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#261 | ||
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nanodesu~
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Quote:
Quote:
EDIT: Nice post, Tarrik.
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![]() ![]() FMO AAAs (1): Within Life :: FGO AAAs (1): Einstein-Rosen Bridge |
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#262 |
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snooches
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It seems the first thing that comes to mind when talking about rates making charts easier is jumptrilling rolls. While yes this is one of the things that can possibly be made easier by rates, there are plenty of other things other than rolls that can be benefited by rates. For example, players who lack control or have a hard time with slower patterns. I personally have this issue on some patterns being at a higher playing level and Im sure some others have or had the issue as well. Sometimes things like trills, runningmen, non jumptrillable rolls, hell maybe even stream, etc are just too slow and are hard to control being used to faster songs. So using rates would place the chart at the comfortable, faster speed and play into your benefit in AAA'ing or getting a better score on a song.
The main issue I have with rates recording was the idea of rates replacing scores in the current level ranks if one got a better score on rates. I have no problem if there was one new level ranks page just for rate scores where anything above 1.0 rate could replace each other if a better score were achieved. I just do not approve of rates recording and messing with the current level ranks. |
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#263 | ||
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Kawaii Desu Ne?
Join Date: Dec 2007
Location: The Kawaiian Island~
Age: 32
Posts: 4,185
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Quote:
Trying to factor in how rate would be tied into score is going to be a mess because no matter how you do it, someone is going to complain and more likely than not it's going to be hard to find a formula with rates that works fairly for all songs. Quote:
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#264 | ||
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FFR Player
Join Date: Dec 2008
Age: 35
Posts: 6,205
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Quote:
Quote:
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#265 |
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Celestial Harbor
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[ with proof (o: ]
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Last edited by YoshL; 08-9-2013 at 07:53 PM.. |
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#266 |
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FFR Player
Join Date: Dec 2008
Age: 35
Posts: 6,205
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i cent aaa fre space bcuz 2slow5me
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#267 |
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no
Join Date: Jan 2004
Age: 34
Posts: 1,850
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#268 |
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Kawaii Desu Ne?
Join Date: Dec 2007
Location: The Kawaiian Island~
Age: 32
Posts: 4,185
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Proof by example is not a proof. Likewise, not being able to find a counter example is not a proof against the contrary either.
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#269 |
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Kawaii Desu Ne?
Join Date: Dec 2007
Location: The Kawaiian Island~
Age: 32
Posts: 4,185
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I am still defending it and there are other people as well but they are just not as outspoken about the subject. Anyways, I still fail to see evidence that every single file is harder on every single rate greater than 1.0x (compared to 1.0x) for every single player.
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#270 | |
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⠀
Join Date: Dec 2010
Location: Singapore, SG
Age: 28
Posts: 6,858
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Take Skeletor's wall for example. 180 BPM jumptrilling on 1.0. Now play it on 1.3. 234 BPM jumptrilling. Keep in mind, although it's technically "easier" to PA for some players, that's really because they're not able to rush it. They still require FAST jumptrilling speed, much faster than the one on 1.0. So objectively speaking, yes, every file is harder on a rate because it demands more speed. |
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#271 | |
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Legendary Noob
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I like this the best
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and again, ave rank, FCs, AAAs, TPs, token unlocks etc... only count on 1.0x rank
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#272 |
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FFR Player
Join Date: Dec 2008
Age: 35
Posts: 6,205
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the problem with having too many leaderboards is that the site is a shadow of it's former self
those leaderboards for the most part would go totally unused
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#273 | |
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The FFRchiver
Join Date: Jun 2009
Location: USA
Age: 32
Posts: 2,169
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Give examples, and they will be tested. If results cannot be generated in your favor, I don't see any reason to believe your claims. From what people have posted (including myself) it seems the opposite is true when it is put to the test. Honestly, some of you are so worried about people somehow getting better scores on rates, and it really isn't going to happen. The only reason I even care about rates recording in the first place (aside from getting GTS / credits) is to encourage people to play easier files and be rewarded for it while having fun. Since I know I will never achieve a higher rated score on a file than on 1x though, I wouldn't mind a slight compromise. How would you feel about having rates give GTS and credits for all songs, but only record scores up to a certain difficulty limit (like ~45 or something?) Having rates record for leader-boards (the way I see it) pretty much would only be useful for motivating people to play FFR's easier charts, so I would be perfectly fine with this. Don't actually see any compelling evidence it makes any chart easier, but if that is the only thing getting in the way of people letting this happen then why not "fix" it.
