Did you get a chance to kill that deadbeat sonuvabitch boyfriend of danceguys', "sunfan"? i hate that fucker. he's a stupid head. i'm way smarter and funnier and prettier and richer and more sensitive than him, and like i can get drunk and still hold complex logical conversations n shit and i bet that fucker cant.
Originally posted by XelNya
I'd suck a dick in a dark, dark alley.
Originally posted by star-crossed
(Someone helpfully lectured us in postgame that we voted out the wrong inactive player with COVID on Day 1.)
39,000 popsicles pro bg blue note arrow slayer whoa damn..
Originally posted by Xx{Midnight}xX
one way to stream them all
Originally posted by Xiz
Right after sex, it skillboosted me by +10 levels from like a 35-45 about. (Which then 15 min's later I got really tired and couldn't play anymore)
But then my lady friend got pissed off I was playing FFR instead of playing her. Then for the rest of the night she played the 'Only want me for my body' card and I didn't get to sleep with blankets that night.
Originally posted by thesunfan
replacing ifitypedhisnameaslargeashisnamesuggests,iwouldgetbanned with theelongatedaustrocanadian3000 (pop).
Originally posted by reuben_tate
Title: Popsicle Three
Thousand the farthest
He's gone in an official
Whoop hip hip hooray!
Originally posted by U.N. Owen
kjwkjw: "oh my god, Tosh. Post that in the thread."
@popsicle_3000:
Danger incoming
The popsicles are melting
Three thousand of them
Originally posted by Wayward Vagabond
you got to ease the topic into some conversation and let it go from there
dynam0: man friend that was an intense sm session right?
friend: haha yeah you really nailed those patterns
dynam0: yeah man kind of like how gay dudes nail other gay dudes in the ass!
friend: hey bro can i tell you something
dynam0 yeah man whats up?
friend: hypothetically speaking would you care if i was bisexual or maybe even gay?
dynam0: bro we shower together after sm sessions all the time and i'll still shower with you even if you are gay or w/e thats your thing just dont try to ram my ass HAHAHA
friend: thanks man
dynam0: no problem man
Originally posted by One Winged Angel
pop takin' time out of playing irl Trauma Center to check in on his fiffer buds (mm)
Originally posted by Xiz
Well, Popsicle won every award this year so it was canceled.
If total games played is taken into account for experience total, I'm gonna be a sad panda (which I'm thinking it probably is).
Punished for sticking with Legacy for so long after erryone's already switched over to Velo and their fancy Restart button ~_~
I think it's GTS + your level ranks + your performance on songs as you play them. I think you get bonuses for AAAing/FCing songs, but I'm not sure - it was something I think I noticed when playing earlier.
Don't play anything obscenely easy if your level is high -- I played Excite Bike and lost some EXP.
The RPG Beta is open to everyone. You can join at anytime and start working on the quests/mobs/events you see on this page or on the front page on posts 7, 8, 9 or 10.
I think it's GTS + your level ranks + your performance on songs as you play them. I think you get bonuses for AAAing/FCing songs, but I'm not sure - it was something I think I noticed when playing earlier.
Don't play anything obscenely easy if your level is high -- I played Excite Bike and lost some EXP.
Well, what we have is quite flawed in multiple ways.
1. New releases will decrease your exp. It's a slight incentive to keep playing and play released files. It can have a dramatic effect on upper levels (something around 200m loss I think).
2. Gameplays were factored in but we forgot to check people with massive gameplays compared to GT. This is an error of about 400m exp. This is what happens if you play a song with low counts like Excite Bike (you lose more than you gain [don't know how it pans out like that since you get 50k from playing and gameplay bonus is very small and requires large factor changes to have any effect]).
3. When FFR hits 1400+ songs (or around there), exp gains will be outrageous (even from easy files). We aren't sure if it's ok or we're doomed (or if YOSHl will be making badges as a hobby).
