chazumaru 1008th Post
Red Carpet Premium Member
| "Re(7):SNK Stuff Thread 10 - Spring 2013 editi" , posted Wed 15 May 20:53
quote: But the smaller mom & pop shops seems to have problems. It's harder for them to slash prices because of the royalty system and they end up having to compete at the same price as the bigger arcades. It's also hard for them to offer per-hour freeplay. They're already sort of doomed in the dieing arcade scene, and this isn't making things any easier for them.
I remember you mentioning that the last time, but if the hardware and software makers are adapting to an evolving market, it might just mean the mom&pops should maybe adapt too!
There used to be three factors for an arcade scene to succeed: 1. The location 2. The game selection 3. The cost of playing and eventually, a fourth one appeared: 4. The community/scene
So nowadays, factors 2 and 3 are disappearing. It is a problem for small operators to differentiate themselves, but as you mentioned, it is also seriously reducing the risk of making a bad choice in purchases and it reduces the risk they get priced out by competitors going on crazy promotions. It's important to consider that the average price of a credit (for a standard arcade game) has remained Y100, which is insane if you consider the inflation; competing by providing cheaper credits will not create a sane environment in the long term.
This means Moms&Pops need to adapt to these new rules by focusing on the remaining factors for success: location and community (which are tied).
What kind of crowd comes to your store because they are working or living close-by? What kind of crowd would be motivated to cross over town if you provided the right environment for them? Once you have decided on your target userbase, how do you get to come in your store? What kind of service do you provide beyond games? How can you make money outside of the arcade machines themselves? Would that crowd buy books? Clothing? What kind of food or drink would they consume?
There is always going to be people going places. Blaming "the slow death of the arcades" as an inevitable trend is a self-fulfilling prophecy if the small operators don't try new things to attract consumers differently.
78… 78… 絵札はさすらい ♪ 78… 78… 秩序は廻る ♪ 78… 78… 絵札はさすらい ♪ 78… 78… 未来を示す
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Loona 696th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member
| "Re(4):New 3D KOF ?!" , posted Fri 17 May 23:58
quote: Why terry's hair is so short?!
If that's Terry, his taste in clothing and hiar got more sensible by Garou's timeline, it's only reasonable his design would evolve in that direction, unlike some Paul Phoenix who keeps pressing his luck with his hair at an age most men started losing a lot of theirs.
Might also be someone completely new - when KoF MI came along, it focused disproportionately on its new characters.
Then again, that face lacks Terry's warmth... aged Rock?...
Cautiously optimistic here - I loved what they did with KoF MI2 in terms of fanservice, and if a new episode means something along those lines with more paid outfits, so be it, I'd buy all of them. I'm a bit weary on 3D SS given recent attempts, and FF is more of a 3D game waiting to happen, but as far as KoF goes, i'm all for a 3d spin-off.
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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karasu99 1125th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet Premium Member+
| "Re(7):New 3D KOF ?!" , posted Sat 18 May 02:38
quote: guys
guys
I accidentally became the president of SNK because I knew more about the company than the last guy and even played KOF XIII a few times I think
I'm really sorry about also accidentally firing all the staff though
Well, I guess you'll be getting all the applications for work on this new game, eh? I have no experience programming fighting games and I speak no Japanese whatsoever, so I'm perfect, right? Right?
Hum, I can't imagine wanting to work for SNKP personally. It's not like in the old days when a KOF, a Garou, and a Samsho were guaranteed to come out each year. These days you'd probably be worked into the ground on a pachislot or some half-baked mobile game.
Still, I like the possibility of a new KOF or Garou, 3d or otherwise. As far as KOFMI is concerned, I hated/still hate Falcoon's art and designs and that turned me off to the games (fanservice or no), so anything without him involved can only get better as far as I'm concerned.
www.secret-arts.com
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karasu99 1128th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet Premium Member+
| "Re(6):Re(10):New 3D KOF ?!" , posted Tue 21 May 02:40
quote:
That 2.5D Guilty Gear is looking good! Considering it's still in its early stages of development, I can't wait to see how it'll look in the months to come.
To be honest about fighting games, I think that-- even in Japan, the arcade scene doesn't play an important role as it once did. The arcades are no longer what they used to be in the previous golden era back in the 90s: it's become too niche and hardcore to attract casual customers. The hardcore players are definitely going to be at a loss though, and it's something that's already becoming an issue.
I'm not an online player of console fighters in the slightest anymore, so I'm curious: how easy is it for extremely talented players to find other extremely talented players through online matching? Even as scrawny of a player as I am at fighting games, my experience at playing online was to get my ass handed to me by half the players and have the other half rage quit when it became apparent I would win.
I'm really excited about the quality of the 3D GG. Even though it's got its minor issues, it's still light years beyond a lot of 3D games in how nice it looks. In a perfect world, I'd love to have 2D, hand animated fighters still get made, but I suspect the cost of making them grows each year, to the point where it's just not feasible, without charging lots more for them, kind of like Cave's done with their shooter ports for the XBox, which have grown too expensive for me (a huge fan) to buy anymore.
www.secret-arts.com
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kofoguz 1050th Post
Red Carpet Premium Member
| "Re(9):Re(10):New 3D KOF ?!" , posted Tue 21 May 07:57
quote: Recruiting multiple staffs towards the development of our next-generation "The King of Fighters" series and "Samurai Shodown" series Fighting game titles!
