06-18-2013, 10:20 AM | #221 |
Celestial Harbor
|
Re: Beta Engine: R^3 [Updated 6/18/13]
thanks eze+mikey
wasn't thinking files, also cause I hardly play any files anymore lol but at the same time, i feel like if you raped grist 1.3 or something. idk |
06-18-2013, 10:30 AM | #222 |
Can't AAA anything
Join Date: Sep 2007
Posts: 1,391
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Maybe force it to be atleast 1.5x (arbitrary number) so that higher end songs would be too fast to be bs'd, and if you can get the AAA that fast you probably deserve to have it anyway. I was simply thinking of a way to make those tedious easy files take less time to go through.
__________________
|
06-18-2013, 10:38 AM | #223 | |
Rhythm game specialist.
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Quote:
|
|
06-18-2013, 10:41 AM | #224 |
Celestial Harbor
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Personally...I honestly don't see this as a bad thing at all?
Idk, basically, making FFR more fun to play, rather than disable features that could really help out. And it's not like a player's integrity is totally harmed by playing on rates to get a song over with. Because at a point, cleaning up lower level ranks stops being fun and ends up being a chore. Even in like, real life, getting chores out of the way with quicker, more innovative methods feels better in my opinion besides, level 3/100s aren't supposed to be tailored to high level players. Why not let the higher level players tailor their experience to themselves? |
06-18-2013, 10:46 AM | #225 |
Can't AAA anything
Join Date: Sep 2007
Posts: 1,391
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Yeah I can understand how it would bother people that already went through it "the hard boring way" But I do think it would help people who have yet to do it. I don't think it would make you a worse player ethically for getting through it that way.
__________________
|
06-18-2013, 10:52 AM | #226 | |
The FFRchiver
Join Date: Jun 2009
Location: USA
Age: 30
Posts: 2,168
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Quote:
A selling point of actually improving FFR ranks shouldn't be "you MUST sit around and be bored out of your mind for several hours barely hitting notes" if this can be avoided.
__________________
|
|
06-18-2013, 10:53 AM | #227 |
stepmania archaeologist
Join Date: Aug 2005
Age: 34
Posts: 4,090
|
Re: Beta Engine: R^3 [Updated 6/18/13]
It'll be a bunch of work, but maybe we should figure out a ranking system that doesn't depend on how much time you've spent playing scores way below your skill level.
Edit: No, I don't mean tier points, I still wanna have an average-rank type thing. But how about something like this: let X be the difficulty (out of 100) of your 10th hardest AAA. Then, when we calculate avrank, we credit the player with a AAA on every song of difficulty at least (X - 20). They do not actually get those scores recorded but avrank is calculated as if they did.
__________________
Best AAA: Policy In The Sky [Oni] (81) Best SDG: PANTS (86) Best FC: Future Invasion (93) Last edited by qqwref; 06-18-2013 at 10:58 AM.. |
06-18-2013, 10:58 AM | #228 |
Can't AAA anything
Join Date: Sep 2007
Posts: 1,391
|
Re: Beta Engine: R^3 [Updated 6/18/13]
@ qqwref
That's kinda what the tier point system is I would say. Edit: ninja'd by your edit
__________________
|
06-18-2013, 11:19 AM | #229 |
Hello Kitty
Join Date: Sep 2004
Location: New York
Age: 32
Posts: 1,296
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Don't get me wrong, the idea of making ALL of the FFR songs worthwhile is very enticing. But yes, manipulating patterns from what they originally were made to be can screw up some song scoring. I'm thinking patterns in Kono Spoon even... with that going faster I could see jumptrilling those patterns becoming much easier.
I just really don't like the fact that rate changes really kind of effect how the file and chart were made.
