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Old 08-4-2013, 08:48 PM   #21
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Default Re: Why aren't rates above 1.0 counting for scores?

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I don't mind if they're added (or not) anymore. If it makes the game more enjoyable, why not I guess...

...p.s. Skeletor's mad easy on 1.1-1.3 just sayin'
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Old 08-4-2013, 08:50 PM   #22
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Default Re: Why aren't rates above 1.0 counting for scores?

I would play so much more FFR if rates counted towards level ranks, holy shit

I mean I'm having fun playing on the R^3 engine as it is but rates would be da icing on the cake.
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Old 08-4-2013, 08:52 PM   #23
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Default Re: Why aren't rates above 1.0 counting for scores?

i see arcnmx viewing the thread, and coincidentally I can't connect to r^3

what is habbending ????

edit: nevermind I'm dumb
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Old 08-4-2013, 08:56 PM   #24
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Default Re: Why aren't rates above 1.0 counting for scores?

From what I know, rates are still something new. The algorithm I'm assuming has a lot of rounding and truncating which could cause changes in frames and such. So perhaps even a change from 1.0x rate to 1.00001 rate could cause significant changes in frame placements, I don't know. I'm sure arc just wants to do some more analysis and testing before rates record.
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Old 08-4-2013, 09:02 PM   #25
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Default Re: Why aren't rates above 1.0 counting for scores?

simple solution has been offered. only allow rates to record on .x intervals, i.e. 1.1, 1.2, 1.3 etc.
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Old 08-4-2013, 09:04 PM   #26
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Default Re: Why aren't rates above 1.0 counting for scores?

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Originally Posted by One Winged Angel View Post
oh_look_its_this_thread_again.png

I don't mind if they're added (or not) anymore. If it makes the game more enjoyable, why not I guess...

...p.s. Skeletor's mad easy on 1.1-1.3 just sayin'


i thot u were for da peeple
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Old 08-4-2013, 09:27 PM   #27
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Default Re: Why aren't rates above 1.0 counting for scores?

I really think they should count. New players coming in have far too much catching up to do on easy songs even if they're more than good enough to AAA all of them. And that amount of time is just going to keep increasing. And it making some files easier isn't really all that big of a problem. Everyone can make a file easier if it's easier at a faster rate. And it'd make the game more fun in that you can play the easier files harder and still get something for it. I think the benefits easily outweigh the drawbacks with this.
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Old 08-4-2013, 10:11 PM   #28
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Default Re: Why aren't rates above 1.0 counting for scores?

What is this thread actually asking? If it's about saving score tables for every possible rate, the site does not have nearly enough facilities for it.

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[6/7/2013 11:26:42 PM] arcnmx: It's certainly possible, the problem is more about what to do with the data. How to display it, presumably people would want leaderboards but you can't just have a different one for every possible rate.
[6/7/2013 11:27:48 PM] arcnmx: Perhaps have scores scale by the rate used and order by that...
[6/7/2013 11:28:42 PM] arcnmx: So a AAA on 1.2 is worth 1.2x the score of one on 1.0, I guess that could work. Would have to pitch the idea to the community...
[6/7/2013 11:29:33 PM] Dossar: Input is always nice
[6/7/2013 11:31:43 PM] arcnmx: It's tricky because the rate would essentially have to be factored into the score, but in such a way that doesn't really cause issues.
[6/7/2013 11:32:52 PM] arcnmx: If someone saves a AAA on 1.2, then gets like 6g on 1.3, should it be overwritten? If so or not, at what threshold does the rate scale scores?
[6/7/2013 11:33:52 PM] arcnmx: Basically I could see it causing the same problems as combo scoring does, where FCs overwrite much "better" scores just because of how they're calculated.
My AAA on Seven 2.0 "doesn't count" because a new table would need to be made for that rate. I might not be understanding what the OP is saying.
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Old 08-4-2013, 10:16 PM   #29
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Default Re: Why aren't rates above 1.0 counting for scores?

