12-27-2008, 12:17 AM | #21 |
Don't forget me
Join Date: Jan 2007
Location: USA
Age: 31
Posts: 6,491
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Re: FFR Credit System?
yet here we are with RATO in FFR tass willl allow it eventually, when people start easily AAA blue rose and such.
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12-27-2008, 12:27 AM | #22 |
FFR Simfile Author
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Re: FFR Credit System?
I'm trying to get one in that is
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Patashu makes Chiptunes in Famitracker: http://soundcloud.com/patashu/8bit-progressive-metal-fading-world http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1) http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.png |
12-27-2008, 12:28 AM | #23 |
Lax 4 LIFE!
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Re: FFR Credit System?
yeah i agree... there should be more credits earned for songs lasting over 4:00
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12-27-2008, 12:40 AM | #24 |
The Chill Keeper
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Re: FFR Credit System?
My first post fully explained it.
You asked: "why not?" The answer is: "because Synth disappeared!" Many things require Synth's ok in order to do, and with Synth HERE and can't say OK. I am fairly certain this is what has been said for several things including this idea in the past. Correct me if I am wrong, but I think this classifies under one of those things that needs an OK. |
12-27-2008, 12:58 AM | #25 |
FFR Player
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Re: FFR Credit System?
There should be something like a credit tier. Of course, it would take a long time and I'm not even sure if it is possible, but depending on the song and its difficulty, for whatever score achieved, the user gets a certain number of credits.
For example, Breaking the Common. As this song is easy, an AAA could be worth 15 credits. A score of xxx,xxx could be anywhere between 5~15 credits and so on. Say HELLBEAT has the same number of arrows as Breaking the Common. An AAA in this case could be worth 43 points, or whatever number people wish it to be. A score of xxx,xxx could be anywhere between 8~42 credits. The credit count can be decided by the members of FFR. Keep in mind, I don't think this would be easy, but if it was to happen, it would be better than the current credit system. In my opinion, the max cap should be 80. I think 100 is pushing it. Another idea I had in mind is depending on the number of years a person has been a member for, can have their credit cap raised. The first 12 months could possibly hold, say, a max 40 per song, give or take. The following 12 months could then be raised to a max credit cap of 50. The third year could be raised to 60. From then on, max cap raises could be possibly 'achieved' per say. An event could decide the winner an extra 5 credit as maximum. For this idea to fit with the above idea, about tier crediting, the percentage [%] could then be raised to suit the above criteria. All of these are of course ideas which may be difficult to construct or be of practical use, but I'm just giving these opinions. I don't think anybody else has thought of them.
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12-27-2008, 01:01 AM | #26 | ||
BuMP it
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Re: FFR Credit System?
We've had the credit cap for a long time, and frankly I don't see why it should be changed. Yes-- they added a ton of songs to the purchased section or whatever. Just whore songs and get more credits, like we used to do, and have always done, or gamble. Then there are games, contests, etc. Credits have never mattered much to me, and if I'd like to see anything done it would be to get rid of them entirely. All that's happened for years are credit mishaps, people losing all their credits or gaining ones they didn't have because of a glitch. Why do you need the cap to be raised? Just play ffr. Play ffr and you have credits before you even know it. If they haven't changed it in the past, why would they now?
I kind of like Destiny's first idea because it makes sense. Raising the caps on certain difficulties of song. But all in all, it seems kind of pointless and a waste of effort, when there are things that actually need fixing.
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12-27-2008, 01:58 AM | #27 | |
FFR Player
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Re: FFR Credit System?
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12-27-2008, 04:51 AM | #28 |
I don't get no respect
Join Date: Jun 2006
Age: 32
Posts: 1,332
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Re: FFR Credit System?
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12-27-2008, 05:53 AM | #29 |
Absurd
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Re: FFR Credit System?
wow i like destinys idea.
the whole post. it would seem like it would take a great deal of time coming up with the proper tiers and credit count for each song, but i think it would be worth it in the end. |
12-27-2008, 06:21 AM | #30 |
FFR Player
Join Date: Sep 2005
Posts: 79
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Re: FFR Credit System?
Maybe I've been behind the times, but where DID Synth go off to?
I haven't heard from/about him in the longest time.. it seems as if Tass is running the site. |
12-27-2008, 06:24 AM | #31 |
FFR Simfile Author
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Re: FFR Credit System?
nah it's blue betrayal uncut
it'll be something like 'fc blue rose, blue army and blue noah in a row to unlock blue betrayal' hehe EDIT: Destiny, keep in mind that harder songs have denser arrows; you don't need to award more credits to lolo than you do now, for example, because if you can fc it reliably you can just play it over and over again and your credits/second will be higher than for any other song
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Patashu makes Chiptunes in Famitracker: http://soundcloud.com/patashu/8bit-progressive-metal-fading-world http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1) http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.png |
12-27-2008, 08:05 AM | #32 |
Don't forget me
Join Date: Jan 2007
Location: USA
Age: 31
Posts: 6,491
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Re: FFR Credit System?
destiny's idea is good, but to much work. If they just take off the cap with the current system of credits it should be fine. 1 mil points= 20 credits, no need for more then that.
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12-27-2008, 08:47 AM | #33 |
FFR Player
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Posts: 123
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Re: FFR Credit System?
I don't see why you guys like a short-cut to everything...
