02-24-2015, 10:15 PM | #2281 |
Celestial Harbor
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Re: FFR Suggestions
so then get rid of all the anti-skill tokens, because just because some people can do anti-skill, doesn't mean others can.
that being said, i feel like maybe a change to this token would be more warranted when ffr stops being lolcomboscoring |
02-24-2015, 10:18 PM | #2282 |
Accuracy Player
Join Date: Mar 2011
Location: Connecticut
Age: 28
Posts: 4,628
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Re: FFR Suggestions
100% Agree with this
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03-6-2015, 09:34 PM | #2283 |
Expect delays.
Join Date: Mar 2008
Location: Montreal, QC
Age: 31
Posts: 4,129
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Re: FFR Suggestions
The R^3 engine is my go-to engine. It has been my favorite engine since the moment I tried it. It is flawless, save for one thing. The "song search" feature.
In my opinion, the Velocity engine had the best search function: Among the things I enjoyed in this engine, your could: - Hide songs you had already FC'd / AAA'd - Hide specific difficulties of songs - Classigy songs by length - Use "random" among a certain classification you chose - Combine classifications (for example: Hide every songs I FC'd lower than difficulty 12 and shorter than 1 minute) - Categorize songs in alphabetical order of stepper - Categorize songs by song ID (aka date of release) and easily switch from oldest to recent or vice versa None of these features seems present in the R^3 engine. Often times, I either have to have the velocity engine opened in another tab, or the whole song list to perform searches on songs I want to play. I like using the random button in R^3, but it's hard to score on new files when you can't classify your song choices before hitting random. The only feature from the previous list that's in R^3 is the song ID classification (using "All"), but you have to click "1501-1889", then scroll all the way down every time to get to the more recent songs: While this function works well enough, I can't help but think that there has to be a more elegant way to classify songs in the R^3 engine. The Filter option is useful to focus on songs only in a certain difficulty interval, but is clearly limited when compared to the velocity engine. TL;DR: I don't know if something like this has already been suggested, or is already in the works for the R^3 engine, but I think a search feature similar to the one found in the Velocity engine should be implemented in the R^3 engine. |
03-7-2015, 09:15 PM | #2284 |
Forum User
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Re: FFR Suggestions
get the left and right arrow keys to change pages in threads
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https://soundcloud.com/djbdock acapellas over my beats http://tuneport.com/profile/bdockbeats my beats for yall to rap on |
03-14-2015, 02:11 AM | #2285 |
Sir Krisk
Join Date: Dec 2007
Location: Vic, Australia
Posts: 930
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Re: FFR Suggestions
How about a challenge system?
So basically, when you get a really good score, you can send the challenge to a waiting room for someone of your division or lower to challenge. You can set a wager in credits for whoever gets the better score and the player that decides to challenge you, has to match that wager. And it saves all the settings that player used, except for maybe scroll direction and speed. So instead of wasting a great score with rates, you can send the challenge to the waiting room and wait for someone to try and one up you.
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03-23-2015, 06:33 AM | #2286 |
D7 Elite Keymasher
Join Date: Feb 2011
Age: 30
Posts: 3,391
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Re: FFR Suggestions
profile chat needs to display ffr rank people still think i suck why am i still trying to improve my rank i'm a try-hard (?)
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03-23-2015, 08:39 AM | #2287 |
Spun a twirly fruitcake,
Join Date: Feb 2009
Age: 31
Posts: 3,865
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Re: FFR Suggestions
v yes
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03-23-2015, 09:59 AM | #2288 | |
Accuracy Player
Join Date: Mar 2011
Location: Connecticut
Age: 28
Posts: 4,628
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Re: FFR Suggestions
I know this is most likely in the works but since the arrival of the new Skill Rating and Leaderboard system, I personally think the entire Divisional System needs to be reworked.
