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Old 06-15-2011, 06:30 PM   #3721
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Default Re: Ingame Song Information

Quote:
Originally Posted by Niala View Post
Can Time to Eye be an FMO?

^serious question.
Um no.
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Old 06-15-2011, 06:40 PM   #3722
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Default Re: Ingame Song Information

Can OMGWTFT0K3N be a 13 like it should? Not that big of a deal since its a skill token but should still be at the right difficulty.
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Old 06-15-2011, 07:58 PM   #3723
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Default Re: Ingame Song Information

k w/e when you move it down to an fmo two years from now don't say I didn't warn you.
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Old 06-15-2011, 08:02 PM   #3724
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Default Re: Ingame Song Information

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Originally Posted by Plan_Bsk81127 View Post
Can OMGWTFT0K3N be a 13 like it should? Not that big of a deal since its a skill token but should still be at the right difficulty.
This, for the love of god.

And also, Time to Eye -is- a FMO but people complained too much about it; back when the file was released, I told NSane to dock it to an 11 and he did, but everyone cried rivers, so yeah...

...there's no reason for a song that is otherwise a very high 10 outside of a few seconds of perfectly manageable patterns to be a 12, but it's whatever.

EDIT: <never mind; edited out the argument>

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Old 06-16-2011, 05:56 PM   #3725
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Default Re: Ingame Song Information

Updated the thread with these songs:

Above
A Quick Death
Positively Inclined RMX
The Crow’s Newspaper
AcidAce-Alliance
Automata
Sexplosion
Experiment
Chik Habit
Electrical Parade -Remix-
Sun and Stars
Humoresque No. 7
Homosexual Love Scene
Camel
Sleet
The Final Hour
Feeling This REMIX
Nyanyanyanyanyanyanya!

Sorry for the slow update. I've been without a computer for the past six weeks so I couldn't get to doing anything with this until today. Let me know if there are any errors and I'll fix them ASAP.
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Old 06-22-2011, 12:48 AM   #3726
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Default Re: Ingame Song Information

Winter Wind Etude>13 anybody?
Also Rage Template, AQD, etc.?

I think we need to re-define the line between FGO and FSO. As things stand currently, I find there to be such a huge difference in the difficulty of FGO files that it serves little purpose to calling RATO and DP a 13 when there are files that strike me as just as hard stuck down in FGO-land.

Last edited by Niala; 06-22-2011 at 12:52 AM..
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Old 06-22-2011, 12:58 AM   #3727
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Default Re: Ingame Song Information

Chik Habit 13 for the gay **** wall
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Old 06-22-2011, 12:59 AM   #3728
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Default Re: Ingame Song Information

Quote:
Originally Posted by Niala View Post
Winter Wind Etude>13 anybody?
Also Rage Template, AQD, etc.?

I think we need to re-define the line between FGO and FSO. As things stand currently, I find there to be such a huge difference in the difficulty of FGO files that it serves little purpose to calling RATO and DP a 13 when there are files that strike me as just as hard stuck down in FGO-land.
I completely agree with this. FN and WWE aren't comparable in terms of difficulty.
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Old 06-22-2011, 01:03 AM   #3729
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Default Re: Ingame Song Information

AQD is a low to mid FGO imo

opening is VC but ending is hard as balls
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Old 06-22-2011, 01:04 AM   #3730
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Default Re: Ingame Song Information

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AQD is a low to mid FGO imo
Honestly?

If AQD is a low FGO then La Campanella is low as well.

Chick Habit, Revo, and AQD are 13worthy.
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Old 06-22-2011, 01:06 AM   #3731
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Default Re: Ingame Song Information

I really dont see how AQD is hard, then again I made it with AQD so we've played and worked on the file for over one and half years; we know it very well.

subjectivity I guess. I still say mid FGO at most. I guess it's gay due to framers in FFR though... (dont play ffr anymore, can just tell you about the file itself and how it is in stepman)

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Old 06-22-2011, 01:12 AM   #3732
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Default Re: Ingame Song Information

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Originally Posted by Coolboyrulez0 View Post
I really dont see how AQD is hard, then again I made it with AQD so we've played and worked on the file for over one and half years; we know it very well.

subjectivity I guess. I still say mid FGO at most. I guess it's gay due to framers in FFR though... (dont play ffr anymore, can just tell you about the file itself and how it is in stepman)
Yea. I agree about the opening being easy, and without those framers it'd be a low FGO. But the gay framers are insanely hard to AAA, which is why it only has one AAA (and it's dossar -_-).
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Old 06-22-2011, 01:24 AM   #3733
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Default Re: Ingame Song Information

AQD is a shitload of rollsplitting, but it's easy enough to get a mash-FC. FGO's are files should be files that are easy enough to FC - Revolutionary Etude is the most intense FGO and I can definitely see it as a 13.

Of course though, you have those other 12s like Crowdpleaser which in terms of FC difficulty are 13's....
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Old 06-22-2011, 01:27 AM   #3734
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Default Re: Ingame Song Information

I don't look at it like that, comparing AQD and WWE to DP and RATO makes a lot more sense to me than saying "ya AQD is the same difficulty as Sparkle Downer right?" FCing shouldn't have anything to do with it.
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Old 06-22-2011, 01:35 AM   #3735
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Default Re: Ingame Song Information

My view for how FFR does it is basically "13s should be very hard to FC and nearly impossible to FC with decent PA, whereas 12s should just be hard"... but this is more of a reflection of the current/historical setup (with 13 being "off the scale") than a decision of ideal difficulty setup.