Wow, they want to shift KOF to a new direction, this is lovely, hope they follow the direction of the new Guilty Gear, live long SNK :)
Personally I want the MI games to finish its saga. But with new redesign. It was fun it can sell well and also we get to have our 2D sprite KoF, too.
For the Guilty Gear route, if it is indeed rather easier and cheaper to do 2,5D style I wish they used on titles like World Heroes,Savage Reign, Kizuna Encounter. Those games really needs to comeback. Although even though they wont have their turn before possible MOTW2/new FF / new Last Blade /AOF4 or NGBC2 but I wish at least World Heroes comes back with the deathmatch style gameplay. Who am I kidding I want all of them to return.
I know this is toooooo early for gettin hopeful but for me; a hopeless dreamer, I like that direction new president giving. Hope they dont forget pixel art along the way.
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chazumaru 1013th Post
Red Carpet Premium Member
| "Re(2):KOF XIII Climax for NESiCAxLive !" , posted Tue 21 May 21:27
Nesica really is turning into the go-to "platform" of the arcade industry.
Speculating that: 1. Guilty Gear Xrd is indeed coming to RingEdge 2 (I could not find an official confirmation anywhere), 2. ASW is nevertheless working as promised on a "new series" for the next generation of (consumer) hardware, 3. For political and business reasons, it would make sense to keep Guilty Gear on Sega hardware and <Not Guilty Gear> on Taito hardware,
I would assume that we will see Taito TypeX 3 next year, compatible with DirectX11 and aiming of performance similar to the next Xbox and PlayStation.
I really wonder what SegaSammy will do. The arcade market is crashing, card games are stalling, even medal games (which do not require fancy hardware power for their electronics) are going down... I am not sure how a "RingEdge 3" could help them as most of their business partners would most likely stay on the earlier models.
Given the situation, the most logical step would be for Sega and Namco to join forces on their next generation of arcade hardware. It would be the best way to reduce costs, it would suit their need for hardware designed for console ports, it would help harmonize their online services (IC cards, accounts, catalogue, infrastructure) and it could help bringing Capcom back in their camp for Street Fighter V.
78… 78… 絵札はさすらい ♪ 78… 78… 秩序は廻る ♪ 78… 78… 絵札はさすらい ♪ 78… 78… 未来を示す
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Toxico 5776th Post
PSN: Toxic-Baron XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(5):KOF XIII Climax for NESiCAxLive !" , posted Wed 22 May 11:43
quote: Is there any chance that NesicaxLive version will have any additional stuff?
But Of course that Obviously not. First of all, all of the "nesica versions" have pretty much nothing new expect some slight engine tweaks (98FE was the most "changed" of them all, but it was experimental and it didn't have a single freaking new graphic drawn for it (aka, it was still a quick hack job)), for a while the norm has been "as long as the name of the game is the same (sans the "for nesicaxlive"), the game is going to be the same".
There is also the fact that SNK is probably insanely under-staffed right now, if those job recruit signs aren't a decent enough hint for anyone (hiring 25 people in one go? good luck), having the ps3 re-releases titles stopped in their tracks was another clear sign. Chaz even mentioned a while back that XIII's producer was with M2 now, and who knows if the rest of original staff that worked on CLIMAX is still there.
Obviously XIII on nesica is about trying to suck off something out of that "1 credit = profits" deal that the board is characterized by and that SNK hasn't jumped at for like 2 years or something. Personally I think that is yet another case of "too little, too late" kind of deal, as an old product competing with upcoming titles might get kinda ugly, but at least it has a better chance than 02 & 98 as XIII CLIMAX was supposedly a low units count production board..... Personally I thought that the most natural case for the next KoF game was gathering together Noise Factory, M2 and some random Chinese company and put them to work as the hands that SNK seems to lack right now.
さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 03/04/12. // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 25 as of 31/08/12
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Professor 3774th Post
MMCafe Owner
| "Re(2):Steamy rumors" , posted Mon 17 Jun 18:50:
Current Japanese Shitaraba ratio chart for KOFXIII
Max 9 points
6 Kim, Flame Iori, Karate 5 Hwa, Claw Iori, Nests Kyo, Shen, Vice, Ryo 4 Chin, Benimaru, Takuma, Duolon, Saiki, Normal Kyo 3 Goro, Yuri, Clark, Athena, Raiden 2 Kula, Billy, Maxima, K', King, Ralf, Elisabeth, Kensou, Mai 1 Ash, Leona, Andy, Mature, Terry, Joe, Robert
edit:fixed error
[this message was edited by Professor on Tue 18 Jun 16:25] |
Professor 3796th Post
MMCafe Owner
| "Re(3):KOF 20th Anniversary !" , posted Mon 15 Jul 01:49:
quote: Hi Prof, so next KOF is not coming next year ?! damn that google translator, I made a huge mistake, pls can you offer for us some correct translation about the main highlights. About SNK in TGS what they will do in that business area ?! best regards !!
Well let's see, to point out the main highlights.. aside from what was previously posted on their official site, the job listing also recruits for
- Experienced Network engineers C/C++, Protocol connection (Programmers that can write realtime communication TCP/UDP code)
Which is great. But also to put it in other words, If they're looking for net coding staff now, that casts a shadow over rumors of better netcode with the rumored steam version.
Oh boy, and their introduction sentences are seriously ironic.