__________________
I'm just an old boy now
|
06-18-2013, 11:21 AM | #230 | |
Hugs 4 Hire
Join Date: Feb 2008
Age: 32
Posts: 464
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Quote:
__________________
|
|
06-18-2013, 11:22 AM | #231 | |
Celestial Harbor
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Quote:
That being said, if you choose to give yourself a more "cheatable" song, at the price of making it faster, I think that option should be given. If you don't want to change the rate to keep the integrity of the original file, so be it. It's not like you're going to be forced to use rates for the rest of your life Edit: and adding on to fallen's post: mirror, speedmods, downscroll, even key setups and offsets have changed the way FFR has been played. And all of the above mentioned are basically optional. You don't need to use any of it if you don't actually want to. double edit: press start. all the rolls were /meant/ to be semi-jump trillable. rates would actually aid my purpose in that case
__________________
Last edited by YoshL; 06-18-2013 at 11:25 AM.. |
|
06-18-2013, 11:45 AM | #232 | |
The FFRchiver
Join Date: Jun 2009
Location: USA
Age: 30
Posts: 2,168
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Quote:
I'm not exactly sure how I feel about allowing rates universally (though I personally wouldn't object to someone getting an AAA on a file at a higher rate, even if it makes certain sections seemingly slightly easier). I should point out the person talking about using them for super easy files, requested putting the rate at 1.5x or higher before leader-board scoring can occur, so that potential pattern manipulation on harder files would be pretty much impossible (and if they pulled it off, they probably deserve the AAA). So before outright rejecting the idea based on potential additional help with rolls / trills, would you approve of a mechanic like that?
__________________
|
|
06-18-2013, 11:47 AM | #233 | |
Rhythm game specialist.
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Quote:
EDIT: as mentioned before, it also adds an unfair advantage to players that can't do rolls and utilize jumptrills and gives them the opportunity to do well on songs that they shouldn't be -- Skeletor is a huge example of this. Last edited by TC_Halogen; 06-18-2013 at 11:51 AM.. |
|
06-18-2013, 11:55 AM | #234 | |
Celestial Harbor
|
Re: Beta Engine: R^3 [Updated 6/18/13]
basically, what I see this argument is at this point is kinda fruitless atm
both sides have actually fairly balanced points objectively, e.g. pattern cheating potential vs. song speed up difficulty, but most of the big points are all up to opinion. Whether something or not is "fair" is pretty much subjective, because I can say something like "It's not fair that people can record their scores at anything above 1x scroll rate, because it makes it alot easier to read patterns. everyone should have the patience to learn how to read clusters of arrows, because that's how it was intended". However, everyone will be like "nope". Although yeah, my point is completely valid, it's subjective. my opinion, which is "everyone should have the patience to learn how to read clusters of arrows, because that's how it was intended" equates to "everyone should have patience to play long songs or else it's not fair". however, there's objective proof through "reading clusters of arrows" and "cheating patterns". again though, the objective points mostly balance eachother out: for the speedmod example, you are actually having to read much faster than before, and with our current dillemma, you do indeed have to hit arrows much faster. TL : DR; vote, cause it's opinions Quote:
I personally don't agree with your usage of "unfair", because that implies that only some people will get to take advantage of the mechanic, which is definitely not the case here also, is anyone forgetting those split jumptrills that will start to become hell on rates lol (for skeletor)
__________________
Last edited by YoshL; 06-18-2013 at 11:58 AM.. |
|
06-18-2013, 11:57 AM | #235 |
Rhythm game specialist.
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Fair enough -- truly a catch 22...
|
06-18-2013, 12:01 PM | #236 |
Anime Avatars ( ◜◡^)っ✂╰⋃╯
Join Date: Mar 2007
Location: Squat Rack
Age: 34
Posts: 10,837
|
Re: Beta Engine: R^3 [Updated 6/18/13]
About to grab lunch in like two seconds so can't really elaborate. Will just say I'm highly against having non-1.0 rates reflected in the same scoreboard.
|
06-18-2013, 12:07 PM | #237 |
Anxiety monster
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Rate scoring? Sounds like a calling for separate scoreboards to me as well.
Also, i'm getting kind of bad lag using flash10. When i turn off my volume on my speakers manually and turn them back on, the lag disappears. What could that be coming from? & accuracy calculations are boggling my mind. If you set a custom judge using the calculation, do scores record? Wouldn't that make getting amazings way too easy? Last edited by XXXsmittyXXX; 06-18-2013 at 12:09 PM.. |
06-18-2013, 12:13 PM | #238 |
🥓<strong><span style="col
Resident Overseer
Join Date: Mar 2007
Location: Kingsport, TN
Posts: 7,648
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Custom judge offset* Same thing as a music offset, just moves the timing windows. Doesn't lengthen them
|
06-18-2013, 12:13 PM | #239 |
Can't AAA anything
Join Date: Sep 2007
Posts: 1,391
|
Re: Beta Engine: R^3 [Updated 6/18/13]
No, when you put a custom judge your scores don't submit lol
Unless you mean standard judge offsets, which has been available for a while.
__________________
|
06-18-2013, 12:14 PM | #240 |
Anxiety monster
|
Re: Beta Engine: R^3 [Updated 6/18/13]
Thanks.
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|