Division 1: This would probably be a tough one due to it being the introductory division when joining into the ranks and tournament scene. The current start in difficulties for Division 1 is 15. While that eliminates new players from safely joining (and by new I mean literally new people who get 30 goods on Free Space), we as in FFR have witnessed that in this time period, players are getting really good. Division 2: As mentioned by Icyworld, the skill rating requirements should be dropped and from PrawnSkunk's post, it has been. This division recognizes patterns at this point, as well as what is considered dense at a low skill level (stream with jumps, as well as 1-2-3 patterns). I can't really say much about changing it because it already has been changed to a point. Division 3: This is a huge challenge to rework. D3 is one of the three divisions that suffer from a large skill gap from newer players in the division to veteran players in the division. The Skill Rating gap between D3 into D4 is also too large imo. There's been a large trend of tournaments being considered to not be in "protocol" difficulty ranges for all divisions; in fact lower than the average difficulty range for all divisions. The Skill Rating for each division should reflect that should it become an actual trend. Division 4: Easily hitting the nail on the head. Division 4 doesn't need to be reworked as desperately as the other ones. There's a slight skill gap but between most players in D4, they are for the most part pretty equal. Of course though, you'll have those high tier D4 players who cannot make it into the next division due to their own reasons. Division 5: As mentioned in D3's section, this is one of those divisions that has an inane skill gap between newer players and veteran players. I remember from my own experience that being in D5 takes longer than any other division. Once you cross that border into D6 territory, obviously there is no going back but being dropped in the fray if you're inconsistent would probably ruin your courage into venturing further into the Ranks. Using a post from Icyworld in the Skill Rating and Leaderboard Discussion thread: Quote:
Division 6: Mentioned from D3, this is the third and last division that suffers from a large skill gap. D6 needs to be changed to 79-89 in their range. That range is where their skill shows. Now looking at that range, you would think to yourself that it's a pretty short range right? Not as short as D7's range. There are roughly what? 250 songs in the 79-89 range? We as players understand that getting hard tier songs with decent playable charts without crossing that terminal11 boundary is a difficult challenge for the Step Artists. This is where SoTW comes into play. Most of the time there's nothing harder than 75 into the new SoTW batches. There was one like a few weeks ago but that's it. There needs to be more harder tier songs coming in for higher tier players because without more, the skill rating gets flawed. I can go even further into D6 but I'll stop the /rant for now. Division 7: Skill Rating to get in @ 8650? Uhh no. D7 is considered the best of the best of FFR. Getting an average SDG score on 86-88's imo aren't D7 material. In all honesty that's the highest D6 could hope to go. I think the skill rating for D7 should be pushed to 8900. I can't say too much about D7 because it's literally an outcast division and they all are in a tight niche with each other. It's honestly up to them to call the shots because nobody else has a say in the matter.
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03-23-2015, 10:26 AM | #2289 |
Rhythm game specialist.
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Re: FFR Suggestions
Skill ratings are a competitive guideline, not an analytic measurement that should be taken in complete stride with divisional placement. Nothing is going to beat manual combing through level ranks, especially with regards to this system that doesn't (correctly) value scores that are not AAAs.
This is the inherent problem with division placements and why I've been an advocate of not doing divisional placements in tournament anywhere: make one shift and it throws the rest out of balance. If you make a change to one group, you affect every other group with a trickle down effect that simply causes complaints everywhere. One way to potentially resolve divisional issues could be to add a provisional division where players are simply unranked, and then scale all divisions upward slightly using the provisional/D1 borderline as a shifting metric. I'll delve into this later when I get out of work. |
03-23-2015, 10:32 AM | #2290 | |
Accuracy Player
Join Date: Mar 2011
Location: Connecticut
Age: 28
Posts: 4,628
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Re: FFR Suggestions
Quote:
Second part I also agree with but I haven't noticed the trickle down effect but I could definitely see it happening. Lately in the tournaments I've been hosting with llyair and Portalbob, I've noticed that even difficulty ranges are difficult to deal with because people are used to playing at their comfort zones; not a pre-determined set of difficulties. I saw you in here and was quite glad because I know you are a major factor in the way any skill metric is determined here on FFR and I would definitely like to read more input from you and even other players; especially those who are in D7 or have the same idealistic opinions on the matter.
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03-23-2015, 11:31 AM | #2291 |
The Doctor
Join Date: Apr 2006
Age: 35
Posts: 6,145
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Re: FFR Suggestions
Right now Zenith, I feel borderline, do you think the D5 border needs moved up or down? Where would I fall in your suggestion?
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03-23-2015, 12:11 PM | #2292 | |
Accuracy Player
Join Date: Mar 2011
Location: Connecticut
Age: 28
Posts: 4,628
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Re: FFR Suggestions
Quote:
That being said, D6 would have to get bumped too and likewise to D7. If D5 was set at 6600, with D6 currently being 7600, that's too close for one division. Like AJ had mentioned, that's where a trickle down effect would occur. TL;DR, all divisions could get a 150-300 Skill Rating increase, having it scale like this: D1: 150 D2: 175 D3: 200 D4: 225 D5: 250 D6: 275 D7: 300 And these are add-ons from the current Skill Rating that they are at as of now.
