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-   -   The VideoGame MegaPack 4 (SUBMISSIONS CLOSED)! (http://www.flashflashrevolution.com/vbz/showthread.php?t=135987)

ilikexd 03-31-2014 11:57 PM

Re: The VideoGame MegaPack 4!
 
Use ffrs rating scale 1-100

lurker 03-31-2014 11:59 PM

Re: The VideoGame MegaPack 4!
 
no one will ever stop people from playing quasar on spread and saying "i can pass 12s"

TheSilentLord 04-1-2014 05:43 AM

Re: The VideoGame MegaPack 4!
 
Quote:

Originally Posted by rCaliberGX (Post 4106831)
do visual novels count as 'video games'?

Quote:

Originally Posted by macgravel (Post 4106843)
Yes, they do!

Quote:

Originally Posted by macgravel (Post 4108351)
Answer (YTY's SimFails): No H-Game music allowed u dormis.


This is a bit contradictionary, because a few notable exceptions aside, almost all Visual Novels have a H-element into them. For example, the game i took my songs from has 30+ hours of gameplay and only a few ero scenes. I think it should have been a bit more clear what kind of sources are allowed, especially after you stated visual novels count as games for the purposes of this pack. :-?

Well, it's not like i'll lose my night's sleep over this, though.

DigitalS3r4ph 04-1-2014 07:51 AM

Re: The VideoGame MegaPack 4!
 
When you said Visual novel, I was thinking of games like Dear Esther by the Chinese Room or something. H - games have never been allowed in any of the VGMPs.

blindreper1179 04-1-2014 01:48 PM

Re: The VideoGame MegaPack 4!
 
And for that, I thank you.

TheSilentLord 04-1-2014 02:10 PM

Re: The VideoGame MegaPack 4!
 
DigitalS3r4ph: all clear, i wasn't quite sure what you meant at first.

Quote:

Originally Posted by blindreper1179 (Post 4108969)
And for that, I thank you.

I accept the rule but this kind of prejudice is just retarded. Regardless of the source, it's just what it is: music. If I didn't tell you the music was from a visual novel soundtrack, you would think it was just another song and pay no closer attention.

A good song is a good song, whatever it's source might be.

choof 04-1-2014 03:20 PM

Re: The VideoGame MegaPack 4!
 
Quote:

Originally Posted by Gundam-Dude (Post 4108696)
And there's some really complicated formula that Stargroup devised that supposedly works better from an objective standpoint, but it's a really time consuming calculation involving a fuckton of numbers. And I'm pretty sure absolutely no one uses this formula other than him, rofl.

if someone sends me the formula for this I could write a script/program for it

Arntonach 04-1-2014 03:30 PM

Re: The VideoGame MegaPack 4!
 
I don't think he told anyone what it was, cause I can't find it on kbo.

DigitalS3r4ph 04-1-2014 03:35 PM

Re: The VideoGame MegaPack 4!
 
I'm pretty sure we are just going to go through and classify the difficulties of the file using our own Stepmania Illuminati methodologies, and not some algorithm, during the post production process of the pack once we have all the accepted files and graphics together.
Probably rank between 10 and 16, and use 9s only for peasi mode files like mimiga town.

choof 04-1-2014 03:40 PM

Re: The VideoGame MegaPack 4!
 
i'd be more in favor of nps+fudgefactor(tm)

James May 04-1-2014 03:50 PM

Re: The VideoGame MegaPack 4!
 
Quote:

Originally Posted by choof (Post 4109031)
i'd be more in favor of nps+fudgefactor(tm)

this.

Arntonach 04-1-2014 04:00 PM

Re: The VideoGame MegaPack 4!
 
Yeah, nps is more beginner friendly, and removes any self bias one would have in rating a simfile. Plus new guys won't be as intimidated when the entire list of songs are all in red.

Gundam-Dude 04-1-2014 04:03 PM

Re: The VideoGame MegaPack 4!
 
Quote:

Originally Posted by choof (Post 4109018)
if someone sends me the formula for this I could write a script/program for it

he had one for kEyBeAt that bLasT programmed for him. the formula basically took the raw nps values in various sections of a chart where the note density was the highest and averaged them out. there was still some minor fudging involved, but this is extremely counter productive and a waste of time towards a stepmania pack, rofl.

the nps standard I stuck with for the ffr season packs is full of errors and bad for reference because I had too many files to sift through on my own and was working on tight deadlines while juggling a billion other things.

the only semi-accurate way to utilize nps+fudgefactor is by having multiple people play the files and contributing their opinions on how much to fudge the raw nps, kinda similar to how ffr currently assigns difficulties.

