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Old 12-20-2013, 10:27 PM   #41
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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woah, totally didn't know that actually happened.

that said, there was still a lot more that was promised that official...
Everything went out for the 8th, I refused to put up prizes on the OP unless I had them to give out. I didn't make promises that I couldn't personally fulfill. The 7th official is the one that had a bunch of stuff promised that never went out, I wanted my sticker damnit.
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Old 12-20-2013, 10:28 PM   #42
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

I still want my fucking SessileNomad CD, seriously. I'm so still incredibly mad about that -- it was the whole reason why I even tried so hard in the 7th official.
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Old 12-20-2013, 10:28 PM   #43
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

6th Official, choof you owe me a fucking op
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Old 12-20-2013, 10:35 PM   #44
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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Yes and it was delicious, despite being mailed from great distance

Also to keep the difficulty ceiling where it is is being passé imo. Players are getting better so the high end limits have to start being challenged. There are literally only 2 files in game that cannot easily be SDG'd by top players. People used to battle to the death just to FC things but never complained about files being too hard (Crowdpleaser being a justifiable exception). The evolution of the Stepmania scene caters even less so to beginners.

Another thing you need to consider is that most avid players will eventually find 1-20s boring to play, so the need for a higher number of lower difficulty songs seems a little more unnecessary than you'd think. You forget that FFR was more popular when it had only 50 songs and way shittier game mechanics. I see little harm in upping the difficulty limits but meh
I agree upping difficulty limits is an exciting prospect!

Over the last two months avid players were getting 4-7 hard charts every week. Beginner players were getting nothing. It only makes sense that there are beginner charts created and released more often during that time span. Not as often as hard charts, but it definitely should exist. Beginners like fresh content catering to their level the same as the avid player. (for every official tourney post you could say "this week's novice chart is....etc") It's just you are more likely to see an avid player using the forum to talk about it.
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Old 12-20-2013, 10:45 PM   #45
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

I think it would be nice to have top 16 or top 32 profile badges as well, to drive a bit more competition from the upper/middle of the pack. Only the top 8 would get vrofl still though.

Edit:// maybe 24 instead of 32
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Old 12-20-2013, 10:49 PM   #46
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

Yeah the main reason why I was a tryhard for the 7th (only to get sniped for a place in the final 8 in the last 5 minutes of RO16 lol whoops) was because of all the physical prizes. I'm happier with a case like this tournament which didn't promise anything - that's much better than what happened in the 7th.

This tournament was run really smoothly. I'd still prefer it if future rounds ended/began a day later in the week, i.e. on Friday/Saturday depending on where you live instead of on Thursday/Friday. I think this may be part of the reason why there was less activity than usual just before the end of a round, but I also understand why such a schedule wasn't possible this time round.

I kinda wish the batch that's being judged now (about time to where notes btw) had been split up once it was clear that the 120 slots were never going to be filled up and judged before the commencement of the tourney. There were already quite a number of files in the batch more than one month before the tourney started, so just going through those files first would have led to a wider selection of files to choose from anyway. + there was that whole deal about the "We need files!" wager thing as a FPP. :P

All the same, the files used in the end were generally great, and this tourney certainly had its fair share of real doozies (in a good way). For my money, round 7 was the most interesting - Bits and Bytes, Breakcore ein bmah, Umbral Ultimatum...fantastic stuff. And of course I'd love to **** a young man. Deep **** and **** him ****.
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Old 12-20-2013, 11:08 PM   #47
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

D7 shouldn't be AAA or die every round, imo, and that's what it will be in future officials unless a change is made. I wanna say the only way to avoid putting harder charts in the game would be to have D7 players use rates. I don't understand the argument against pushing the difficulty "limit" with some newly added charts, though. adding hard files and adding easy files aren't mutually exclusive actions.

I think that anyone caught cheating should be given equivalent punishment. I luv mah boi yoshl <3, but I think one should look at the bigger picture. giving preferential treatment sets a dangerous precedent.

many thanks to the event staff for hosting!
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Old 12-20-2013, 11:24 PM   #48
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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Originally Posted by dAnceguy117 View Post
D7 shouldn't be AAA or die every round, imo, and that's what it will be in future officials unless a change is made. I wanna say the only way to avoid putting harder charts in the game would be to have D7 players use rates. I don't understand the argument against pushing the difficulty "limit" with some newly added charts, though. adding hard files and adding easy files aren't mutually exclusive actions.

I think that anyone caught cheating should be given equivalent punishment. I luv mah boi yoshl <3, but I think one should look at the bigger picture. giving preferential treatment sets a dangerous precedent.

many thanks to the event staff for hosting!
If we made D7 use rates, then the scores wouldn't automatically register to the tournament dashboard because "lol rates don't record"
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Old 12-20-2013, 11:29 PM   #49
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

Rates should record for grand total purposes but not highscores/ranks, its playing the game so why not. If people want to push it to farm grand total faster they can suffer the wrist injury.

Also makes that work for rates tournaments.
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Old 12-20-2013, 11:38 PM   #50
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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Rates should record for grand total purposes but not highscores/ranks, its playing the game so why not. If people want to push it to farm grand total faster they can suffer the wrist injury.

Also makes that work for rates tournaments.
I would think that would literally make any future high GTs in a day way to easy. Why don't they just temporarily release the simfile on a higher rate and take it out at the end of the round (Like dossar said about bolt thrower)?
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Old 12-20-2013, 11:41 PM   #51
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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I would think that would literally make any future high GTs in a day way to easy. Why don't they just temporarily release the simfile on a higher rate and take it out at the end of the round (Like dossar said about bolt thrower)?
I think this happened once as an April Fool with Guitar Sounds 1.5 rate.
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Old 12-20-2013, 11:49 PM   #52
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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I would think that would literally make any future high GTs in a day way to easy. Why don't they just temporarily release the simfile on a higher rate and take it out at the end of the round (Like dossar said about bolt thrower)?
The problem isn't lack of score efficient files, you try playing for 24 hours straight, I don't think it makes a big difference if you spend that time playing a 90 or a 40 on 2.0x. Either way the limit is physical and mental.