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03-23-2015, 10:26 PM | #2293 |
Accuracy Player
Join Date: Mar 2011
Location: Connecticut
Age: 28
Posts: 4,628
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Re: FFR Suggestions
Another suggestion that we were talking about in the skype chat (actually Dell2150 came up with the suggestion) is to make a mini feature like in SM5 to increase the reading window of FFR. There is nothing of the sort that can make the reading window larger or smaller in R^3 that we know of.
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03-26-2015, 10:23 AM | #2294 |
has nice tits
Join Date: Nov 2008
Posts: 744
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Re: FFR Suggestions
I'd like to see optional superimposed NPS charts over the results graph in R^3, if that's at all possible. It's already there for the song list, so...
edit: 666th post woo~
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Last edited by XCV; 03-26-2015 at 10:24 AM.. |
03-26-2015, 11:45 AM | #2295 | |
The Doctor
Join Date: Apr 2006
Age: 35
Posts: 6,145
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Re: FFR Suggestions
Quote:
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03-26-2015, 11:58 AM | #2296 | |
"Reach For The Stars"
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Re: FFR Suggestions
I hated it how the old challenge system took the credits out of your account the minute you made the challenge. Someone could make a challenge, if the challenge is never answered, you just lost who knows how many credits.
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04-1-2015, 02:09 AM | #2297 |
Sir Krisk
Join Date: Dec 2007
Location: Vic, Australia
Posts: 930
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Re: FFR Suggestions
Never even heard of Lethe engine. Would be cool to see something like that implemented, or even just like a daily challenge system for all players of all divisions. Like you get a random daily challenge based on your skill rating and when you complete it, you receive X amount of credits depending on how hard the challenge was. Or FFR trading cards for a special once a week challenge or something like that.
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04-3-2015, 05:00 PM | #2298 | |
The Doctor
Join Date: Apr 2006
Age: 35
Posts: 6,145
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Re: FFR Suggestions
Quote:
Anyways I have a new suggestion: Add three rate leaderboards for each song: 1.2x, 1.5x, and 2x, then maybe Rate ranks stats and stuff. That would be cool. I don't think there'd be many other ways to do it, it wouldn't be possible to apply a scoring multiplier to higher rates since rates affect songs differently. I don't think crafting some sort of scoring equation to reflect performance on different rates would work very well. 2x would make the lower difficulty songs more appealing for a second play for seasoned players. 2x AAA's would probably go all the way up through VCs and maybe low FMOs by D7. It would be cool to see. Also, why doesn't playing on rates at least give credits? |
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04-3-2015, 05:51 PM | #2299 | |
FFR Veteran
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Re: FFR Suggestions
Quote:
On Stepmania I play 33% mini now (used to be 40% mini) and I think it'd be awesome if FFR had an x% mini. Either something you could edit or just a few choices. The old engine had a mini (and I believe it was either 100% mini or 200% mini) however it didn't scale the playfield as well. So the ULTRA tiny arrows/receptors were spread miles apart and it was impossible to read. Since R^3 has the receptor spacing, that wouldn't be a problem! Basically my trouble is.. The screen is too small. I play on x2.3 speed mod. However very dense sections like those in any 89+ (Especially things 300+ bpm like You Time, Eclipse, AT, Rave 7, etc etc) are too smushed and I can't read them well. However, if I increase my speedmod, the arrows are way too fast and I can't read it! So yes plzplzplz x% mini!!! That seems like it would at least be somewhat easy, idk. And then my second suggestion would be some kind of audio sync feature. Similar to how most rhythm games have, like GH, DDR, SM, osu, and like everything else, where you either play a song or tap to a ticking sound and it adjusts your offset so that you're dead on. I have been having unbelievable amounts of trouble trying to figure out global and judge offsets recently and it's so frustrating that I've quit both tournaments I'm in and stopped playing FFR on several occasions. If those two features were implemented, maybe I'd have a chance at being a real d7 competitor ;p |
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04-3-2015, 08:02 PM | #2300 |
The Doctor
Join Date: Apr 2006
Age: 35
Posts: 6,145
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Re: FFR Suggestions
I remember the "recent posts" list on the left side of the homepage used to be longer and carry more threads. I think posts dropping off there in a couple hours can be completely missed now, where before it took a little longer to be pushed off the homepage.
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