"With social network games and casual games bloating the market, we at SNKPlaymore hope to bring the joy of fighting games to people around the world as an established brand.
Our Samurai Shodown series is currently at its 20th anniversary, and our KOF series will be celecrating its 20th anniversary as well next year.
We are recruiting development staffs for our huge project: the creation of next-generation titles for our two most popular series."
And the ending sentences reads
"We have just started on our projects under the slogans of "The ultimate 3D KOF" and "The ultimate Samurai Shodown", and we will take our time to develop the games. Our results are still far away, but we are confident that you will feel a great accomplishment when the game is complete. Let us work together to create this project that fans all over the world are waiting for."
[this message was edited by Professor on Mon 15 Jul 01:50] |
Evil Yagami 96th Post
Occasional Customer
| "Re(4):KOF 20th Anniversary !" , posted Mon 15 Jul 02:54
quote: Hi Prof, so next KOF is not coming next year ?! damn that google translator, I made a huge mistake, pls can you offer for us some correct translation about the main highlights. About SNK in TGS what they will do in that business area ?! best regards !!
Well let's see, to point out the main highlights.. aside from what was previously posted on their official site, the job listing also recruits for
- Experienced Network engineers C/C++, Protocol connection (Programmers that can write realtime communication TCP/UDP code)
Which is great. But also to put it in other words, If they're looking for net coding staff now, that casts a shadow over rumors of better netcode with the rumored steam version.
Oh boy, and their introduction sentences are seriously ironic.
"With social network games and casual games bloating the market, we at SNKPlaymore hope to bring the joy of fighting games to people around the world as an established brand.
Our Samurai Shodown series is currently at its 20th anniversary, and our KOF series will be celecrating its 20th anniversary as well next year.
We are recruiting development staffs for our huge project: the creation of next-generation titles for our two most popular series."
And the ending sentences reads
"We have just started on our projects under the slogans of "The ultimate 3D KOF" and "The ultimate Samurai Shodown",
-- Message too long, Autoquote has been Snipped --
Many thanks to you Professor, I really appreciate your great effort by giving us a nice translation ! Arigato :)
SNK is very serious this time with 3D, can't wait more, I want to see the new KOF nowwwwwwwwwwwww !!
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Toxico 5801th Post
PSN: Toxic-Baron XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(8):KOF 20th Anniversary !" , posted Wed 17 Jul 03:07:
quote: I'm surprised Joe is considered highly technical and high damage... Does he have a very-hard-to-pull-out-infinite that is absolutely necessary for him to win anything?
If you have the highest theoretical possible execution, he is a pretty deadly character that can get something like +50% damage anywhere on screen and something like 70%~100% on the corner by expending little resources.
If you don't have any type of execution, you are stuck with Street Fighter 2 complexety level of combos with do like 15% mid screen, and something like 30% in he corner... The problem is that Joe's normal are kinda stiff and weak to use, so unlike characters that have strong normals and good game flow, you can't keep yourself "winning" by using simple bread and butters over and over and over again (For example chars like Ryo, Clark or Duo Lon have "weak" short combos outside a bizzilion gauges, but they can be pretty solid and good chars with just those weak combos), thus you'll feel that the character is "subpar" when in reality he is a Kenshirou type of char that touches you in the ear or a finger and offs you. Takuma also shares this, if you don't have the execution and criteria capacity to execute his high damage stuff, he feels subpar compared to scrub level characters that get high damage by chaining up Qcfs.
BTW, you "can" win with some intermediate execution Joe, but needs practice; so it's not like there is an incredible, indistinguishable gap between "no execution" and "perfect execution", you can "improve him with time", but you have to be aware of where you are heading skill wise.
さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 03/04/12. // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 25 as of 31/08/12
[this message was edited by Toxico on Wed 17 Jul 03:14] |
sibarraz 482th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
Gold Customer
| "Re(4):KOF XIII available for preorder on Stea" , posted Sat 17 Aug 00:59
quote: Player skill probably won't matter for the beta test. At less than 1 month to launch, it's most likely just for last minute debugging. I dearly hope the console versions will get a patch somewhere in the future as well.
300 people isn't much for an online test, either. I want to believe it was a Cafe poster who mentioned that Japanese developers underestimate the size of the US, which leads to them underestimating network issues outside of Japan. I get a similar feeling with this test, as 300 people just doesn't sound like enough data points. If you restricted it to just the US, then that would be six people per state. And this isn't a US test, but rather world wide.
As for skilled players versus unskilled, they are picking testers by lottery if more than 300 apply, which implies they aren't concerned about skill anyway.
I had read that some players had over 300 hours of gameplay. I honestly think that this is more of a marketing idea than a beta testing per se, obviously they will take feedback and will try to check the netcode but still
btw, the entries for 98um and 2002um were completely deleted, now I'm sad :(
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Loona 716th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member
| "Re(4):KOF XIII available for preorder on Stea" , posted Sat 17 Aug 11:48
quote:
300 people isn't much for an online test, either. I want to believe it was a Cafe poster who mentioned that Japanese developers underestimate the size of the US, which leads to them underestimating network issues outside of Japan. I get a similar feeling with this test, as 300 people just doesn't sound like enough data points. If you restricted it to just the US, then that would be six people per state. And this isn't a US test, but rather world wide.
As for skilled players versus unskilled, they are picking testers by lottery if more than 300 apply, which implies they aren't concerned about skill anyway.
