Averages = Lifebar penalty

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  • SK8R43
    D7 Elite Keymasher
    • Jan 2008
    • 4684

    #16
    Re: Averages = Lifebar penalty

    Who even mashes still? I mean FC's dont even matter anymore. PA> FC everytime.
    Thee Burstinator
    sigpic

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    • ggsnipes
      FFR Player
      • Aug 2012
      • 207

      #17
      Re: Averages = Lifebar penalty

      I'm thinking about the Pro Pass idea, and it reminds me of the Ultimate Clear system in CROSSxBEATS, its a system that rewards more accurate players, so say a player with 100% rate on level 67 got 67 ranking points (taking the CxB example) a player who did a 97% run with ultimate clear would get 1.2 x 97% x 67 = ranking points towards rank.

      So basically, if there was to be a Pro Pass mode, have it count towards skill rating. But have it make sure that normal clears cannot affect it. (so a better normal clear won't change the rating, a better pro pass will change it.)

      I can elaborate if need be, since I'm still confused on what I just said.
      mashing galore, d1 top 8 in 10th official, d4 13th 11th official, g4 2nd 18th official

      "Spy is still a fucking dick" - Halogen 2k16, probably

      Originally posted by YoshL
      remember, soul is the best solo player on ffr

      Comment

      • Trumpet63
        Mostly Ignored
        • Mar 2011
        • 471

        #18
        Re: Averages = Lifebar penalty

        I don't think that a life bar has any real purpose aside from being transferred over from FFR's source material. Thinking back to DDR, or any arcade-based rhythm game, I imagine that the whole purpose of a life bar is to drain your quarters.

        In Guitar Hero, a pass / no pass system is useful because the game lacks useful, in-depth skill measurement (I mean c'mon, they don't even have accuracy).

        Maybe I would buy the idea that it's a pretty powerful goal motivation, and it has some social-engineering uses, teaching players what level of accuracy is expected. But I mean, if that is the case, what level of punishment is correct? What even is the current system, does anyone know the specifics of the value of the full lifebar, or how much is given by getting perfects? If we want to improve the system, we ought to look at all of the variables.
        2014 October 7th 1:03 AM

        Zageron: Trumpet
        Trumpet63: yes, im here
        Zageron: You have a problem.

        Comment

        • _Zenith_
          Accuracy Player
          • Mar 2011
          • 4629

          #19
          Re: Averages = Lifebar penalty

          Originally posted by Trumpet63
          I don't think that a life bar has any real purpose aside from being transferred over from FFR's source material. Thinking back to DDR, or any arcade-based rhythm game, I imagine that the whole purpose of a life bar is to drain your quarters.
          It is more used as a guideline for players to know within a Rhythm Game engine which songs that certain player can survive, and for how long until stamina might give up. Personally, I like having a life meter to show my abilities on certain charts/patterns and where I need to improve within a specific section of any given song.

          On FFR, you could actually replace the life bar entirely with a percent tracker, similar to that of OSU where it goes down with worse accuracy. That would mean not being able to physically fail out of a song, unless a maximum miss rule was upheld, like missing 20-30 notes in a row would fail you out. I wouldn't know the specifics on that myself but food for thought.





          Comment

          • Arch0wl
            Banned
            FFR Simfile Author
            • Dec 2002
            • 6344

            #20
            Re: Averages = Lifebar penalty

            Originally posted by _Zenith_
            when you reach that high of skill, you tend to bullshit your way through patterns regardless.
            well, no, not regardless. something in the game is allowing someone to bullshit patterns.

            it is difficult (though possible, but not common) to bullshit patterns on beatmania iidx, but it is very possible to bullshit patterns on stepmania judge 4, and even more so on ffr with penalty-free averages.

            bullshittability is determined by the game's penalizations, period.

            Comment

            • _Zenith_
              Accuracy Player
              • Mar 2011
              • 4629

              #21
              Re: Averages = Lifebar penalty

              Originally posted by Arch0wl
              well, no, not regardless. something in the game is allowing someone to bullshit patterns.

              it is difficult (though possible, but not common) to bullshit patterns on beatmania iidx, but it is very possible to bullshit patterns on stepmania judge 4, and even more so on ffr with penalty-free averages.

              bullshittability is determined by the game's penalizations, period.
              You are strictly fixated on averages and not considering the life points of misses or boos. If you are mashing a song, the only reason why you are still surviving is because ALL of the anti timings do not outweigh in negative life point gain than what Perfects give in terms of life points.

              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.





              Comment

              • Arch0wl
                Banned
                FFR Simfile Author
                • Dec 2002
                • 6344

                #22
                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?

                Comment

                • Samus Aran
                  FFR Player
                  • Apr 2015
                  • 33

                  #23
                  Re: Averages = Lifebar penalty

                  Make a hardmode pass that gives bonus credits!

                  Comment

                  • Arch0wl
                    Banned
                    FFR Simfile Author
                    • Dec 2002
                    • 6344

                    #24
                    Re: Averages = Lifebar penalty

                    Originally posted by Samus Aran
                    Make a hardmode pass that gives bonus credits!
                    oh man that's a sweet idea 8)

                    Comment

                    • Trumpet63
                      Mostly Ignored
                      • Mar 2011
                      • 471

                      #25
                      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
                      Last edited by Trumpet63; 05-13-2015, 11:08 PM.
                      2014 October 7th 1:03 AM

                      Zageron: Trumpet
                      Trumpet63: yes, im here
                      Zageron: You have a problem.

                      Comment

                      • justin_ator
                        🥓<strong><span style="col
                        • Mar 2007
                        • 7648

                        #26
                        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.

                        Comment

                        • Untimely Friction
                          D6 Challeneged
                          • Aug 2012
                          • 1267

                          #27
                          Re: Averages = Lifebar penalty

                          Oo oO remove boos. Make mashing CBs

                          Comment

                          • Arch0wl
                            Banned
                            FFR Simfile Author
                            • Dec 2002
                            • 6344

                            #28
                            Re: Averages = Lifebar penalty

                            Originally posted by justin_ator
                            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.
                            that's the commonly shared experience for most players, including myself

                            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, 03:52 AM.

                            Comment

                            • SKG_Scintill
                              Spun a twirly fruitcake,
                              FFR Simfile Author
                              • Feb 2009
                              • 3877

                              #29
                              Re: Averages = Lifebar penalty

                              I want zombie dragons





                              Originally posted by bluguerilla
                              So Sexy Robotnik (SKG_Scintill) {.0001/10} [--]
                              ___
                              . RHYTHMS PR LAYERING
                              . ZOMG I HAD TO QUIT OUT TERRIBLE
                              .

                              Comment

                              • XelNya
                                [Kaho]
                                FFR Simfile Author
                                • Sep 2012
                                • 3369

                                #30
                                Re: Averages = Lifebar penalty

                                Originally posted by Arch0wl
                                which matters more: OMGWTFT0k3n, or a sensible passing system?
                                I'm sold.

                                Do it plz.

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