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Old 08-4-2013, 11:22 PM   #41
mi40
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Default Re: Why aren't rates above 1.0 counting for scores?

frank munoz, people playing somebody's chart on higher rates is actually an honor i think haha
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Old 08-4-2013, 11:28 PM   #42
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Default Re: Why aren't rates above 1.0 counting for scores?

I'm for it, the trade off in the difficulty of the rest of the file is more than enough to make up any slim advantage gained from upping the speed.

Has anyone tried Within Life on rates, btw?
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Old 08-5-2013, 12:11 AM   #43
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Default Re: Why aren't rates above 1.0 counting for scores?

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Originally Posted by Frank Munoz View Post
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?
Comparing mirror to rates doesn't make much sense, mirror is changing patterns completely and rates make the same patterns harder to hit.

And it can be taken two ways, really. Either a file is so boring that putting it on rates allows you to AAA it faster (which makes it so you never have to play that file again), or a file has interesting enough patterns that playing it on rates is tons of fun. One example would be Gradius: Really fun index file on 1.0, awesome stream chart on 1.4+
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Old 08-5-2013, 02:33 AM   #44
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Default Re: Why aren't rates above 1.0 counting for scores?

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frank munoz, people playing somebody's chart on higher rates is actually an honor i think haha
yea, i feel the same way!
My last sentence is a question just in case some of yall didn't notice.

@choof,
Yea i know that obvious difference,
the only reason I compared the two is because the judgement of how mirror was accepted by "not changing the artist' original intentions" should apply to rates as well.

I'm all for rates *****.
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Old 08-5-2013, 04:43 AM   #45
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Default Re: Why aren't rates above 1.0 counting for scores?

I'm against the idea of having rates count for levelranks. Can you imagine playing Sail Away on 1.5x? It doesn't sound fun to listen to, at least IMO. If rates count and people use them often, many people will be missing out on listening to some great music. >.<
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Old 08-5-2013, 05:01 AM   #46
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Default Re: Why aren't rates above 1.0 counting for scores?

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I'm against the idea of having rates count for levelranks. Can you imagine playing Sail Away on 1.5x? It doesn't sound fun to listen to, at least IMO. If rates count and people use them often, many people will be missing out on listening to some great music. >.<
By that logic scores shouldn't save to levelranks unless the audio was on. A lot of people including myself mute the game sometimes, since it makes it easier for some songs.

Besides, I'm sure it's better to listen to a song on 1.5 than not at all (by never playing the song cause it's a 45) If you find a song you enjoy on rates, you can always play it again on 1.0 or find the original etc..
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Old 08-5-2013, 05:03 AM   #47
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Default Re: Why aren't rates above 1.0 counting for scores?

plus people like hakulyte will do 1000x rate on vRofl's intro and get a trillion GT a day I guess IDK bleh
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Old 08-5-2013, 05:05 AM   #48
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Default Re: Why aren't rates above 1.0 counting for scores?

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I'm against the idea of having rates count for levelranks. Can you imagine playing Sail Away on 1.5x? It doesn't sound fun to listen to, at least IMO. If rates count and people use them often, many people will be missing out on listening to some great music. >.<
Some people have been here for years though and have listened to it all. Most new players wouldn't use rates for a long time either i wouldn't think as some songs get really difficult the more you up the rates.

I would personally like the rates to count in some way, just because it would add some nice competition to the game. It doesn't necessarily need to have it's own scoreboards or anything, but maybe do what others have said and just count the AAA as a AAA or something, and just have the person post the accomplishment in the brag board.

I really only play rates now because i find it more fun, playing songs like "AAA" on 1.5-1.7 is fun as hell to try and push yourself to manage the speed and consistency of which the file then requires. Rates are like upgrading a song from Heavy to Oni, or even Edit. Even if rates don't ever count for anything other than just bragging rights in the rate scores thread, i'm atleast really happy their in the game. There are so many low level songs (40+) that turn into FMO or higher given the right rates, and my god it's fun to play them again.
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Old 08-5-2013, 05:24 AM   #49
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Default Re: Why aren't rates above 1.0 counting for scores?

If rates were to count to levelranks, then AAAing those last remaining nasty easy Legacy files would be so much easier for me, rofl.

(I'm against it, BTW.)
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Old 08-5-2013, 05:26 AM   #50
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Default Re: Why aren't rates above 1.0 counting for scores?

I agree that rates are really exciting when testing your speed and are fun to use when competing and bragging about scores. I just hope that if rates count that the majority of the community will play FFR not just for the game, but for the music too.
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Old 08-5-2013, 05:33 AM   #51
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Default Re: Why aren't rates above 1.0 counting for scores?

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plus people like hakulyte will do 1000x rate on vRofl's intro and get a trillion GT a day I guess IDK bleh
another compromise, rates counting towards level rank but not towards GT

really simple stuff
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Old 08-5-2013, 05:35 AM   #52
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Default Re: Why aren't rates above 1.0 counting for scores?

