06-18-2012, 12:14 PM | #21 |
FFR Veteran
Join Date: Aug 2009
Location: London, Ontario
Age: 37
Posts: 1,196
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Re: General Difficulty Discussions & Consultant Insight
On this note, what was the point of coming up with names for the difficulty groups if they don't appear in even one single place in game or on the site aside from the thread they're described in?
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06-18-2012, 12:46 PM | #22 | |
SponCon Aficionado
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Re: General Difficulty Discussions & Consultant Insight
The difficulty for us is the timing of the year. Originally the plan was to have 1-20/1-99 be able to be toggled between, but our Flash coder Velocity is currently on holidays, so not much we can do there until his return.
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They are in the same place that they were always viewable in ;D I'm sorry to hear that some players aren't adapting well, but this transition period was always going to be tough. The only thing I can offer is patience as we wait for the engine tweaks/updates. (and start getting more hype for the upcoming official~)
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06-18-2012, 12:52 PM | #23 |
FFR, lift, repeat
Join Date: Jan 2008
Location: oregon
Age: 32
Posts: 2,071
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Re: General Difficulty Discussions & Consultant Insight
I personally love the new system. I can see my improvement way better then when everything was all just a guru songs lmao. It was much needed in my opinion. I can see how it is hard to appreciate the new system if you maybe can't play up to the old level 11-13 songs, since the old system was still decent for lower level songs. Thanks for all the hard work guys, I wish I could help but I'm a computer tard
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06-18-2012, 02:38 PM | #24 |
FFR Player
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Re: General Difficulty Discussions & Consultant Insight
I highly appreciate the new system, just at the present time it's growing on me very slowly, the important point to note is that all of my favourite songs are still around.
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06-18-2012, 03:16 PM | #25 |
FFR Veteran
Join Date: Jan 2007
Posts: 1,496
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Re: General Difficulty Discussions & Consultant Insight
I don't get the hate toward the new system. Yeah, everything has new names. Big whoop. The numbers 1-99 make it SO much easier to know how difficult a file is. In the past, a new FGO appears and you have literally no idea what is coming. Are we talking a cakewalk like Frictional Nevada or A Quick Death? Now, you see, for example, 74 and immediately know what type of file you are dealing with.
And to the comment about old "high FMOs" passing old "low FGOs", it's called resorting. Everyone has always known that Anti-Ares is just as hard as the low FGOs. It needed to move up, but for some reason it was hard to pull the trigger and move up a song that has such an isolated section of difficulty. Now, it is much easier to just sort by number and not worry about whether it is an 11 or 12.
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06-18-2012, 03:20 PM | #26 | |
Nope
Join Date: Nov 2010
Location: London, ON
Age: 29
Posts: 3,772
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Re: General Difficulty Discussions & Consultant Insight
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06-18-2012, 05:51 PM | #27 |
Anime Avatars ( ◜◡^)っ✂╰⋃╯
Join Date: Mar 2007
Location: Squat Rack
Age: 34
Posts: 10,837
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Re: General Difficulty Discussions & Consultant Insight
Yeah I did some fuccen around with the high FMOs/low FGOs when rescaling 1-99. Tsugihagi definitely needed the bump down imo (it plays very similarly to Famicom Selecta, same bpm, just slightly more difficult patterns). Time to Eye players might be torn on, but it's really nothing too bad compared to the highest ex-FMOs. If the 48th bursts were changed to 24th jumptrills (which is what everyone else hits them as anyways), there'd be far less discrepancy w/ respect to that file's rating.
Again, threads can be made if you guys don't agree with some stuff~ |
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