03-21-2009, 03:11 PM | #1961 |
moonchild~
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Re: R1 - Actual Song Difficulties V2
It's not that hard. It's not just patterns, think of the bpm, Keep In Mind's bpm isn't fast. And the patterns don't make it a FMO. Just because of the rolls, and bursts in the 16th stream doesn't make it a FMO.
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03-21-2009, 03:18 PM | #1962 |
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Re: R1 - Actual Song Difficulties V2
yeah, Keep in Mind seems a lot harder than some of the FMOs
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03-21-2009, 03:28 PM | #1963 |
moonchild~
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Re: R1 - Actual Song Difficulties V2
it's not hard at all. The only spot where I would consider it a FMO is the last 200 notes. That's it. The beginning is a low VC, and the end is a low FMO, average that together that makes a High VC.
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03-21-2009, 03:49 PM | #1964 |
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Re: R1 - Actual Song Difficulties V2
Uhhh, you do realize that there are 24th trills in this song? And really ****ty 32nd gracenotes? I'm talking the kind that made me want to boo out like I always do, lol. I finished the song just for argument's sake, but yeah, this isn't a VC. I do consistently well on my sightreads, like SDG. None Would Escape, Lawn Wake IV, Silence, all SDG sightreads. I got 11 good and a boo on this stupid **** so there's no way this is a VC, lmao.
24th is 1.5x the speed and we're talking trills. Plus the jumptrills mid-stream aren't exactly easy to hit and then the 32nds really throw PA off. It's FMO. EDIT: VC?
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03-21-2009, 04:41 PM | #1965 |
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Re: R1 - Actual Song Difficulties V2
Yeah, that's what I'm talking about. Thanks, Archelos.
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03-21-2009, 04:51 PM | #1966 |
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Re: R1 - Actual Song Difficulties V2
just played keep in mind
theres a huge difficulty gap between the beginning/ending and the soloish part probably one of the harder VC's in the game probably a low fmo |
03-21-2009, 04:57 PM | #1967 |
moonchild~
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Re: R1 - Actual Song Difficulties V2
I SDG'd it...
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03-21-2009, 05:01 PM | #1968 |
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Re: R1 - Actual Song Difficulties V2
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jnbidevniuhyb scores: Nomina Nuda Tenemus 1-0-0-0, Anti-Ares 1-0-0-0 Best AAA: Frictional Nevada (Done while FFR was out, so it doesn't show in my level stats) Resting. I might restart playing FFR seriously someday. |
03-21-2009, 05:03 PM | #1969 |
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Re: R1 - Actual Song Difficulties V2
your ability to score good on a song should not affect the difficulty you think it is
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03-21-2009, 05:03 PM | #1970 |
moonchild~
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Re: R1 - Actual Song Difficulties V2
I have an idea. Make Keep in Mind a FMO, make NWE a VC, and give Keep in Mind the oni token
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03-21-2009, 05:06 PM | #1971 |
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Re: R1 - Actual Song Difficulties V2
Makes sense. Or just raise Keep in Mind to FMO and keep NWE as a borderline FMO.
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03-21-2009, 05:08 PM | #1972 |
moonchild~
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Re: R1 - Actual Song Difficulties V2
Oh well. I'm tired of arguing, make it a FMO.
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03-21-2009, 05:13 PM | #1973 |
FFR Veteran
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Re: R1 - Actual Song Difficulties V2
keep in mind is definitely a VC, but a high one. there's no real awkward patterns, and the bursts/one 24th semi-jumptrill aren't that hard
ya, that pattern's alot easier than it looks...
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03-21-2009, 05:26 PM | #1974 |
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Re: R1 - Actual Song Difficulties V2
What the **** are you talking about, the entire drum solo is some of the worst bull**** I have ever seen. And I've been playing for 5 years. So not only is the guy who stepped this a ****ing moron, but you have no idea what you're talking about.
Also, I can't hit that pattern. Like, I literally miss. And I SDG FMOs.
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03-21-2009, 06:29 PM | #1975 |
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Re: R1 - Actual Song Difficulties V2
take that behanjc >:)
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03-21-2009, 07:52 PM | #1976 |
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Re: R1 - Actual Song Difficulties V2
A) The chart really isn't bad. Sure, it's awkward, but it's fun to play anyway.
B) That? An FMO? Lol, sure, you go ahead and believe that everybody, but it's not. Just because somebody can't do a single VC that they release as well as a couple of FMO's doesn't mean you should cry about it. Everybody has strengths and weaknesses in this game. Just because you SDG an FMO sight read and get like 15 goods on a VC doesn't mean that the VC should automatically become an FMO. T_T... EDIT: C) I just want to say I think First Try should be a 7. It was really annoying to PA... Took me quite a few tries to get the AAA, although, I'm not really that good, so that argument isn't especially valid. xD Last edited by Niala; 03-21-2009 at 08:11 PM.. |
03-21-2009, 07:54 PM | #1977 | |
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Re: R1 - Actual Song Difficulties V2
Quote:
Last edited by TheSeventhDawn; 03-22-2009 at 11:43 AM.. |
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03-21-2009, 09:43 PM | #1978 |
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Re: R1 - Actual Song Difficulties V2
I have 13-1-0-0 on KiM... and I think that's pretty good for me... and I've SDGed a few FMOs. If KiM isn't FMO, it's an extremely high-end tricky VC.
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03-21-2009, 10:06 PM | #1979 |
moonchild~
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Re: R1 - Actual Song Difficulties V2
I say we flip a coin, heads it's a VC, tails it's a FMO. flip nao.
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03-21-2009, 10:25 PM | #1980 |
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Re: R1 - Actual Song Difficulties V2
There's definitely a better and more efficient way of giving songs their proper difficulties instead of having people shout out their personal experiences with song XXX left and right.
I think someone should make a list we can all agree upon on the fundamental aspects that comprises a simfile's difficulty. Some examples include "speed", "song length", "arrow density", and "awkwardness". Some of these aspects should be further broken down into more specifics to decrease the amount of subjectivity we all have when trying to decide a song's difficulty. For example, "awkwardness" is not at all descriptive; the term can be broken down further to describe the amount of "jacks", "jumpstreams", and whatnot that makes a song awkward to play. In essence, I'm suggesting a more descript version of something like DDR's voltage, chaos, stream, etc. A more objective way of determining difficulty, although subjectivity will always be present at one level or another. IMO it's better than having people just shout out what they think is the best difficulty for song XXX. It's hard to get a good consensus if we keep getting multiple opinions that often oppose each other. We're hardly being progressive this way. |
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