If we're going to honestly decide difficulties, I could see two more above 12 - one for the high FGOs that are very tough to FC and pretty hard to PA too, i.e. which are much harder than low FGOs (stuff like ERB, AQD, Chik Habit, La Camp, WWE, blah blah) and yet another one for the super ridiculous files (DP, RATO, Gigadelic, p4u v1, vrofl, arguably others). Fact is, the current difficulty 12 has a huge difficulty range, but then again so do 10 and 11, so maybe it's best to just not worry about it.
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Old 06-22-2011, 02:03 AM   #3736
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Default Re: Ingame Song Information

I agree 13s should be "off the scale"
Imo, the 13s should only be RATO, DP, vRofl, party 4u v1, OMGWTFT0KEN, (Speedcore 300)
They require ridiculous speed for a extended duration.

Crowdpleaser, La Camp, Revolutionary have very hard sections, but overall are easier than the other 13s. Winter wind etude/ A quick death is almost up there for difficulty, but I still feel its high 12.
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Old 06-22-2011, 02:16 AM   #3737
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Default Re: Ingame Song Information

Outside of that roll wall, Chick Habit's not even that bad compared to many others like Kidney Stone, Eclipse, and Magical 8-bit Tour. La camp, Winter Wind, and OMW are at the end of the FGO spectrum. AQD is upper-high, but is by no means harder than Eclipse and Almost There, both of which are way harder and if you are talking about FSO, deserve to be there more than Chick Habit and AQD. Also, I feel 13's are really for 'over the top' files. The difference between Sparkle Downer and Winter Wind feels less that the insane difference between Winter Wind and RATO. I mean, it goes from 'k, I can do this but some parts are so hard I have to mash WTF' to 'wow this is hard, I mean, I can see the notes, but my fingers won't follow, I'm sure someone out there could do it, but I never will' to 'OMFGWTF is this shit? Who made this flaming pile of crap? How can anyone hit these let alone see them? WTF? This is humanly impossible!' (then Rubix show's up). That's how I feel about Sparkle Downer - Eclipse/WWE - RATO
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Old 06-22-2011, 12:00 PM   #3738
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Default Re: Ingame Song Information

RATO isn't actually as bad as it seems. Basically you've got 240bpm jumpstream (with a few jacks) and roll walls which require hitting 8th and 12th jacks. Same with DP, most of the patterns are either long 12th jack patterns, or 16th jumpgluts at 150-200 bpm.

My point here isn't that these files should be easy and doable to a good player - they shouldn't - but that the patterns are generally reasonable enough that someone with a lot of speed and decent stamina can read and hit them. So actually I'd say that the distance between WWE and RATO is not too high - we're comparing 200bpm js with lots of extra 32nds in it, to 240bpm js with lots of roll walls. RATO is certainly fast enough that most people will never be able to hit it accurately, but in terms of the raw speed and reading ability required, it's actually not all that far from the highest FGOs. This compared to Sparkle vs WWE, where you have one file that feels like a high VC except for a bunch of very tricky sections, compared to something that is tough to read, even tougher to hit, and so long and dense that almost everyone will be tired by the end.
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Old 06-22-2011, 12:23 PM   #3739
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Default Re: Ingame Song Information

That's basically the point I've been trying to make. The comparison between high FGO's and FSO is a lot closer than low FGO's and high FGO's.
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Old 06-22-2011, 12:28 PM   #3740
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Default Re: Ingame Song Information

Quote:
Originally Posted by qqwref View Post
RATO isn't actually as bad as it seems. Basically you've got 240bpm jumpstream (with a few jacks) and roll walls which require hitting 8th and 12th jacks. Same with DP, most of the patterns are either long 12th jack patterns, or 16th jumpgluts at 150-200 bpm.

My point here isn't that these files should be easy and doable to a good player - they shouldn't - but that the patterns are generally reasonable enough that someone with a lot of speed and decent stamina can read and hit them. So actually I'd say that the distance between WWE and RATO is not too high - we're comparing 200bpm js with lots of extra 32nds in it, to 240bpm js with lots of roll walls. RATO is certainly fast enough that most people will never be able to hit it accurately, but in terms of the raw speed and reading ability required, it's actually not all that far from the highest FGOs. This compared to Sparkle vs WWE, where you have one file that feels like a high VC except for a bunch of very tricky sections, compared to something that is tough to read, even tougher to hit, and so long and dense that almost everyone will be tired by the end.
This is an excellent point.

I'm starting to think players are just mashing through RATO and Death Piano simply because they're labeled as 13s. Look at RATO objectively - it's a lot of 16th jumpstreams at 240 bpm (which isn't that bad) but with a lot of difficulty spikes (the bursts), with some really bad anchors. Death Piano has 16th gluts at the end which go up to 200 bpm I believe, which actually isn't that bad since it's short lived. Think of the speedup in the middle of Death Piano with the quads as a somewhat faster version of the ending of Across Rooftops (which doesn't get mashed but the speedup in Death Piano does l0l), it's really not as bad as it seems.

So guys, how about a wider difficulty range? 1-13 is just way too close when determining difficulties like that.
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