Also allowing rates to count for GTS makes training/playing on rates more rewarding and its a fun way to play. Increases the re-playability of pretty much every file ten fold. On top of lowering the required files to run a tournament/ makes tiebreakers less of a pain.
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Old 12-20-2013, 11:58 PM   #53
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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Originally Posted by igotrhythm View Post
If we made D7 use rates, then the scores wouldn't automatically register to the tournament dashboard because "lol rates don't record"
Not only this but more importantly it would force some players to use an engine that doesn't work properly for them (*cough* me *cough*). I wouldn't even join a tourney that required rates for this reason sadly.
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Old 12-20-2013, 11:59 PM   #54
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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If we made D7 use rates, then the scores wouldn't automatically register to the tournament dashboard because "lol rates don't record"
- Why not use screenshots?
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Old 12-21-2013, 12:21 AM   #55
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

Problem: Releasing insanely hard files into the game looks bad and not for all to play.

Suggestion: Create a D7 genre when files get over 95 (or something) that can be unlocked when they are unwillingly put into D7 and submits every round they survived. A nice addition to D7 rewards, possible to add to tier points or another set of points that aren't part of public ranks.
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Old 12-21-2013, 12:22 AM   #56
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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Not only this but more importantly it would force some players to use an engine that doesn't work properly for them (*cough* me *cough*). I wouldn't even join a tourney that required rates for this reason sadly.
Which is where temporarily releasing a rated file comes in handy. Not to mention how would the event staff regulate the use of rates? I would assume they would have to be some how.
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The problem isn't lack of score efficient files, you try playing for 24 hours straight, I don't think it makes a big difference if you spend that time playing a 90 or a 40 on 2.0x. Either way the limit is physical and mental.

Also allowing rates to count for GTS makes training/playing on rates more rewarding and its a fun way to play. Increases the re-playability of pretty much every file ten fold. On top of lowering the required files to run a tournament/ makes tiebreakers less of a pain.
It really wasn't aimed towards people going 24 hours. More towards the one's who could get 500million much faster making vrofl a whole lot less exclusive.
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Old 12-21-2013, 12:54 AM   #57
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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It really wasn't aimed towards people going 24 hours. More towards the one's who could get 500million much faster making vrofl a whole lot less exclusive.
1. Vrofl being exclusive makes the whole highest GTS thing dumb (Thats why its always disabled for gamewhore events)
2. 500M in 3 hours or 23 hours is the same amount of notes with identical PA/combo. Keeping the PA/Combo effective on the 3 hour run is A LOT harder.

But I do agree with Dynam0, I wasn't including people who prefer other engines in my thought process. It does make one engine unbalanced vs others which is a bad thing. And I know rates can't be added to the older engines without a complete re-write.

So disregard what I've said, not thinking.

Temporary versions of the songs sped up works though.
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Old 12-21-2013, 01:06 AM   #58
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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Cons:
Placements: yeah, there were a few errors, namely in the D5/D6 area. D1-D4 (minus Deidara, lol) and D7 came out respectably well.
That was most likely on me, due to playing d50-70 songs that are fun and ignoring PA attempts on easier songs :/ Still probably gonna be the same deal next tourney between D2-3 (therefore need to seriously skillboost before the 10th official)

As for tourney feedback, was very satisfied with how it was presented. If there were more than just the couple issues I had personally observed, it didn't show. The staff did an excellent job with everything to make this a ton of fun. I'm happy to finally get involved in the community.

The songs, ehh. I had mixed feeling about them. Some of them were really fun and interesting, but then other files were just boring to play. Personally, I was a little bummed about not seeing fun rainbow bursts/assorted arrow puke before I was eliminated, haha. (First non-AAA, roflnope I'm gone.) For the most part though the variety in music genres was much appreciated.

Placements, yeah. We all saw those few oddballs, myself included. Wasn't that bad, I enjoyed following the progress of the other divisions too. Honestly I don't have a bunch of negatives for this.

I'd also feel much better about a slower progressing difficulty gradient. Once I hit my limit, even though I had improved a ton to get there, it fell apart. It's a bit much (at least for me, I dunno) to get the same PA on a song +7 difficulty higher than the last, every week.
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Old 12-21-2013, 01:17 AM   #59
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

I have nothing but respect for people who run a tournament this attentively and listen to the users while remaining as impartial as possible.
The tournament was extremely well run, no question about that. Minor issues always happen, but overall was definitely my second favorite FFR tournament to be a part of (no prizes for guessing what my favorite tournament was hint I ran it hehe)

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I will definitely be taking really small bits of files from upcoming batches to ensure that I can start building a tournament lineup early without detrimentally affecting Song of the Week releases.
Literally my favorite sentence from the whole post... color me excited
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Old 12-21-2013, 01:48 AM   #60
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Default Re: 9th Official Tournament: Post-Competition, Closing, and Suggestions

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Problem: Releasing insanely hard files into the game looks bad and not for all to play.

Suggestion: Create a D7 genre when files get over 95 (or something) that can be unlocked when they are unwillingly put into D7 and submits every round they survived. A nice addition to D7 rewards, possible to add to tier points or another set of points that aren't part of public ranks.
This please, you almost have to be in D7 to even play 95+ anyways, so why not??
I mean flooding the game with really hard files just because we had to make a D7.. Its not really practical if only they can play them legit anyways.
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