More than skill level, it seems wiser to go for geographic distribution if they want to test connections, even if 300 is likely too low a number...
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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Evil Yagami 100th Post
Regular Customer
| "Rumors about KOF 20th Anniversary !" , posted Sat 17 Aug 19:32
Somebody is calming that he has a source in Taito Corporation that knows some info about KOF 20th Anniversary, the info is written in Korean, I tried my best to translate them using the Online Translators, I am pretty sure that I have some mistakes, so be careful, those info are rumors, so keep in mind it may means nothing !! :
quote: -내년 20주년을 맞이 하는 KOF 신작은 내년 10월경 가동을 위해 준비중이며 3~4월경 상세 정보를 공개할 예정.
- Next year is the 20th Anniversary of KOF, a new KOF game is expected to be revealed in March or April next year, also the same source mentioned October, it could be the release date of the game !
quote: -드림매치로 이루어질 것이며 타이틀은 연도제나 시리즈 숫자 표기가 아닌 부제 형식으로 갈지도 모른다.
- The next KOF is going to be a Dream Match, also the game doesn't have a number till now !
quote: -참전캐릭터의 수는 50명 이상이 될 예정이며 현재 36명의 라인업이 확정되었고 이미 디자인 및 도트작업에 들어가고 있다.
- The number of the characters in the new KOF game will be more than 50, includes all the 36 characters from KOF XIII !
quote: -그들은 KOF에서 나오지 않았던 깜짝놀랄만한 캐릭터의 컴백을 계획하고 있다.
- I couldn't understand it !
quote: -XIII 에서 사용했던 캐릭터의 도트를 사용하지 않고 1080p의 해상도에 모든것이 3D로 이루어 새롭게 만들어진다.(3D로 작업후 2D를 덮어씌우는 방식이 아님.) 이는 다양한 캐릭터 등장씬과 기술에 따라 다양한 카메라 구도와 효과를 사용하기 위함이며 2D형식과 비슷한 속도감과 타격의 게임을 구현하기 위해 노력하고 있다.
- The graphics of the new KOF will be in 3D, KOF XIII couldn't offer a real dot characters in 1080P, some parts couldn't understand it !
quote: -시스템은 어느정도 윤곽은 잡혔으나 문제점이 계속 발견되어 계속 수정중에 있다.
- They are facing some issues with the gameplay system, and still doing configurations and modifications on it !
quote: -조금 더 유저들이 친근하게 다가갈 수 있도록 시스템을 XIII보다 더 쉽게 할 것이며 모드콤보를 삭제하고 98정도의 콤보로 회귀하는 방향도 검토중.
- The system is more user friendly, seems more easier than KOF XIII, and the combo system will be similar to KOF 98 !
quote: 하지만 전작처럼 타이밍같은 것이 어렵지는 않을 것이다.
- Like the previous work, the same thing, but the timing will not be difficult.
quote: -역대 가장 많은 인원수와 금액으로 개발을 하고 있으며 지금도 인력을 구하고 있다. (어떤 기판을 사용하는지는 공개하지 않고 있다.)
- Big number of development staffs !
Source : http://bbs2.ruliweb.daum.net/gaia/do/ruliweb/default/ps/93/read?bbsId=G003&itemId=1&articleId=1170479
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Professor 3850th Post
MMCafe Owner
| "Re(1):Rumors about KOF 20th Anniversary !" , posted Sat 17 Aug 22:04
quote: http://steamcommunity.com/games/222940/announcements/detail/1695890246258773576 Can I do the "I'm right" dance here? I like doing the "I'm right" dance. It's less harsh than the "I told you so" dance
Hah, that is incredible. I never expected SNKPlaymore to do anything logical. Hopefully the netcode will actually be good as they boast.
quote: Somebody is calming that he has a source in Taito Corporation that knows some info about KOF 20th Anniversary, the info is written in Korean, I tried my best to translate them using the Online Translators
Thanks for the update. It seems like this BBS doesn't do a good job at displaying Hangul. I don't have a real knowledge of Korean, but here's my understanding. I'm sure there's mistakes, and again it's a rumor, but a fun one at that.
- Marking its 20th anniversary next year, The next KOF is currently in preparation for (arcade) operation around October. First details are slated for release around March - April.
- It will be a Dream Match and won't be a numbered title. It might possibly feature a subtitle instead.
- Over 50 characters are slated for the game. 36 characters are already solid for the lineup; their design and figures are already under development.
- They (SNK Playmore) are planning the sensational return of character(s) not in the KOF series.
- The sprites used in XIII will not be recycled. They are re doing everything in 3D for 1080P. (It isn't the method where they use 3D models and do the 2D pixel art based on them). This is for using various character ???? (toon rendering?) and technology in order to make use of camera angle and effects, meanwhile keeping the same speedy gameplay as the game did in 2D.
- (not too sure on this) The system has some issues which are still being fixed?
- The combos will be easier than the system in XIII to make the game more friendly to players. They are giving consideration to makeing the game's combo more like 98.
- The development is costing them the most budget and most staff in the series' history, and they're still seeking for additional recruits. (No word on what board the game will run on).
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Nekros 563th Post
New Red Carpet Member
| "Re:Rumors are rumors" , posted Tue 20 Aug 19:10
quote:
- Over 50 characters are slated for the game. 36 characters are already solid for the lineup; their design and figures are already under development.
- They (SNK Playmore) are planning the sensational return of character(s) not in the KOF series.