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another compromise, rates counting towards level rank but not towards GT

really simple stuff
i'd be 100% for this lol
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Old 08-5-2013, 06:32 AM   #53
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Default Re: Why aren't rates above 1.0 counting for scores?

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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.
Rates come in say goodbye to 1.6B GT
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Old 08-5-2013, 06:37 AM   #54
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Default Re: Why aren't rates above 1.0 counting for scores?

yes it should count
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Old 08-5-2013, 08:14 AM   #55
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Default Re: Why aren't rates above 1.0 counting for scores?

Rates should give credits regardless, credits are a reward for playing! Also misses happen much more on rates, so many players may get less credits than playing on x1.0. It would also make the next GWC much more interesting!
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Old 08-5-2013, 08:35 AM   #56
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Default Re: Why aren't rates above 1.0 counting for scores?

to sum it up

rates should count towards levelranks, arguments like skeletor wall is like, ok if you're good enough to AAA the jumpstream on like 1.2/1.3 (somewhere around AJ skill or higher apparantly), then you're already good enough to AAA the wall; that argument kinda baseless.
There could possibly be, instead of a whole extra leaderboard for rates, have just an extra data field (all set to 1.0 initially) that reads what rate the score was gotten at

rates should not count for grand total because lol obvious reasons. (vrofl 1.5 super GTS whoring)

rates should not give credits. This would be more of a compromise for the people against this, cause in a sense, it's unfair that people can get credits faster. also, it just kinda seems dumb to add ways to get credits faster with the crapton of credits already in circulation.

rates should be on multiples of .1 above 1. none of this 1.1375 BS for frame manipulation, and of course, nothing below 1.0. allowed stuff is 1.0, 1.1, 1.2, 1.3, etc.
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Old 08-5-2013, 09:07 AM   #57
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Default Re: Why aren't rates above 1.0 counting for scores?

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Originally Posted by YoshL View Post
to sum it up

rates should count towards levelranks, arguments like skeletor wall is like, ok if you're good enough to AAA the jumptrills on like 1.2/1.3 (somewhere around AJ skill or higher apparantly), then you're already good enough to AAA the wall; that argument kinda baseless.
agreed

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There could possibly be, instead of a whole extra leaderboard for rates, have just an extra data field (all set to 1.0 initially) that reads what rate the score was gotten at
disagree, I think this will ultimately undermine the achievements of newer/lower division players

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rates should not count for grand total because lol obvious reasons. (vrofl 1.5 super GTS whoring)
agreed

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rates should not give credits. This would be more of a compromise for the people against this, cause in a sense, it's unfair that people can get credits faster. also, it just kinda seems dumb to add ways to get credits faster with the crapton of credits already in circulation.
reduced credit gain would be cooler, i think

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rates should be on multiples of .1 above 1. none of this 1.1375 BS for frame manipulation, and of course, nothing below 1.0. allowed stuff is 1.0, 1.1, 1.2, 1.3, etc.
playing files on lower rates help A TON for harder files with weird patterns, it gives you a chance to see how to hit those said patterns
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Old 08-5-2013, 09:10 AM   #58
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Default Re: Why aren't rates above 1.0 counting for scores?

2 clarifications,

for the leaderboard, it's not saying that higher rates will award higher ranks or anything, an AAA on 2.0 will still be rank 1 along with an AAA on 1.0

second clarification

any rate is allowed to be selected, score just wouldn't record



also yeah, reduced credit gain is a cool idea yeah
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Old 08-5-2013, 10:03 AM   #59
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Default Re: Why aren't rates above 1.0 counting for scores?

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rates should not count for grand total because lol obvious reasons. (vrofl 1.5 super GTS whoring)
I do not agree with this. If people are legitimately playing files on rates (ie: not breaking the rules with DS or whatever) then they deserve the faster GTS accumulation. Since people can already super GTS boost with consistent RATO / vROFL DS this seems like a rather silly reason to restrict GTS accumulation for actually playing a song.

In my opinion, rates should give GTS (and credits for that matter, FFR the game itself really isn't a credit gold mine, most credits people get are from events and tourneys anyway). If people are cheating, as in using DS, they can be called out just like anything else, and have to prove themselves (and appropriate action will be taken). Otherwise they are completely deserving of every single point they receive.
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Old 08-5-2013, 10:43 AM   #60
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Default Re: Why aren't rates above 1.0 counting for scores?

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reduced credit gain would be cooler, i think
I dont think the credit gain should be reduced at all, in most cases you are going to be getting a much worse score on higher rates and already earn less credits than what you would get from a song on x1.0 rate. Even if you were to put the song on a relatively easy rate like x1.1 the song would only be shorter by like 10 seconds, and since credits are based on combo you would have to fc to get an equal amount of creds as the x1.0 rate. You are only saving a couple seconds on lower rates and for the higher rates you have to play a much harder version of the song while not missing to be more efficient at gathering creds over playing the original which is slightly longer and easier.
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