You'll feel more has been achieved if you do it with a credit cap... We don't have to make EVERYTHING easy to get... Let's say we can get 80 credits per song at max... 10 songs (assuming you get 80 per) is 800 credits, not too far off 1,000... 10 songs of 3 minutes each... half an hour for 200 short credits of 1000? That's just making things too easy... unless you want to rise the price of purchase songs to double and the requirements for secret songs just as much. Happy with that? Make more credits, but purchasable songs and unlock-able secret songs 2x original requirement? That's the only way I see it working at its best... otherwise we will have many problems with people complaining of other things and what ever... (edit): not saying that everyone WILL get 80 credits for a 3 minute song ... or even saying if its possible, because I don't know. |
12-27-2008, 11:16 AM | #34 |
Don't forget me
Join Date: Jan 2007
Location: USA
Age: 31
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Re: FFR Credit System?
MDM you don't have the slightest clue about what you are talking about. We are not talking abotu lenght of song, its amount of notes per song that matters. If you get a great score on a song with 3000 notes y would you only want 40 credits for that. Its not like every song is going to give you 80 credits. Only ~15 songs can give you something near that. No cap is the best bet. You also don't need to raise anything. you need to get an AAA on a song with ~1250 notes to even get 40 credits so whats the big deal with making it continue and when you get 1850 you get 60 credits each incriment of 650 notes gives you 1 mil points and 20 credits that is what it should be screw a credit cap.
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12-27-2008, 11:26 AM | #35 | |
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Re: FFR Credit System?
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but the longer the song is, the more assured you will have of a high amount of arrows. Take for example MAX Forever... over 5 minutes long, fairly easy... 2700 arrows or so... Or The Brain of the Moon, over 3 minutes long, not too hard.... over 2000 arrows long... And another example will be that half minute FGO song, and has barely any arrows in comparison... why would AAAing that song make it so much lower on credit count? I know what I'm talking about, but I don't think the credit cap will be removed just because you want to earn more credits per song... I mean, it can be annoying... but then there will be more complaints about harder songs gaining less credits than easy, long songs... and then we'll have that problem... OR we can just deal with what we have now, so it won't be as much as a hassle to worry about getting high amount of credits for a song half as hard as a song you get a very small amount of credits for... I don't feel like repeating myself, just reread what I've said in previous posts. (edit): My previous post shouldn't be too confusing about that either, considering I mentioned an assumption. PS: A lot of songs are easy and long, making me question whether or not it would be worth making the change... (in a "what's fair" kind of sense) (edit 2): Even if the numbers aren't right, it still poses a few problems that we have yet to see a solution to. Also, if there are only a few songs to be like that, then what's the big deal? Last edited by MDMAngel; 12-27-2008 at 11:39 AM.. |
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12-27-2008, 11:48 AM | #36 |
The 40% Iron Chef
Join Date: Jan 2005
Location: Denver
Age: 33
Posts: 4,894
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Re: FFR Credit System?
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12-27-2008, 11:49 AM | #37 |
Don't forget me
Join Date: Jan 2007
Location: USA
Age: 31
Posts: 6,491
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Re: FFR Credit System?
If someone complains aout AAA lolo and not getting alot of credits then they could just go AAA southern cross. If you AAA'd max forever y would you only want 40 credits personally that is a great achievement and should be rewarded with about 90 credits. your arugement is that people will be complaing about the really hard short songs, but only 50 people or so can even AAA that song, let alone FC it. More people are complaining about low credits. I think FFR will eventually find a system, like destiny said, that will distribute credits evenly.
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12-27-2008, 12:09 PM | #38 | |
FFR Player
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Re: FFR Credit System?
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(as earlier mentioned) |
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12-27-2008, 12:44 PM | #39 |
FFR Player
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Re: FFR Credit System?
Base credits earned off the 1-99 difficulty scale of the song somehow.
Maybe (x^2)/125 for AAAing rounded up as a formula? Starts off slowly though. 1 credit for AAAing a difficulty 11 song (you can get a credit for AAAing Excite Bike lol) 2 credits for AAAing a difficulty 12 song (low VE) 20 credits for AAAing a difficulty 50 song (low/mid VD - first page of D2) 34 credits for AAAing a difficulty 65 song (mid C - basis of unlocking Otaku Speedvibe [Heavy]) 40 credits for AAAing a difficulty 70 song (mid VC - most people complaining about the credit cap can do this I think) 45 crecits for AAAing a difficulty 75 song (high VC) 47 credits for AAAing a difficulty 76 song (low FMO) 56 credits for AAAing a difficulty 83 song (high FMO) 57 credits for AAAing a difficulty 84 song (low FGO) 73 credits for AAAing a difficulty 95 song (DP and RATO; not going to happen) Then some percentage of that for non-AAAs, and scores under a certain amount should still be able to net 0 credits instead of 1.
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... Last edited by sc979; 12-27-2008 at 03:34 PM.. |
12-27-2008, 01:48 PM | #40 | |
Very Grave Indeed
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Re: FFR Credit System?
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The issue shoudln't be about wanting more credits for the songs that are currently giving 40 max. It should be about getting substantially less than 40 credits for high difficulty but low duration songs like Lolo and Hellbeat Last edited by devonin; 12-27-2008 at 01:51 PM.. |
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