This bit had me interested. Maybe (MAYBE), the fact SNK was hiring animators for KOF and Samsho has its end here. I don't think they have money to produce two big games with a brand new technology but using characters from SNK games in a KOF dream match should be fine for old and new players. Is the same nostalgia tactis Capcom used wit SF2 chars in SFIV... imagine a KOF with a team from SS, GNK, and nearly every other SNK fighting franchise. IMHO it will end up something like this, unlikely that we have a new KOF and a new SS.
Btw, Kizuna and Buriki characters are in KOF XI, the crossover thing is not completely new.
And speaking about rumors... I've heard somewhere SNK is working on an exclusive title on NeoGeoX. This is mere speculation tough, based on the silhouettes from the facebook page (artworks of Kyo, Kaede and Hahomaru from NGBC and Magican Lord), but really sweet if true.
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mbisonhatclub 576th Post
PSN: hadoolket XBL: n/a Wii: n/a
New Red Carpet Member
| "Re(4):Re:Rumors are rumors" , posted Wed 21 Aug 07:53:
(Rant about rollback garbage here)
(Summary) Juicebox received a generous gifting of a beta code for KOFXIIISE, so he's been able to try it out, saying it was a small improvement, but not by much. Y2, the community manager for KOFXIIISE, got to play Juice one match, and it was rather laggy. Around 12 easternish, a patch in the form of some text file(?) was released and he tried it out again, and noticed a drastic improvement--he got a really good connection to someone in Canada. He also played some people in Japan and noticed that while there was lag, the lag was consistent and stable. Also, they were able to verify that there is a host advantage in that the host player gets slightly less input delay. The Japanese players Juice played against aside from Y2 were possibly all devs considering their enormous amount of playtime with the game (200+). Devs have been paying attention to Juice's stream and are very interested in his feedback, now.
Also:quote: Request for an increase of the number of Closed Beta testers posted by SNK.Dir_Y2 @ 02:02AM on August 21, 2013I am thinking of increasing the number of testers for "KOF XIII Steam Edition" Closed Beta Test by 50 players. The first 300 testers have been chosen fairly and without any region preference. However, as the number of beta testers from Central/South America and Asia were a minority, I will focus on these areas on the next selection. The winners of this new lottery will be carefully selected among the candidates who have previously registered themselves during the first beta tester campaign, and will be notified by email and in the KOF XIII Closed Beta Test relevant forum later in the week.
join the m.bison hat club today i'm not just the president i'm also a client
[this message was edited by mbisonhatclub on Wed 21 Aug 18:18] |
sibarraz 485th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
Gold Customer
| "Re(5):Re:Rumors are rumors" , posted Wed 21 Aug 23:38
quote: (Rant about rollback garbage here)
(Summary) Juicebox received a generous gifting of a beta code for KOFXIIISE, so he's been able to try it out, saying it was a small improvement, but not by much. Y2, the community manager for KOFXIIISE, got to play Juice one match, and it was rather laggy. Around 12 easternish, a patch in the form of some text file(?) was released and he tried it out again, and noticed a drastic improvement--he got a really good connection to someone in Canada. He also played some people in Japan and noticed that while there was lag, the lag was consistent and stable. Also, they were able to verify that there is a host advantage in that the host player gets slightly less input delay. The Japanese players Juice played against aside from Y2 were possibly all devs considering their enormous amount of playtime with the game (200+). Devs have been paying attention to Juice's stream and are very interested in his feedback, now.
Also:Request for an increase of the number of Closed Beta testers posted by SNK.Dir_Y2 @ 02:02AM on August 21, 2013I am thinking of increasing the number of testers for "KOF XIII Steam Edition" Closed Beta Test by 50 players. The first 300 testers have been chosen fairly and without any region preference. However, as the number of beta testers from Central/South America and Asia were a minority, I will focus on these areas on the next
-- Message too long, Autoquote has been Snipped --
I'm confused, is there any kind of hope?
Honestly, if I could play with my friends from the city well I will be satisfied
In the other hand, I wonder if the game mechanics of the game make difficult to get a good netcode. it will explain the rumour to return into a 98 like for the 20th anniversary, but well, 98um netcode sucked ass
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mbisonhatclub 577th Post
PSN: hadoolket XBL: n/a Wii: n/a
New Red Carpet Member
| "Re(8):Re:Rumors are rumors" , posted Thu 22 Aug 01:53
quote: Unfortunately, the closed beta is still at an absurdly small size.
If SteamCharts it right, the peak number of concurrent users so far has been 29.
I've seen it, and that's rather unfortunate, and it makes me wonder if there are people who haven't been even trying to play it online. I was under the impression this was something you had to sign up for? It baffles me that they just let their opportunity just sit there, such a waste.
Anyway, Gunsmith has something about giving away beta codes for those who want to try it out (just provide specs and region on ON), and ArcadeShock will be handing out codes tomorrow. Also, MrWizard has been giving out codes to my knowledge, and SNK is contemplating giving out 50 more codes to less represented areas. I still say that they especially need to choose people who can tell more accurately how the netcode feels (ie people who can actually play). It really will make a difference when trying to do those 1-frame links, which most casual players might feel they're just not able to do them anyway, and better players who are confident in consistently nailing them but when online comes, it's always missed. THAT is why I'm saying better players should be selected.
join the m.bison hat club today i'm not just the president i'm also a client
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sibarraz 488th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
Gold Customer
| "Re(6):SNK Stuff Thread 10 - Spring 2013 editi" , posted Thu 29 Aug 23:03
quote: Hey guys, everybody who has purchased the game can now dowload the beta!
