05-13-2015, 10:50 PM | #21 | |
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Re: Averages = Lifebar penalty
Quote:
Also, you can easily manipulate patterns and it isn't because of averages whatsoever. It is because of how lax the timing windows are, for example, jumptrilling a 1 to 4 stream. We can jumptrill it because you can manipulate the window to give you perfects when you are technically off by x millisecond on the window.
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05-13-2015, 10:56 PM | #22 |
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Re: Averages = Lifebar penalty
dude. I've helped design games like this. I've mash-combo'd some of the hardest songs. I know how mashing works.
if your rebuttal is "averages aren't the only issue, goods increase lifebar too much", then the solution for a pro pass mode is obvious, now, isn't it? |
05-13-2015, 11:14 PM | #23 |
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Re: Averages = Lifebar penalty
Make a hardmode pass that gives bonus credits!
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05-13-2015, 11:52 PM | #24 |
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Re: Averages = Lifebar penalty
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05-14-2015, 12:06 AM | #25 |
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Re: Averages = Lifebar penalty
So, why not also penalize first-frame goods as well, aren't they equivalent?
If I'm not crazy, this is the current arrangement of the seven frames of hit timing: Good Good Perfect Amazing Perfect Good Average
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05-14-2015, 01:46 AM | #26 |
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Re: Averages = Lifebar penalty
Is it G/G/P/A/P/G/A or is it G/P/A/P/G/G/A? I thought the second good frame was for late hits and that early goods were harder to hit consistently due to only one frame? Perhaps not though, been a while since I toyed with FFR timing.
On a side note, I would just like to throw out there that as a newer player the life bar was one of the big things that kept me interested in the game. Got that adrenaline going when I was fighting to stay alive on a Very Challenging song through the tough part in the middle or something. I think having a mode (or making the change) not only discourages mashing more but can also be a more interesting play-type.
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05-14-2015, 02:41 AM | #27 |
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Re: Averages = Lifebar penalty
Oo oO remove boos. Make mashing CBs
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05-14-2015, 04:51 AM | #28 | |
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Re: Averages = Lifebar penalty
Quote:
lifebar/passing has been the prime goal/motivator across nearly all rhythm games in the 15-year history of this genre and the only exception is when passing is so easy as to be meaningless that players have to find a new metric to replace it, hence the urge to amp up passing to something meaningful again it is, if anything, unusual for passing to not be a significant accomplishment Last edited by Arch0wl; 05-14-2015 at 04:52 AM.. |
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05-14-2015, 06:07 AM | #29 |
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Re: Averages = Lifebar penalty
I want zombie dragons
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05-14-2015, 06:11 AM | #30 |
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Re: Averages = Lifebar penalty
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05-14-2015, 06:35 AM | #31 |
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Re: Averages = Lifebar penalty
Hard pass:
Amazing->perf(life regen 1) Perf->good(no life regen) Good->avg(life penalty 1) Avg->boo(life penalty 2) Boo=boo(life penalty 3)
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05-14-2015, 07:04 AM | #32 |
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Re: Averages = Lifebar penalty
Hey, according to this potentially outdated wiki, it takes 21 boos or 21 misses to fail a song. Each takes 5% of your bar.
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05-14-2015, 07:40 AM | #33 | |
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Re: Averages = Lifebar penalty
Quote:
It takes 11 to fail out immediately from a song.
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05-14-2015, 09:47 AM | #34 |
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Re: Averages = Lifebar penalty
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05-14-2015, 10:02 AM | #35 | |
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Re: Averages = Lifebar penalty
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As for the idea of life-depleting averages, sure I think it's a good idea. At least make them be neutral like they were in the past, because currently they add to your life bar in R^3.
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05-14-2015, 10:53 AM | #36 | |||
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Re: Averages = Lifebar penalty
I think neutral sounds nice
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05-14-2015, 11:33 AM | #37 |
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Re: Averages = Lifebar penalty
you said earlier that you "like the way averages are at the moment". whatever reason you have for wanting to make passes absurdly easy, you should make that reason clear if you're going to say we shouldn't have lifebar-depleting averages
frankly, lifebar-neutral is going half-measure. don't go half-measure. even with lifebar-neutral averages, songs are easy to pass. the benefit of this adjustment is that it makes passes MEANINGFUL, because they currently aren't. |
05-14-2015, 12:13 PM | #38 | |
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Re: Averages = Lifebar penalty
Personally speaking, it's not the life drain that's not punishing enough, rather the recovery rate is way too fast on FFR for the drain to have any meaning whatsoever.
(like it only takes 10 goods to literally fill up half of the lifebar in FFR) Also, since someone mentioned IIDX, these are the recovery/drain values for each note. Values are for: PGreat/Great/Good/Bad/Poor/mashPoor(see them as boos in FFR) respectively. You can see the timing windows here: https://zenius-i-vanisher.com/v5.2/v...?threadid=5233 HARD Drain is reduced by half when the gauge is below 30%, recovery is still the same. +0.16 / +0.16 / 0.00 / -5.00 / -9.00 / -5.00 EXHARD Drain remains the same even when below 30% +0.16 / +0.16 / 0.00 / -10.00 / -18.00 / -10.00 Dan Gauge Drain is reduced by half when the gauge is below 30%, recovery is still the same. +0.16 / +0.16 / +0.04 / -1.50 / -2.50 / -1.50 EDIT: oop typo
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05-14-2015, 12:49 PM | #39 | ||||
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Re: Averages = Lifebar penalty
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(making averages a life bar penalty) but I didn't want to outwardly say it like that so I explained my feelings on the way averages currently are. I read an idea (averages being neutral) which sounded better than averages being a penalty, so I thought "if this were to be changed, I would rather they be neutral". I like passes being the way they are because I often mash through extremely hard Mania engine songs. It is the predominant way I play to get better these days. I believe making averages a penalty would ruin that for me. Just my opinion on \thread
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05-14-2015, 01:53 PM | #40 |
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Re: Averages = Lifebar penalty
what about an irl life bar penalty for averages
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