4. The current exp is partially biased towards skill. It has a harsh beginning before it starts going. You can tell that it gets exponentially greater (but our ClEvEr methods of FoRmUlAtIng have a slight effect like post 1). Your reward increases with each token, AAA, and FC you obtain.
We've been messing around with reformulating it so it doesn't escalate so fast but we have a conundrum:
Black is current rate
Red is our 'rework'
1. Basically, upper levels (people with over about 900 AAA's/FC's particularly) are going to lose exp while people below will gain quite a bit. Depending on how we work it, the degree of both can be anywhere from 8b exp gained to 11b exp lost simply from implementing how we have it laid out.
2. It's less skill based. The reward does increase with the more songs but at a indefinitely better rate. It doesn't get insane at 1,500+ files. It's rewarding more along a linear rate (like a set reward for any/each AAA/FC/Token you get). This goes on par with the linear-esque level requirements.
3. Exp gains will be harder. You won't be getting that huge bonus for having a large amount of FC's/AAA's/Tokens.
We have a slight reason this is ok: it would incline people to participate in mobs, events, and such. You can get anywhere from 3m-100m exp from the mobs we post (ranges from a couple plays to 2+ hours of effort from 1-4 songs WITH exp gained just from playing the songs).
What we haven't looked at:
1. Rescale exp to make it fit the ridiculousness of our formula.
2. Ragequitting (spreadsheets klasdjfl;ksjwe;ekgjasdlkgja;wkrhjt)
Your thoughts, questions, ideas, and opinion would be so appreciated if you posted them.
We've worked the past couple days on trying to fix our short-lived formulas (there's an inside-joke behind this).
Mostly because we aren't entirely sure if you guys would want it.
Well, what we have is quite flawed in multiple ways.
1. New releases will decrease your exp. It's a slight incentive to keep playing and play released files. It can have a dramatic effect on upper levels (something around 200m loss I think).
2. Gameplays were factored in but we forgot to check people with massive gameplays compared to GT. This is an error of about 400m exp. This is what happens if you play a song with low counts like Excite Bike (you lose more than you gain [don't know how it pans out like that since you get 50k from playing and gameplay bonus is very small and requires large factor changes to have any effect]).
3. When FFR hits 1400+ songs (or around there), exp gains will be outrageous (even from easy files). We aren't sure if it's ok or we're doomed (or if YOSHl will be making badges as a hobby).
4. The current exp is partially biased towards skill. It has a harsh beginning before it starts going. You can tell that it gets exponentially greater (but our ClEvEr methods of FoRmUlAtIng have a slight effect like post 1). Your reward increases with each token, AAA, and FC you obtain.
We've been messing around with reformulating it so it doesn't escalate so fast but we have a conundrum:
Black is current rate
Red is our 'rework'
1. Basically, upper levels (people with over about 900 AAA's/FC's particularly) are going to lose exp while people below will gain quite a bit. Depending on how we work it, the degree of both can be anywhere from 8b exp gained to 11b exp lost simply from implementing how we have it laid out.
2. It's less skill based. The reward does increase with the more songs but at a indefinitely better rate. It doesn't get insane at 1,500+ files. It's rewarding more along a linear rate (like a set reward for any/each AAA/FC/Token you get). This goes on par with the linear-esque level requirements.
3. Exp gains will be harder. You won't be getting that huge bonus for having a large amount of FC's/AAA's/Tokens.
We have a slight reason this is ok: it would incline people to participate in mobs, events, and such. You can get anywhere from 3m-100m exp from the mobs we post (ranges from a couple plays to 2+ hours of effort from 1-4 songs WITH exp gained just from playing the songs).
We've worked the past couple days on trying to fix our short-lived formulas (there's an inside-joke behind this).
Mostly because we aren't entirely sure if you guys would want it.
Get your badge here! http://www.flashflashrevolution.com/...?type=getbadge[/b]
Sounds like a good idea, we're going to have at least 48 new songs released for the tournament. I remember when there were only about 700 public songs. Also, more mobs please? Maybe three a week instead of 1 at a time?
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