netcode

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  • Shroud of the Avatar's update 10 stresses stability, challenge dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.06.2014

    Any game with a strong online component is only as strong as its servers. You could make the best game in history, but if no one can log in and play it, it's not going to be worth much. The latest update on Shroud of the Avatar's development notes that one of the big issues plaguing the game's 10th major update was stability. That means that the team needs more people connected and playing (or trying to) so that the issues can be documented and solved. The team also introduced the Challenge Dungeon to get a clearer picture of PvE combat, noting that it had become a bit too single-note even against different sorts of enemies. PvP, meanwhile, is a matter of constantly moving, which is very network-intensive. The update discusses some of the patches planned to address both issues in the future, including better enemy AI and skills reworked to not make constantly darting about the most attractive update. Take a look at the full developer dispatch for more information.

  • Battlefield 4 PC update eliminates kill trading

    by 
    David Hinkle
    David Hinkle
    12.16.2013

    A new update for the PC version of Battlefield 4 is currently available for download. Arguably the biggest improvement is the elimination of "kill trading." Before, when two players both seemingly fired at each other at the same time, both would drop dead in unison. EA has now adjusted the netcode to account for this, so there should be far less "kill trading" in multiplayer matches. The update also addresses some bugs having to do with vehicle turrets dishing out too much damage when a certain specialization was equipped and another issue where players in Defuse matches would mysteriously get kicked out of the match and into Spectator mode. EA also squashed a few problems involving Nvidia drivers. Also of note: If you've got SLI enabled on your graphics card, this update may cause flickering and for some graphical overlays to get stuck on-screen. EA is aware of the issues and hopes to resolve them in another future update.

  • SoulCalibur 5 getting balance patch March 21, monthly costume DLC starting in April

    by 
    Jordan Mallory
    Jordan Mallory
    03.15.2012

    The secret to a successful modern fighting game isn't so much the launch as it is the post-launch support. It's kind of like an MMO, in that patching and re-balancing based on community input adds refinement and longevity to the platform. Namco Bandai seems to get this, as it'll be updating SoulCalibur 5's ranked match matchmaking algorithms and character balance next Wednesday, March 21. Specifics on those balance changes are forthcoming, according to the SC5 Facebook page.The curators of the Stage of History have also announced that SC5 will receive monthly costume DLC packs, the first of which will arrive on April 3 for the 360 and April 4 for the PS3. No word yet on costume pack pricing or content, but we've got a sneaking suspicion that whatever we're expecting, we're probably way off.

  • New Soulcalibur 5 trailer shows online lobby system

    by 
    Jordan Mallory
    Jordan Mallory
    01.14.2012

    Soul Calibur 4's online VS. modes were adequate from a netcode perspective, but like most fighting games they lacked any sort of well-developed lobby or chat system. SoulCalibur 5, on the other hand, will allow spectators to chat about matches as they happen, as seen in this latest trailer.

  • KOF XIII 'NESTS Kyo' DLC delayed on PS3, netcode patch on the way

    by 
    Jordan Mallory
    Jordan Mallory
    12.20.2011

    Originally slated for a simultaneous 360 and PS3 release on December 20, King of Fighters XIII's upcoming "NESTS Kyo" character DLC pack has been delayed for PS3 fighters until January 10. A fantastically vague "technical error" is to blame for the issue, according to the Atlus press release after the break. In order to make it up to you, SNK Playmore will be lowering the character's cost to $2.99 for a limited time once it lands. In somewhat sunnier KoFXIII news, Atlus is also planning a substantial netcode patch for both versions of the game which is said to "make the game's network infrastructure more consistent for users, ensuring that the evaluation given connections is more accurate to the actual play experience." The patch will also introduce minimum signal strength requirement settings on the host side of matchmaking, so players will be able to prevent users with poor connections from joining their open match. SNK Playmore plans on releasing the patch "as soon as possible." Oh, and if you're wondering what the hell "NESTS" means, read this.

  • Ono: SFxTekken uses new netcode, don't expect a 'Super' version on disc

    by 
    Jordan Mallory
    Jordan Mallory
    11.12.2011

    We recommend filing this one under "Things to take with a grain of salt" in your PR filing cabinet, but Capcom veteran and long-time Street Fighter producer Yoshinori Ono has told Gematsu that there will be no boxed versions of any future Street Fighter X Tekken updates: "I would say that you don't really need to worry about a new version of the game coming out. If we choose to update the game, it will be done in the same fashion as Street Fighter IV: Arcade Edition." "The same fashion," as you'll recall, involves releasing an updated version of the game as DLC rather than at retail, and for a discounted price. It sounds great, and we certainly hope Capcom goes that route from now on, but Ultimate Marvel vs. Capcom 3's existence isn't the most reassuring thing. Ono also said that Street Fighter X Tekken will make use of brand-new netcode, rather than the code used in SSF4:AE or UMvC3. He didn't go into specifics as to what differences or improvements they're hoping to make, but decreasing latency and improving match-up algorithms usually take front and center when improving netcode. We're optimistic that Ono's words will ring true, but we also know that we can't always get what we want.