Was the netcode based off of host or client? How much peer-to-peer networking was involved? Was there input lag? If so, do you know if there were memory dumps or freezes whenever the online lag became greater than the input lag?
I really want to know the answers to these questions because I want to get a solid idea of how good fighting games handle online. From what you're saying, DoA4 sounds like it has a predictability system in effect (like Halo 2/3) that can't handle too much stress but works at anything under that breaking point.
The most important thing I want to know is if it had input lag, if you tell me anything. |