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I'm not derailing the thread by talking about the topic brought up in your post. You're presenting one thing as another very different thing and seem to be confused as to what that means.
For instance, BUFFERING wont make the game feel slow. Thats the part we never even got to get to because we couldnt get over the first hurdle rofl.
INPUT DELAY would make the game feel slow as that means when you press a button it takes too long to come out. Buffering makes the move come out exactly when you'd think it should, BUT you can press the button before then and it'll come out at that time. SF6 for instance had a problem where the buffer window was too large and it recently got patched to fix it. The game SPEED didnt change, just the responsiveness in certain situations.
And from playing the game more, yes there is input delay but a majority of that appears to be server side with MVS's ♥♥♥♥♥♥ server solutions. More or less confirmed anectdotally by playing offline, playing online when fewer people were on and then playing online during peak hours. Native input delay seems to be only 3 frames (https://x.com/marcy_mallow/status/1795670535944409148) but it can be MUCH higher when there are connection problems for one reason or another.
TL;DR
The twitter post you posted doesnt support your argument. At all. BUT your argument does have validity as I suspected. But likely for different causes.
INPUT BUFFERING
v v v
Input BUFFERING is inputting an action before the character can perform it, while they are "busy" so the input comes out ASAP, after hitstun/animation/etc. The timing for this varies game to game, any amount is NOT objectively bad, but preferences exist.
Melee has 0f buffer, Rivals of Aether has 6f buffer, Ultimate has 9f frames + a 2nd buffer window that's indefinite (its complicated.)
And Multiversus has 30 Frames.
INPUT DELAY
v v v
Input DELAY is the amount of time it takes for an input to actually register in the game after the button has been pressed. A high number for this, IS objectively bad.
Melee has ~3f delay, Rivals has ~3f delay, Ultimate has ~6f - 7f delay (nearly twice as much on WiFi)
And Multiversus... not sure ATM. After the relaunch I havent done nor found testing for it. Doesn't seem terrible to me.
TLDR
high Input Buffer is subjectively bad, and high Input Delay is objectively bad. They are different. I hope this helps
MVS is worse right now than it was, I have many reasons to believe this, but what OP is saying is objectively wrong, or at least the terminology he's using. Now maybe he got that from an x post, maybe he misunderstood the term, maybe he's just ignorant, but it is incorrect terminology.
There are genuine problems to complain about, and I think the speed of the game is one. Absolutely no one I knew complained about the speed of the "beta" and now we're all supposed to pretend we were? I was there as one of the last 500 Steam players consecutively and checked the discussions. Netcode, hit/hurtboxes, and overtuned characters were all people wanted fixed. Again I think there are valid things to be upset about with this subject and many others.
However, this aint it chief.
https://www.merriam-webster.com/dictionary/delay
the act of postponing, hindering, or causing something to occur more slowly than normal
"my input was delayed!" correct usage.
hope this helps those that cant understand.
Also, that amount of input buffer lasts past death. I've spawned, and auto jumped or attacked, because I pressed it right before I was launched into my death.
crying about definitions doesnt focus on the problem.
And, again, them shrinking the buffer window isnt going to impact speed or even how speedy it feels. That's a whole other issue that they have to tackle if they choose to do so.
also whats the source on that info? It sounds like something they're gonna do (not a hard fix if it was previously implemented) but I'd like to see the source if possible.
Webster Definition. for game tech.
either ignorant or baiting. i wish you the best of luck in life fr