> People play Melee with ping differences bigger than that and it works fine lol. Waaay more technical game shows that there's tolerance.
I dunno; I'd imagine people would be mad if there was a 15ms ping differential in Melee. I think the online/netplay tournament results are already looked at different than offline, console results.
Moreover, I'm pretty sure that you can't have a differential ping in a P2P game with rollback, so the competitive issues are different between the two scenes. I understand Riot wanting to equalize them. In Melee specifically, I think that the players have to decide on a common frame delay to play, right? If so, then the Melee community has come to the same solution for competitive netplay as Riot has.
I dunno; I'd imagine people would be mad if there was a 15ms ping differential in Melee. I think the online/netplay tournament results are already looked at different than offline, console results.
Moreover, I'm pretty sure that you can't have a differential ping in a P2P game with rollback, so the competitive issues are different between the two scenes. I understand Riot wanting to equalize them. In Melee specifically, I think that the players have to decide on a common frame delay to play, right? If so, then the Melee community has come to the same solution for competitive netplay as Riot has.