D!
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Re: The King of Fighters XIII/KOF-i News Thread

Postby Yuki Yagami » Tue Nov 22, 2011 18:07

On Japanese side of things... I'll just leave it here...

http://www.mmcafe.com/cgi-bin/forums/bb ... html#59160
Some stores in Osaka and Tokyo got the game. Tokyo's reportedly sold out. Here's a report by two players that tried playing each other.


Player1: Osaka, optic fiber, TV display lag about 2F
Player2: Nara, optic fiber, TV display lag unknown but playing on a Regza's game-direct mode
Distance between two cities is about 60km/37miles
PS3 Version.


Player Side 1P:
"The Lag is about the same or shorter than playing on a blue Vewlix cabinet. No hiccups, you can block normally. Probably about the same lag as SSF4. Synching does not happen if the opponent has the game installed (in other words, the synching is simply waiting time for the opponent to load their game) Game loads in 2 seconds after the characters are selected, load time between characters are under a second. In the arcades, I couldn't do combos on the Blue Vewlix so I wish there were no lag at all like NeoGeo Station.""

Player Side 2P:
"This is the first time I've played a fighting game online. It felt a little bit stiff to jump and stuff than the arcades. My Kuhadan> Breaking> Zaneiken> EXZaneiken whiffed, but this might be possible once I get used to it. My opponent could actually do Shen's HD combo and do delayed inputs. I don't know how to install."


So the verdict seems to be that, on 4 bars, it's arcade quality gameplay. A blue Vewlix is the cheaper standard cabinet for TypeX games. Its LCD monitor has about 2 frames latency than the normal red cabinet.


In Japanese POV, 4-bar netcode feels like playing it in the blue Viewlix cabinet Arcade.

P.S. Famitsu scores it 8/9/8/9 (34/40) (probably the highest score Famitsu has given to a SNKP game)
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