stuck playing wifi warriors.
That's a non-sequitur and a meme. Actual LATENCY (compare: connection instability) has nothing to do with what connection type is being availed -- it has to do with net-coding and its efficacy in hiding lag.not in my region
I'm sorry but the amount of bs in this post is just beyond any level.That's a non-sequitur and a meme. Actual LATENCY (compare: connection instability) has nothing to do with what connection type is being availed -- it has to do with net-coding and its efficacy in hiding lag.
If a WiFi connection is so poor as to affect a game, it will be discernible by gameplay pauses, intermittent stuttering, de-syncing or disconnection. Where a game is plain laggy, it is a matter of latency related to how the unavoidable delay in data transfer (i.e., over distance; through servers, modulators and de-modulators; its processing through consoles / PC's... E=MC²) is dissembled (or not) by the net-code used.
Fans of a product are, by very definition, advocates of that product; rendering their claims and opinions, by default, conflicted. As such, blame for technical problems is almost always lumped upon anything that does not implicate that which is / those who are fawned upon.
I have never experienced lag in a fighting game to the sheer degree or distinctive type that I have in NRS games -- something going back as far as MKvDCU. Every other fighting game that I have played online, lag or no lag, functioned differently (and usually better) than NRS games did. Deduction, therefore, dictates that the issue is specific to the online functionality of NRS games and their net-code, and not the Internet connection/s used... ¯\_(ツ)_/¯
what year are you living in? nrs has made great strides in their netcode. being a fighting game company to see that fans are upset with their online infrastructure and actually go in and re-work it means a lot. I feel like you just say a lot but you're not really informedThat's a non-sequitur and a meme. Actual LATENCY (compare: connection instability) has nothing to do with what connection type is being availed -- it has to do with net-coding and its efficacy in hiding lag.
If a WiFi connection is so poor as to affect a game, it will be discernible by gameplay pauses, intermittent stuttering, de-syncing or disconnection. Where a game is plain laggy, it is a matter of latency related to how the unavoidable delay in data transfer (i.e., over distance; through servers, modulators and de-modulators; its processing through consoles / PC's... E=MC²) is dissembled (or not) by the net-code used.
Fans of a product are, by very definition, advocates of that product; rendering their claims and opinions, by default, conflicted. As such, blame for technical problems is almost always lumped upon anything that does not implicate that which is / those who are fawned upon.
I have never experienced lag in a fighting game to the sheer degree or distinctive type that I have in NRS games -- something going back as far as MKvDCU. Every other fighting game that I have played online, lag or no lag, functioned differently (and usually better) than NRS games did. Deduction, therefore, dictates that the issue is specific to the online functionality of NRS games and their net-code, and not the Internet connection/s used... ¯\_(ツ)_/¯
Both MK9 and MKX were region locked, therefore region lock is an iconic, essential MK staple and will be returning for MK11.Will MK11 region lock?
Wrong.Out of interest, how many who champion the "greatness" of NRS net-code, have played or know if they are playing against people from outside of their region?
My guess: None, and none.
Definitely. For Australia it's something like this:Out of interest, how many who champion the "greatness" of NRS net-code, have played or know if they are playing against people from outside of their region?
My guess: None, and none.
I mean, I've got friends in the UK (I'm from the U.S.) and we play MKX together all the time with no issues. 130ms tops.Out of interest, how many who champion the "greatness" of NRS net-code, have played or know if they are playing against people from outside of their region?
My guess: None, and none.
You're full of shitThat's a non-sequitur and a meme. Actual LATENCY (compare: connection instability) has nothing to do with what connection type is being availed -- it has to do with net-coding and its efficacy in hiding lag.
If a WiFi connection is so poor as to affect a game, it will be discernible by gameplay pauses, intermittent stuttering, de-syncing or disconnection. Where a game is plain laggy, it is a matter of latency related to how the unavoidable delay in data transfer (i.e., over distance; through servers, modulators and de-modulators; its processing through consoles / PC's... E=MC²) is dissembled (or not) by the net-code used.
Fans of a product are, by very definition, advocates of that product; rendering their claims and opinions, by default, conflicted. As such, blame for technical problems is almost always lumped upon anything that does not implicate that which is / those who are fawned upon.
I have never experienced lag in a fighting game to the sheer degree or distinctive type that I have in NRS games -- something going back as far as MKvDCU. Every other fighting game that I have played online, lag or no lag, functioned differently (and usually better) than NRS games did. Deduction, therefore, dictates that the issue is specific to the online functionality of NRS games and their net-code, and not the Internet connection/s used... ¯\_(ツ)_/¯
When was the last time you played an NRS game? We can't possibly be thinking of the same netcode lol. You know it's leaps and bounds above what we had in MK9 and IGAU right? The GGPO netcode they implemented with the XL patch in MKX is quite good, probably one of the best out there. Like, Killer Instinct good.That's a non-sequitur and a meme. Actual LATENCY (compare: connection instability) has nothing to do with what connection type is being availed -- it has to do with net-coding and its efficacy in hiding lag.