I'm glad they did this - I always found the code giveaway thingies too late and don't play that well that I feel my feedback would amount to much, in part since I'm kinda rusty. At least this now lets potential opponents make those judgements a bit better.
I now have to deal with a different set of issues from the PS3 version - a completely different controller, and while my PS3 has a wired connection specifically because of KoF's online issues, my laptop has no such access. I've got some retraining to do, and while having access to the single player modes (how else are we to access Saiki and Billy?...) to mess around with moving targets and trial modes to test execution, it's understandable why this beta is set up as it is.
The change in policy has however increased the peak number of players from 30 to 250, though. http://steamcharts.com/app/222940
Peaking at 333 as of today - more than the initial batch... ya done good SNKP, ya done good and it looks like it's been a rewarding decision for all involved.
Well I had good news for you, today they released the Beta V6. In this version billy and saiki are unlocked (but only until the beta ends)
No netcode improvements were made but SNKP said that they are not done with it yet
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sibarraz 489th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
Gold Customer
| "SNK Stuff Thread 10 - Netcode Impressions" , posted Sat 31 Aug 04:16
Ok, I had been testing the game, and I had played with a chilean, a brazilian and a colombian
the chilean was at 300 miles of distance from mine and the match was PERFECT. 4 bars, cero lag
the brazilean was at 1200 and the delay fluctuated between 1- 3 bars, but in the match, it was great too, I could feel some lag, but still, I had no problems playing the match.
With the colombian I had problems, 2700 miles aprox, and it was unplayable.
Still, from the moment I could play with my friends from chile, who are a LOT (30 aprox) so from the moment, I'm glad with the netcode, but if SNKP could improve it more, I will be happy
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Baines 365th Post
Silver Customer
| "Re(1):SNK Stuff Thread 10 - Netcode Impressio" , posted Sat 31 Aug 13:28
quote: Ok, I had been testing the game, and I had played with a chilean, a brazilian and a colombian
the chilean was at 300 miles of distance from mine and the match was PERFECT. 4 bars, cero lag
the brazilean was at 1200 and the delay fluctuated between 1- 3 bars, but in the match, it was great too, I could feel some lag, but still, I had no problems playing the match.
With the colombian I had problems, 2700 miles aprox, and it was unplayable.
Still, from the moment I could play with my friends from chile, who are a LOT (30 aprox) so from the moment, I'm glad with the netcode, but if SNKP could improve it more, I will be happy
Be aware that, unless they've patched it out, there is some degree of host advantage in the netcode.
If you aren't posting to the Steam forum for the game, then you probably should in order to give more feedback.
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Professor 3882th Post
MMCafe Owner
| "Re(1):SNK Stuff Thread 10 - Netcode Impressio" , posted Sat 31 Aug 19:34
quote: Ok, I had been testing the game, and I had played with a chilean, a brazilian and a colombian
the chilean was at 300 miles of distance from mine and the match was PERFECT. 4 bars, cero lag
the brazilean was at 1200 and the delay fluctuated between 1- 3 bars, but in the match, it was great too, I could feel some lag, but still, I had no problems playing the match.
With the colombian I had problems, 2700 miles aprox, and it was unplayable.
Still, from the moment I could play with my friends from chile, who are a LOT (30 aprox) so from the moment, I'm glad with the netcode, but if SNKP could improve it more, I will be happy
From Japan's end, I'm hearing people say that the netcode is better than the console versions but the frameskips still make it hard to play. It seems that most of the Jp folks trying the steam version are too KOF-centric to compare it with other titles with well-featured netcodes like Skullgirls and P4A. Steam is next to unknown in Japan to begin with, so it's natural that only the hardcore fans would even think of trying out the beta test.
Is the host advantage still there? The netcode has gone through at least 7 revisions since it was launched, but from the way some people are reporting completely lagless matches, it sounds like it might still be around.
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Baines 367th Post
Silver Customer
| "Re(2):SNK Stuff Thread 10 - Netcode Impressio" , posted Sat 31 Aug 23:12:
quote: Is the host advantage still there? The netcode has gone through at least 7 revisions since it was launched, but from the way some people are reporting completely lagless matches, it sounds like it might still be around.
Host advantage was added in the second or third version. I don't know if it is still there, because you can only tell if you ask the other player afterwards, or play the same person with the hosting swapped.
I can't really tell myself because I'm currently a victim of the performance issues. The game uses a lot of the CPU for the older machine that I am currently stuck with, and CPU demands are increased when you go online. There is a weird gimmicky fix that can greatly reduce CPU usage, but the "fix" may slightly affect framerate consistency.
I do wonder if the performance issue is affecting people's opinions of the online. If you are near the borderline, you can play fine offline, and only see issues online. A few backgrounds, if you leave them set to animated, can also kill performance even though the game plays fine for you on the majority of stages.
The game really needed to go into beta earlier than it did, and it needed to go into a wider beta than SNK Playmore initially planned. Right now, I've a feeling that the game will end up launching with unresolved issues. The beta revisions have been addressing problems, but they haven't been solving the problems for everyone.
