Re: The VideoGame MegaPack 4!
Use ffrs rating scale 1-100
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Re: The VideoGame MegaPack 4!
no one will ever stop people from playing quasar on spread and saying "i can pass 12s"
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Re: The VideoGame MegaPack 4!
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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. |
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.
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Re: The VideoGame MegaPack 4!
And for that, I thank you.
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Re: The VideoGame MegaPack 4!
DigitalS3r4ph: all clear, i wasn't quite sure what you meant at first.
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A good song is a good song, whatever it's source might be. |
Re: The VideoGame MegaPack 4!
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Re: The VideoGame MegaPack 4!
I don't think he told anyone what it was, cause I can't find it on kbo.
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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. |
Re: The VideoGame MegaPack 4!
i'd be more in favor of nps+fudgefactor(tm)
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Re: The VideoGame MegaPack 4!
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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.
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Re: The VideoGame MegaPack 4!
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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. |
Re: The VideoGame MegaPack 4!
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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. |
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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 |
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: |
Re: The VideoGame MegaPack 4!
((actual nps)+(highest nps during a 10 second interval)+(lowest nps during a 30 second interval))/3
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Re: The VideoGame MegaPack 4!
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