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#274 | |
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no
Join Date: Jan 2004
Age: 34
Posts: 1,850
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Quote:
you are requesting a formal proof, yet other changes have been made to ffr that haven't required a formal proof, and it's absurd that this one does. |
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#275 | |
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Kawaii Desu Ne?
Join Date: Dec 2007
Location: The Kawaiian Island~
Age: 32
Posts: 4,185
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Quote:
Now your argument works well for high level players on high level songs because they are already well coordinated and have great levels of control; the only things usually holding them back when the play a file is their speed and/or stamina. However, not everyone playing ffr has mastered their control/coordination yet the argument doesn't work for everyone. EDIT: @Fission: Ok, I'll admit, that was a cheap shot of an argument on my part. |
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#276 | |
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⠀
Join Date: Dec 2010
Location: Singapore, SG
Age: 28
Posts: 6,858
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Quote:
Last edited by EzExZeRo7497; 08-9-2013 at 11:03 PM.. |
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#277 | |
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Kawaii Desu Ne?
Join Date: Dec 2007
Location: The Kawaiian Island~
Age: 32
Posts: 4,185
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Quote:
Ok, I'm going to use some made up units, bear with me. Say in order to AAA a file, that a player must have more speed and more control/coordination than the file requires. So let's go through an example. Say we have a player, who has the following speed and control/coordination levels: Speed: 100 Control/Coordination: 30 Now let's say we have a file with the following stats on 1.0x. Speed: 30 Control/Coordination: 35 Now obviously, the player can't AAA the file on 1.0x because he doesn't satisfy the control/coordination requirements. Now let's take a look at the same file on 2.0x: Speed: 60 Control/Coordination: 25 Now the speed required has doubled in the file, however the player still has the speed level to not worry about speed being an issue. Also, due to the nature of the chart, the amount of control and coordination in the file has gone down a bit because of the rate. Since both the speed and control/coordination level of the file are lower than that of the player, now the player can AAA the file. Now this is just a theoretical example, but I hope I've shown what I my point was. |
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#278 |
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⠀
Join Date: Dec 2010
Location: Singapore, SG
Age: 28
Posts: 6,858
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Except there are no files out there that actually require less control and coordination on higher rates. I've yet to play any file that actually requires LESS control and coordination on a higher rate compared to the original rate.
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#279 |
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Rhythm game specialist.
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So...
I will preface this post with the fact that I am relatively indifferent on this issue, because I have reasons for and against wanting rates to record. So, my post may show some bias towards one side or the other, but it's not intentional under any circumstance. As a really high level player, rates promote competition. I have rank 1 on more than 98% of the songs publicly released, and if I want to play the game for some sort of self-improvement without rates, I have to play songs that I have absolutely horrible habits on, or I have to play songs that I absolutely despise. With the exception of the songs that I have yet to play due to being newly released, someone can go into my level ranks and see that I have some pretty nasty songs that aren't AAA'd. There's not a lot of motivation for me to improve. While I am a D7 player, I'm not quite known for my excessive speed -- I'm known for having pretty strong technical skills and being able to do stupid things at dumb times. A few days ago, I started playing some of my favorites on rates, and jesus shit I was hauling ass. I didn't think I was capable of hitting 8th notes jumps at 280 BPM while streaming 16ths, but man -- I was wrong. Being able to track my scores on rates would be awesome for this reason. At the same time, I am largely against rates because I spent a -lot- of time cleaning out my level ranks at normal pace as a very high level player, wishing that I was able to speed songs up. It absolutely frustrates me that players who were too lazy to go about finishing their ranks will have the potential opportunity to blast through them 1.5x, 1.75x, even 2x faster than those who didn't have that opportunity. That's one of the reasons why I feel like a player should be required to play a song fully at least once -- it doesn't give an inherent advantage of time for those who are playing the game for completion. There are a number of really high level players that are very strong players who refuse to touch the easier files for completion of the game, and I don't feel like they should be rewarded with a lack of patience. The argument of files being objectively harder does not apply to this, because the files don't become objectively hard enough to pose any sort of problem to these players; the mod becomes used advantageously. |
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#280 |
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FFR Player
Join Date: Dec 2008
Age: 35
Posts: 6,205
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You do realize that this is absolutely hilarious?
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