[this message was edited by Baines on Sat 31 Aug 23:19] |
sibarraz 490th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
Gold Customer
| "Re(3):SNK Stuff Thread 10 - Netcode Impressio" , posted Sun 1 Sep 04:57
quote: Is the host advantage still there? The netcode has gone through at least 7 revisions since it was launched, but from the way some people are reporting completely lagless matches, it sounds like it might still be around.
Host advantage was added in the second or third version. I don't know if it is still there, because you can only tell if you ask the other player afterwards, or play the same person with the hosting swapped.
I can't really tell myself because I'm currently a victim of the performance issues. The game uses a lot of the CPU for the older machine that I am currently stuck with, and CPU demands are increased when you go online. There is a weird gimmicky fix that can greatly reduce CPU usage, but the "fix" may slightly affect framerate consistency.
I do wonder if the performance issue is affecting people's opinions of the online. If you are near the borderline, you can play fine offline, and only see issues online. A few backgrounds, if you leave them set to animated, can also kill performance even though the game plays fine for you on the majority of stages.
The game really needed to go into beta earlier than it did, and it needed to go into a wider beta than SNK Playmore initially planned. Right now, I've a feeling that the game will end up launching with unresolved issues. The beta revisions have been addressing problems, but they haven't been solving the problems for everyone.
I couldn't tell if there is host advantage
Now, some considerations
- The game has offline delay if you play it on fullscreen, in windowed mode the game is lagless - I play with static backgrounds in order to improve my performance, so that could help
One question professor, I read sometime ago that in japan, the pc's were really old, or at least there was not this idea of ''high tech master race PC'' and that people owned really basic computers to only do their homeworks and other things which doesn't require an amazing pc, is that true?
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Professor 3884th Post
MMCafe Owner
| "Re(4):SNK Stuff Thread 10 - Netcode Impressio" , posted Sun 1 Sep 12:13:
quote: There is a weird gimmicky fix that can greatly reduce CPU usage, but the "fix" may slightly affect framerate consistency.
This sounds interesting- out of curiousity, can you elaborate?
quote: One question professor, I read sometime ago that in japan, the pc's were really old, or at least there was not this idea of ''high tech master race PC'' and that people owned really basic computers to only do their homeworks and other things which doesn't require an amazing pc, is that true?
Very good question! The answer is YES. In general, people simply don't have any use for a high-end PC because there's no game publishers here that releases games on PCs. Very few people go out of their way to play Western games on PC here because it doesn't suit their tastes. Bishoujo games are about the only thing people would need a PC for, but they can be played on any old machine. The only real exception would be a handful of people that play MMOs.
Smartphones becoming the main trend is overwhelming the console market to begin with, so you can imagine how non-existant the PC game market is. High-end gaming PCs including the Alienware are available from manufacturers of course, but their demand is quite low compared to the West.
[this message was edited by Professor on Sun 1 Sep 17:55] |
Professor 3903th Post
MMCafe Owner
| "Re(1):New Samurai Spirit Pachislot ?!" , posted Wed 11 Sep 21:36:
quote: During my search for KOF XIV news, I found this flyer on JP Pachislot website, you can see Haohmaru's face in 3D ?!
http://livedoor.blogimg.jp/slosoku/imgs/8/e/8e405a3a.jpg
Source : http://26926725.at.webry.info/201309/article_5.html
Nice interesting finds! The ad itself isn't for an announcement of a new title-- it's a discount promo where pachislot operators can trade in their current machines and get a special discount when a new one comes out in future. The Haohmaru and Alice renderings are pasted on the "future machines" example, so they might actually be coming out.
As for the recruiting, the ad says "Staffs wanted for new project" but the detailed description calls for programmers with experience on "porting" games to Steam. There's really no chance that SNKP will find anyone of that criteria in Japan considering that Steam is dead here, so there's a fine print saying that they'll hire as long as the staff knows programming languages needed for the company's other wanted positions (smartphone, SNS games). That means C+、Objective-C、Java, PHP、Perl、Python.
So it seems that they're probably thinking of doing more ports, and then to go on making new projects. ...as long as their budget holds, of course.
While we're on it, two recent notes about KOF13.
- The Steam version is getting trading cards. My bet is that it'll be reusing artworks from the mobile games, but who knows.
- The Nesica version of KOF13Climax is hitting arcades tomorrow. It'll implement Player Points and rank titles. Rank titles will go as below, the English is a rough translation.
三種ノ神器 - The Three Sacred Treasures 八傑集 - Hakkesshu (The Eight Heads of Orochi) 無敵の龍 - The Invincible Dragon 最強の虎 - The Raging Tiger 伝説の狼 - The Legendary Wolf 天帝 - The Heavenly Lord 猛者 - The Ferocious 強者 - The Strong 免許皆伝 - Full Mastership 師範代 - The teacher 初段~4段 - Entry level ~ 4th Dan 入門生~1級 - Beginner ~ Level 1
[this message was edited by Professor on Wed 11 Sep 22:28] |
sibarraz 492th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
Gold Customer
| "Re(2):New Samurai Spirit Pachi ??? + Steam St" , posted Wed 11 Sep 23:42
quote: - Also SNK PLAYMORE is looking for new staffs experienced in Steam :
That's good. I was afraid that their experience so far with the Steam version of KOF XIII might scare them away from PC releases.
I cannot help but think that SNKP underestimated the task of releasing a PC title, particularly with their original tiny beta test plan, which gradually extended to a full beta open until the release date. SNKP probably felt most of the work was already done, having made the arcade version for an XP-based board.
