@Tekarukite: "I'd say it's a combination, then. Die hard fans (and curious) watched it opening weekend in SPITE of bad reviews."
Did you think about what you wrote at all? No, it's not a combination. Hell, you said so yourself. The huge crowd of people who say the movie on the opening weekend did so regardless of what the critics said, i.e. "in spite of the bad reviews." They didn't care what the critics said. They wanted to see the movie and saw it. That proved my point. Whether they thought the critics were right after seeing the movie is immaterial. A very small portion of these initial viewers might have bought tickets to see the movie again if they had really liked the movie, but again what the critics said doesn't affect this because it doesn't change these viewers' own opinions.
Anyone who doesn't see the movie now who otherwise intended to do so isn't relying on the professional reviews. They are relying on informal opinion from the general public such as their friends, family, and colleagues not the professional critics.
@jpcc86: A now you understand why critic's opinions matter.
Actually the opposite proved true. Critics panned the movie BEFORE it was released on its opening weekend, and yet it still did huge business. The reason why the viewing is now dramatically falling off is because of bad word-of-mouth from the general public who saw the film and did not like it not from the reviews by professional critics.
@ggregd: "Street Fighter servers are run by Capcom, not Valve. The difference in performance has nothing to do with Steam."
Actually it could be affected by Steam. Steam's network functionality relies on/requires the Steam API and its implementation in the game along with the Steam client. This can be the source of performance or compatibility problems. Plenty of games which utilize Steam's network functionality have had poor implementations and/or performance due to Steam at some point in their release such as Magicka, Brink, Aliens Colonial Marines, and Borderland 2. There is much more to a game's Internet networking performance than who runs the servers.
The one advantage that Universal Windows Platform games have over Steam is that they don't require any third-party API or client software like Steam to function.
"What you wrote in your previous comment is the same nonsense you wrote before, but with more detail." <- your idiotic statement
First, it's not nonsense. Second, you haven't actually refuted any of it because I am right and because you lack the knowledge and intelligence to even make a credible attempt. Third, "nonsense you wrote before, but with more detail"?! Hahahahaha. "Detailed nonsense" is an oxymoron. Could you at least try to think before you write?
@livedreamplay: "I copied my statements for you to know which point I'm talking about." <- your statement
That is ridiculous as there is no need for you to repeat verbatim what you wrote in a previous reply. Ergo, there is no need to quote yourself in your own reply and reply to the quote.
"Clinging so much to technicalities pretty much shows me that you too know you're wrong." <- your statement
I wrote many paragraphs above which explained why I am correct. They are not technicalities unlike your "official" controller bullsh*t qualifier in a previous reply. The fact that you can't comprehend my explanations doesn't make me wrong. It just shows your ignorance.
@livedreamplay: Wow, you really showed your ignorance in your reply. The lines in italics in my reply are statements made by YOU which I quoted. Those are lines to which I disputed your assertion in the paragraphs beneath each one.
Now, go back and try again to refute me if you dare, moron.
"It loads faster at the beginning" <- your statement
That is not the only time where the loading speed is faster because as I stated above the entire game's assets or even just all of the current level/map's assets are not loaded into RAM when the game or level starts. Ergo, during gameplay data is fetched from the drive which means an SSD will be faster and avoid or eliminate hitching during gameplay.
"That's why I said "official" PS4 controller. There's only 1 type." <- your statement
Whether or not there is only one official controller is irrelevant since third-party controllers exist and can be used even with the PS4. Ergo, the person one is playing against may be using one of these superior third-party controllers.
"While the functionality of the network is not my speciality, I know that if you have a good and stable connection, you won't have any in-game issues, and it won't impair your gameplay in any way." <- your statement
You should have stopped at "While the functionality of the network is not my speciality" because that is a severe understatement given the rest of what you wrote on the subject. "a good and stable connection" is a meaningless platitude. The combination of speed and latency of an Internet connection is the most important factor in twitch-type games played over the Internet.
"The bottom line is that compared to PCs, where variety is a feature and you can alter/modify most factors, for PS4 (and consoles in general) there is very little wiggle room" <- your statement
The real bottom line is that you are still wrong and you have a poor understanding of the technical issues involved. As I stated multiple times above many factors affect the quality of Internet multiplayer on console, and these factors amount to more than just "a little wiggle room."
@BboyStatix: I think the difference is not as great as that on pc...the difference in performance is much less between console owners than on pc.
As I implied in my original post, the difference actually depends upon the actual hardware and other factors used. For example, two players using PC's with identical or very similar performing hardware and with equivalent peripherals (monitor/mouse/keyboard) on the same ISP and location would be a more evenly matched experience than two players using current generation game consoles where one player has an SSD drive, low latency/high refresh display, performance-enhanced game controller, and a very high-speed/low latency Ethernet and Internet connection to the game server/host while the other player is using a stock console and controller with a cheap television set and a Wi-Fi or other high latency Internet connection. Yes, you can assume that there may be more variance between two players on PC's than between two players on consoles, but it's not a given.
The main point of my original post was that you can't accurately assume that the Internet multiplayer experience on consoles is fair or even that the hardware used between players is "exactly the same" as you stated in the post to which I replied.
@livedreamplay: In-game, there's no difference between someone with the regular hard drive or SSD.
That is definitely not true as the entire game's assets or even just all of the current level/map's assets are not loaded into RAM when the game or level starts. Therefore storage speed matters.
@livedreamplay: there's only one official controller(at least in PS4's case).
That's not true for all consoles especially for the XBone and XBOX360. There are also third-party controllers for the PS4 some of which are supposedly modified or designed for better performance.
@livedreamplay: And the internet connection, well, it's your responsibility to make sure you have a stable connection.
There is too much simplicity in that statement for me to educate you properly on the topic of Internet networking technology. It would be like trying to explain advanced math to a child.
Another factor I originally neglected to mention in my original post is latency of the television/monitor/display which can make a significant difference in twitch games like shooters and fighting games.
The bottom line is that there are many technical factors which can prevent Internet multiplayer gaming on consoles from being a fair fight and you can't accurately assume that the hardware is identical as the post to which I replied stated.
sallan's comments