If a WiFi connection is so poor as to affect a game, it will be discernible by gameplay pauses, intermittent stuttering, de-syncing or disconnection. Where a game is plain laggy, it is a matter of latency related to how the unavoidable delay in data transfer (i.e., over distance; through servers, modulators and de-modulators; its processing through consoles / PC's... E=MC²) is dissembled (or not) by the net-code used.
Fans of a product are, by very definition, advocates of that product; rendering their claims and opinions, by default, conflicted. As such, blame for technical problems is almost always lumped upon anything that does not implicate that which is / those who are fawned upon.
I have never experienced lag in a fighting game to the sheer degree or distinctive type that I have in NRS games -- something going back as far as MKvDCU. Every other fighting game that I have played online, lag or no lag, functioned differently (and usually better) than NRS games did. Deduction, therefore, dictates that the issue is specific to the online functionality of NRS games and their net-code, and not the Internet connection/s used... ¯\_(ツ)_/¯
I usually agree with you on most things, but not this one. WiFi CAN be as good as its wired counterpart if the situation allows it to be, but a lot of the time this isn't the case. It's totally fine if you're in a small/medium isolated house with the nearest neighbor being hundreds of yards away. But that same WiFi connection in a townhouse with lots of neighbors around turns into pure dogshit as it fights with everybody else's signals. You can change the channel you use sure, but it only helps a little. You're still subject to all kinds of interference. In cases like that, wired is 10 times better.People over here have been indoctrinated out of ignorance to bring in the hate for WiFI like if their "wired" connection from Alaska isn't shit. I have both setups WiFi and Wired and there is no notable difference. The most important aspect in your connection is your ISP internet structure (fiber optics, DSL or cable) their routing, your bandwidth, and in P2p the distance from whomever you are connected to. WiFi or wired connection won't make much of a difference because that is the last part of the connection if the middle part of the connection is garbage your connection will suck. Doesn't matter if you are wireless or wired. This wifi hate started a while back with some rant from pig of the hut who doesn't know shit about networks and it sickens me how people are soo stupid to just repeat what they hear. Sheeple.
I've never had issues with anyone using a wired connection but I've always had issues playing someone on wifi. Just saying.People over here have been indoctrinated out of ignorance to bring in the hate for WiFI like if their "wired" connection from Alaska isn't shit. I have both setups WiFi and Wired and there is no notable difference. The most important aspect in your connection is your ISP internet structure (fiber optics, DSL or cable) their routing, your bandwidth, and in P2p the distance from whomever you are connected to. WiFi or wired connection won't make much of a difference because that is the last part of the connection if the middle part of the connection is garbage your connection will suck. Doesn't matter if you are wireless or wired. This wifi hate started a while back with some rant from pig of the hut who doesn't know shit about networks and it sickens me how people are soo stupid to just repeat what they hear. Sheeple.
Thats bs. I can prove to you that wired connections can be just as laggy as wireless. Add me on psn. I can purposely make wired or wireless connections laggy because most of the time the issues are not at this stage of the connection.I've never had issues with anyone using a wired connection but I've always had issues playing someone on wifi. Just saying.
When I play my coworker in injustice 2. He doesn't play wired and I get ping spikes up over 400 and a consistent 200+. He's in the same city as me and using the same ISP. So either it's his lack of ethernet or he's over there kicking the router.Thats bs. I can prove to you that wired connections can be just as laggy as wireless. Add me on psn. I can purposely make wired or wireless connections laggy because most of the time the issues are not at this stage of the connection.
Doubt it.Derek got asked about it in that one interview and he basically said "I can't answer that" so I guess there's a chance?
QLOC fixed the pc port after High Voltage butchered it. I believe QLOC is doing the mk11 port as wellDoubt it.
Rule #1 of PR is you never confirm bad news, especially before the product launches. It is possible they're thinking about it (although it's pretty late in development to be going back and forth on that), but more than likely the answer is no, and there's a 0% chance they'd say that in an interview.
As for this argument about connection issues-
I don't know about the rest of you but I haven't played an NRS title personally since MKX on PC. Given the incredible fuckup that was when during the same timeframe I could hop on KI and play just about anyone buttery smooth, yeah it left a pretty awful taste in my mouth.
Maybe it's better now and i'm just out of the loop, but I can certainly see the point of view that NRS netcode sucks, because anyone who bought MK X on PC basically got screwed for months.
MKXL on PC has the new netcode. It's perfect.MKX on PC
QLOC fixed the pc port after High Voltage butchered it. I believe QLOC is doing the mk11 port as well
Cool, and good to hear, but yeah personally I was totally out of the loop on that because it was such a mess for months after launch I gave up. I'm glad to hear it's better now.MKXL on PC has the new netcode. It's perfect.