But PCs aren't locked to a single build, and the KOF XIII beta has been popping up general issues as well as issues that only affect some random users. And fixes may not affect everyone, or may even help some while making the game worse for others.
The game officially releases in two days, and I don't see SNKP being able to address all the known issues by then. And who knows what will crop up after the game officially releases, with more players coming in, and the current players finally getting access to the single-player content.
mmm, 4 hours ago SNKP released another patch with fixes to the netcode, maybe what we will see now
Also, the game will had trading cards :) I hope that the emoticons and backgrounds are good
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Loona 721th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Regular Member
| "Re(3):New Samurai Spirit Pachi ??? + Steam St" , posted Thu 12 Sep 02:07
quote: The game officially releases in two days, and I don't see SNKP being able to address all the known issues by then.
The beauty of Steam is that it's on PC, so they can update on the fly and as much as they need to, even after official release, without having to wait on approval.
They can, but will they?... Stuf that should be simpler than the netcode, like the player/character statistics resetting to zero unless you go online should be fairly simple fixes, but still happen, so I'm a bit worried...
quote:
C+、Objective-C、Java, PHP、Perl、Python
Sucks, I only know 4 out of 6 of those!
Ditto... and considering I'm between jobs now and my programming skills are a bit rusty, I wonder if working on those there I haven't dealt with yet would be a productive idea...
Unrelated, but I've noticed lately that the SNK Playmore logo has changed a bit, replacing the green in the "Playmore" part with blue to match the rest - looks better that way, but I wonder why they decided to toss green in there in the first place...
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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Baines 377th Post
Silver Customer
| "Re(4):New Samurai Spirit Pachi ??? + Steam St" , posted Thu 12 Sep 07:53
quote: They can, but will they?... Stuf that should be simpler than the netcode, like the player/character statistics resetting to zero unless you go online should be fairly simple fixes, but still happen, so I'm a bit worried...
Yes, unlocked color palettes resetting was reported fairly early in the test, but apparently wasn't fixed until version 10.1a. And that was a bug that was apparently in the console version of the game?
And while some companies try to fix their games after release, most stop after a certain point, and some never really try at all. I tried to play a game a week or two ago that didn't display its pre-rendered video if you ran the game full-screen. Checking the forums showed it was a well known and long standing issue, but the publisher is pretty much a shovelware publisher and appears to not care to have its games fixed. Or take the case of the first two Commandos games, which have the ability to save the game disabled by default. Enabling it is a simple one line change to an INI file, but at no point over the years has anyone involved ever bothered to fix the Steam distributed copy.
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Professor 3904th Post
MMCafe Owner
| "Re(1):Interview with SNKP about KOF XIII-SE +" , posted Fri 13 Sep 13:44:
quote: - http://www.siliconera.com/2013/09/11/snk-playmore-has-had-their-eye-on-the-pc-market-for-quite-some-time/
- SNK PLAYMORE will be in TGS 2013, you can find them in Meeting Room Booth #9 - 2F, International Conference Hall !
Map : http://expo.nikkeibp.co.jp/tgs/2013/src/img/visitor/map/map.pdf
The stuff about the netcode patch for console version is a pity. The International Conference Hall at TGS isn't a part of the show, so don't expect anything. It only holds about 140 people and a bunch of companies are stuffed in there.
Only 12 or so more hours until the Steam version launches! I'm looking forward to seeing its trading cards, hopefully there'll be some new artwork.
The NesicaLive version of KOF13 Climax was released yesterday and quite frankly it's a bit of a letdown as would be expected. The game is simply a port of the regular Climax unit and has the same exact bugs. The game features bookkeeping of your stats but it's a bare minimum-- user name, PP, win rate, rank title, that's it.
Typicially with NesicaLive games, the bookkeeping features a ton of stats, not just about yourself but also about other players in the rankings.
The name of the arcade where other players play their games, the hours at which they play, their past 10 or so game records, what characters they use, what characters they win/lose to a lot, are few of the examples of the tracked records you can view with other NesicaLive games. None of that is supported right now for the NesicaLive version of KOF13 Climax since it simply doesn't feature any sort of stat viewing interface. The only stats you get is this bottom thing while playing the game, and that's it.
Hopefully there'll be support for additional bookkeeping in the future.
[this message was edited by Professor on Fri 13 Sep 14:01] |
Baines 380th Post
Silver Customer
| "Re(2):Interview with SNKP about KOF XIII-SE +" , posted Sat 14 Sep 02:25:
quote: Only 12 or so more hours until the Steam version launches! I'm looking forward to seeing its trading cards, hopefully there'll be some new artwork.
It's not new artwork. They are made from Eisuke Ogura's existing KOF XIII art. Specifically, the win screen art.
13 card: Classic Iori, NESTS-style Kyo, Mr. KARATE, Mai Shiranui, Kim Paphwan, K', Terry Bogard, Robert Garcia, Shen Woo, Clark Still, Ralf Jones, Andy Bogard, Ash Crimson
EDIT: With the types of issues found during the KOF XIII beta, I figured there would be bugs in the modes that were locked. There was at least one, and it was immediately obvious on the first play of the game. Arcade mode's cut scenes and endings don't display text. If SNKP wants to continue to pursue PCs as a market, they are going to have to step up their approach to testing.
[this message was edited by Baines on Sat 14 Sep 15:11] |
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