Dead or Alive 5 Ultimate

i have never played doa before but this one looks really good...

A decent fighter and a little step up from DOA 4 imo but the netcode is really ass reason i didnt even bother to invest true time or money into the game. There is a problem when the netcode changes frame data and messes with you as a player. But if you plan to go to tournaments or have a decent amount of friends to play with, then the game is worth the purchase.
 
Yeah, I haven't played this in a couple weeks. Just can't bring myself to move away from Tekken's awesome netcode to this pile of crap. I like the characters and stages and mechanics and everything, but online multiplayer is what I live for.
 
Yeah, I haven't played this in a couple weeks. Just can't bring myself to move away from Tekken's awesome netcode to this pile of crap. I like the characters and stages and mechanics and everything, but online multiplayer is what I live for.
The patches updated most of all the problems I rarely see any lag. If does happen its so small it hardly ever effects the game
 
I really don't see the complain with the netcode, maybe I arrived too late to the party (got the game just 3 days ago) and it was all patched out, but I see way less lag than in SCV.
 
Man the thing is each string have like 16 different endings, its worse when directional inputs are sometimes the only thing to differentiated them from the others making it a bitch to remember. My left hand doesn't know what hit it.
 
The lag-Online problems are still there. The game is a lot of fin though. Wonder what they Will do with the next "balance" patch. I hope for system changes , not character nerfs. A nerf to holds and wake up kicks would be nice.
 
i'm still playing DOA5 on PS3. need to play more. and the only problem, and i mean the ONLY problem, is that when i play as Lei Fang i have trouble just-countering with her advanced counters. it always comes out too late or i'll block the attack then counter. but offline it goes so much better. but for 5 bars i don't experience this problem anyway.
 
Peer-to-peer only has to handle 1 connection (between both players) instead of 2 (p1 to server, p2 to server). Pretty much why Ponder chose p2p topology when designing GGPO. The problem arises depending on whether the code is delayor rollback based. The former has both clients wait for each other befor moving on screen. Server based does the same thing except both clients are waiting for the server. With proper, rollback p2p code, both clients don't wait. They move on screen almost instantaneously. Any state desync is handled by a rollback to the last fair state. It's a p2p implementation of what FPSs have been doing for years (client-side prediction).

So far however, rollback code has only been used in 2D games. Namco has a GGPO license, but they've only used it for a DBZ arcade game. In general, 3D hasn't been pressured much into switching to rollback (or client side prediction) code partly because Japan is behind on netcode tech and partly because 2D games tend to have smaller frame windows meaning they needed to develop the tech more.
 
i'm still playing DOA5 on PS3. need to play more. and the only problem, and i mean the ONLY problem, is that when i play as Lei Fang i have trouble just-countering with her advanced counters. it always comes out too late or i'll block the attack then counter. but offline it goes so much better. but for 5 bars i don't experience this problem anyway.

Welcome to my world!
And believe me...i have a damn good connection..never had so far problems in any other fighter =/
You can simulate the lag in spar mode, just try it out how you should change the timing a lil bit ;)
OK now a question to the vets or folks who can play almost everyday this game(i cant, cause of work etc):
How can i improve at best my character knowledge at best?
Play with them?Goin through the movelist?Remember all those combos/set ups/ strings?
What are you doing if a character brings some problems against you?
 
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