DigitalS3r4ph 04-1-2014 05:25 PM

Re: The VideoGame MegaPack 4!
 

Arntonach 04-1-2014 06:03 PM

Re: The VideoGame MegaPack 4!
 
So either we go hardcore math on this shit and create some quadratic equation to measure out the difficulty, or say "fuck it" and label everything a 12.

Also, I sent something.

Dynam0 04-1-2014 07:19 PM

Re: The VideoGame MegaPack 4!
 
Quote:

Originally Posted by DigitalS3r4ph (Post 4109029)
I'm pretty sure we are just going to go through and classify the difficulties of the file using our own Stepmania Illuminati methodologies, and not some algorithm, during the post production process of the pack once we have all the accepted files and graphics together.
Probably rank between 10 and 16, and use 9s only for peasi mode files like mimiga town.

Makes the most sense to me.

Quote:

Originally Posted by Gundam-Dude (Post 4109046)
he had one for kEyBeAt that bLasT programmed for him. the formula basically took the raw nps values in various sections of a chart where the note density was the highest and averaged them out. there was still some minor fudging involved, but this is extremely counter productive and a waste of time towards a stepmania pack, rofl.

the nps standard I stuck with for the ffr season packs is full of errors and bad for reference because I had too many files to sift through on my own and was working on tight deadlines while juggling a billion other things.

the only semi-accurate way to utilize nps+fudgefactor is by having multiple people play the files and contributing their opinions on how much to fudge the raw nps, kinda similar to how ffr currently assigns difficulties.

I don't understand why the nps calculation is even necessary when you're adding a subjective component anyways. It's an interesting trend to measure spikes in the file and the like but nps is only loosely correlated to actual difficulty in the scheme of things. Having people attach a number to a Stepmania file is as accurate as you're going to get imho and the larger the sample size, the more accurate the result.

ScylaX 04-1-2014 07:37 PM

Re: The VideoGame MegaPack 4!
 
Honestly this pack is awaking me from a huge inactivity phase. I think I spent around 6 hours today working on my simfiles. I'm so damn eager to submit supercool charts I just can't help myself!!!!

ps I'm dumbfounded you guys are taking difficulty rating that studiously. It's a totally minor aspect of the chart and I don't think it's worth the effort when each number will be viewed for a very very little time. It's absolutely not important because what matters is the "global value" of the rating, expatiating over which EXACT NUMBER is best suited seems totally fruitless to me. It's like trying to resolve the sorites paradox by estimating exactly what number of grains can make a certain type of heap.
(at least on a 0 - >10 scale. Rating stepfiles on a 10 ~ 15 (16?) scale is way easier and I seriously don't think it's necessary to involve calculus and shit to estimate what number to put. Really. The number is meant to be a blurry indicator, let's just let it as it is.

tl;dr There will be easy 13 and tough 13, everybody dealt with it in the past, everybody deals with it in Konami games, so I don't really think it's a problem

I think there's a way to accurately determine that tho if you take into account a variety of factors concerning what makes a file arithmetically difficult (nps 'n' stuff) and what skills are necessary (jacking efficiently! being good at jumpstreams! having a good stamina! being at ease with awkward patterns! avoiding mines with little difficulties! whatever!) to handle it, then methodically granting to each of them a number of "levels", ranging from "easiest" to "impossible". So then people could precisely know if they're good enough to pass X difficulty, and tell themselves "oh I can pass a 7 now!! I'm working my way up to 8!" Seriously if you want to be accurate, don't just take the datas of the chart as a basis to calculate stuff and focus on which skills are required to pass it/score on it.
I just think that's the only way

DigitalS3r4ph 04-1-2014 08:27 PM

Re: The VideoGame MegaPack 4!
 
Yeah, I know what you mean. This pack has lulled me out of my Stepman hibernation and I totally forgot how fun it was to play and step charts. The only thing is that I had a chart completed for this, but it was somehow overwritten over the course of post production and setting up graphics for it, so I lost all of my work. Just like that. :(

I have a few other files in the oven for this. :twisted:

lurker 04-1-2014 08:42 PM

Re: The VideoGame MegaPack 4!
 
((actual nps)+(highest nps during a 10 second interval)+(lowest nps during a 30 second interval))/3

Wafles 04-1-2014 09:04 PM

Re: The VideoGame MegaPack 4!
 
Quote:

Originally Posted by Dynam0 (Post 4109124)
I don't understand why the nps calculation is even necessary when you're adding a subjective component anyways.

this is exactly why i started doing difficulties for my packs on an entirely subjective scale. if you're gonna spend the time to calculate the nps for the files only to judge their difficulty subjectively off of that then its just a waste of time. just take a guess and no one will care.


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