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Old 07-25-2009, 01:05 AM   #14521
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Default Re: Queue/Batch Discussion Thread

Then don't do it.
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Old 07-25-2009, 01:28 AM   #14522
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Default Re: Queue/Batch Discussion Thread

but what if the file was crap unless those hands were used
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Old 07-25-2009, 01:38 AM   #14523
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Default Re: Queue/Batch Discussion Thread

Then make it an FMO somehow.
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Old 07-25-2009, 01:50 AM   #14524
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Then make it an FMO somehow.
FGO*

a lot of people hate hands.. so either make it FGO (even FMO is unacceptable!) or dont put in hands..
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Old 07-25-2009, 01:56 AM   #14525
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FGO*

a lot of people hate hands.. so either make it FGO (even FMO is unacceptable!) or dont put in hands..
I ****in' hate this rule... Its just another arrow, not that hard. Most files don't feel right at all without hands, even if they're of Challenging or Very Difficult difficulty.
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Very good file but not japanese enough ps hi jesus"
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Old 07-25-2009, 02:04 AM   #14526
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Default Re: Queue/Batch Discussion Thread

People hate hands becuase they look hard and they make it seem more complicated then it is. You should not make a file or try to extend and make it something its not just because people do not know how to learn a knew pattern or arrow. All those who hate hands can suck it up. No one is going to make them play the file.
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Old 07-25-2009, 02:04 AM   #14527
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Default Re: Queue/Batch Discussion Thread

Tasselfoot has been pretty adamant on not allowing hands in anything but an 11 or higher. It's because of compatibility issues: some keyboards are incapable of registering more than 2 keypresses at a time, making triples and quads impossible. I think it'd make sense to have hands in 9s or 10s if they fit really well, but Tass has never allowed it. In fact, one file had hands and got positive reviews from all judges, but Tass auto-rejected it. I think it was about a 7 or 8 though,
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Old 07-25-2009, 02:11 AM   #14528
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Default Re: Queue/Batch Discussion Thread

The issue of hands and quads originally stemmed from the concern on accessibility of the game. Since some keyboards can't handle more than two arrows at once by default, this may turn some people off.

Some people would then argue to have that person's keys modified to be able to handle more than two keypresses at once. Again, this is besides the point. The point is to attract more people to this site, and first impressions count.

So it was left for FMOs and FGOs to have only hands - people who play songs at this level is assumed to be persistent enough at the game to actually have the will to modify his or her keys, if the keyboard currently only handles two keypresses at a time.

Anyways, that's what I believe the reason for the restriction was implemented.
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Old 07-25-2009, 02:17 AM   #14529
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Default Re: Queue/Batch Discussion Thread

VC's are the new FMO's so i dont see why dropping the hand use to VC's would be a big deal. hell church bells is a VC but the hands make it auto fmo even though they add so little to the difficulty
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Old 07-25-2009, 08:34 AM   #14530
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Default Re: Queue/Batch Discussion Thread

hands are part of the game and there should be no restrictions on it at this point =/
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Old 07-25-2009, 09:07 AM   #14531
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Default Re: Queue/Batch Discussion Thread

no plz don't let me put hands into VC charts. I need the restrictions FFR provides me to actually make good charts
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Old 07-25-2009, 10:39 AM   #14532
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Default Re: Queue/Batch Discussion Thread

How about we just add a nohands option?
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Old 07-25-2009, 10:54 AM   #14533
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Default Re: Queue/Batch Discussion Thread

I remember when Bloodmeat was VC, it had hands too. I love hands.
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Old 07-25-2009, 02:19 PM   #14534
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Default Re: Queue/Batch Discussion Thread

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How about we just add a nohands option?
won't work because of scoring and those who can do hands may "abuse" it to simply make it easier

i understand why hands are only allowed on harder files, but for me it's just a conflict of layering and expression (such as a jump to something and then the same jump or something to the same sound + a cymbal crash or something = problem)
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Old 07-25-2009, 02:33 PM   #14535
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Default Re: Queue/Batch Discussion Thread

you can differentiate sounds without adding notes, it's not that hard

sounds like a good excuse to layer less
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Old 07-25-2009, 02:48 PM   #14536
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Default Re: Queue/Batch Discussion Thread

Or he could just step fmo/fgo files
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Old 07-25-2009, 02:54 PM   #14537
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Default Re: Queue/Batch Discussion Thread

I'm going to do everything I can to have to play less cluster****s next batch
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Old 07-25-2009, 03:14 PM   #14538
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Default Re: Queue/Batch Discussion Thread

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you can differentiate sounds without adding notes, it's not that hard

sounds like a good excuse to layer less
i'm aware of that- it's just less effective.

ex: let's say you have a dominant seventh chord (like C7) along with some basic supporting percussive sound followed by the same thing + a cymbal crash. [24][124] would portray said example better than [24][14] ([14] being a more...uh...i don't know a word for it...centered? whatever jump than [24], which, in this case, would have a feeling that leads it to somewhere else, which is what the C7 chord would do). the [124] hand would have that same [24] in it to go with the C7 and the 1 to have the cymbal crash added. the [14] wouldn't simulate the effect of the dominant seventh.

it's a specific example but still lol

i'm not like arguing to have hands be utilized in easier files, btw, i'm just nothing something lol. besides, the vast majority of my files would end up as fmo/fgo
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Old 07-25-2009, 03:22 PM   #14539
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Default Re: Queue/Batch Discussion Thread

Just put more local emphasis on the loud noise that breaks your stepping idea to reflect the more dominant part of the music rather than all of it.

It may not be as 'elegant' but we're talking about fitting into rules here, not the best way to express it.

löl
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Old 07-25-2009, 03:49 PM   #14540
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Default Re: Queue/Batch Discussion Thread

I'm just trying to say that simpler is usually better, anyway. It may not be as technically correct but it's generally more fun to play.
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