@doss: it's not about saving scores for every single rate, it's just having AAA's and better scores on higher rates count in normal levelranks (ex. 1g on 1.2 overriding 5g on 1.0 - which is probably an extremely case anyways)

here's my take on scoring in general

any score that's better overrides the previous

Player 1 gets a mashed FC on 1.0 then forgets about the song
He later gets better and gets 5g on 1.3
Sometime later he AAA's the file on 1.0
Counted score in levelrank: AAA

the gist of this idea is that most people won't try higher rates unless they are confident that they can handle it

if they can't handle higher rates, they will most likely not get a higher score than 1.0 so score overrides shouldn't really be a problem

if somebody has 5g on an FMO and hasn't been improving, it is unlikely that the player will get better than 5g on higher rates, and most people wouldn't want AAA's to be overriden by higher rates in levelranks

basically the system would reward people for getting UP TO an AAA on higher rates
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Old 08-4-2013, 10:29 PM   #30
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Default Re: Why aren't rates above 1.0 counting for scores?

exactly

an AAA on 1.3 and an AAA on 1.0 should look the same in level ranks, with no indication of what rate that AAA was achieved on

bragging about/comparing rate scores should be done within the brag boards, imo
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Old 08-4-2013, 10:30 PM   #31
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Default Re: Why aren't rates above 1.0 counting for scores?

It makes story of snowman and sunshine girl infinitely easier.
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Old 08-4-2013, 10:32 PM   #32
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Default Re: Why aren't rates above 1.0 counting for scores?

turns out all the other files get infinitely harder too
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Old 08-4-2013, 10:33 PM   #33
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Default Re: Why aren't rates above 1.0 counting for scores?

huh yeah it does but legacy files shouldn't still be in game
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Old 08-4-2013, 10:35 PM   #34
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Default Re: Why aren't rates above 1.0 counting for scores?

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huh yeah it does but legacy files shouldn't still be in game
Or at least, they shouldn't matter, like ok we keep them, but we're not gonne REALLY use them as arguments rofl...

Otherwise I dunno, some runningmen become easier for me, same with a few other patterns.

I struggle to FC the runningmen on Holy Orders 1.X, I can AAA with ease on 1.2.

However as far as contributing to the op, well yeah, maybe it should. not sure whats all around shit, but I'd approve it!
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Old 08-4-2013, 10:37 PM   #35
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Default Re: Why aren't rates above 1.0 counting for scores?

yes but all the other parts and jacks in holy orders on 1.2 have now made that file that much harder

nobody on stepmania ever said "that file has runningmen that's easier on 1.2 ur score doesnt count"
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Old 08-4-2013, 10:39 PM   #36
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Default Re: Why aren't rates above 1.0 counting for scores?

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I struggle to FC the runningmen on Holy Orders 1.X, I can AAA with ease on 1.2.
Good luck with the 32nd trill on 1.2 lol
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Old 08-4-2013, 10:43 PM   #37
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Default Re: Why aren't rates above 1.0 counting for scores?

those jacks on 1.2 are easier too <____>
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Old 08-4-2013, 10:59 PM   #38
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Default Re: Why aren't rates above 1.0 counting for scores?

yes
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Old 08-4-2013, 11:10 PM   #39
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Default Re: Why aren't rates above 1.0 counting for scores?

Isn't this kinda like the "mirror" fiasco that isn't really a problem anymore?
Since the majority of ffr players are left handicapped, and switching the very difficult left trills/jacks to right trills/jacks with the mirror option was sorta cheating. But we use mirror anyways cause "it doesn't change the intention of the original chart".

Is speeding up the chart to 1.1 and above really degrading the step artists intentions enough to void a recorded score?
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Old 08-4-2013, 11:20 PM   #40
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Default Re: Why aren't rates above 1.0 counting for scores?

meh long repetetive songs become alot more playable in simple streams. You guys are only mentioning high leveled stuff but lower leveled stuff isn't played too much because of how long and monotonous it is. I would kind of agree to multiply the overall score by the rate used. score times 1.1x. so base score multiplied by the rate used for the score.
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