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Old 12-24-2010, 12:00 PM   #3361
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Default Re: Ingame Song Information

Hands are allowed in lower difficulty files now. I'm not able to play ffr so I can't say anything about the new files
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Old 12-24-2010, 12:08 PM   #3362
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Default Re: Ingame Song Information

holy crap, the six new files are all really rough in their own way, it'll take a while to AAA any of them (bury the hatchet would be easier, but now I has mental blockage). Damn though...tough stuff, I can't even FC the Chopin song due to the jackage
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Old 12-24-2010, 12:18 PM   #3363
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Default Re: Ingame Song Information

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Stavie I wouldn't have a problem with you suggesting difficulty rating but really every single rating I've seen you give harder songs was based on how well you could do on the song vs how well you could do on other songs.
im gonna have to side with carlos on this one

stavie, you post like everyone can AAA fmos and fgos.. no -_- we are the top 5% if not 1% of the userbase that actually care about these ratings at all.. -_-;

although it's very hard to be objective, we should start from a more technical standpoint.. meaning is the song HARD on general? not on why jacks make a song an 83 or 82.. etc
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Old 12-24-2010, 01:17 PM   #3364
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Default Re: Ingame Song Information

Stavie, your problem is that you have enough speed that you COMPLETELY ignore the speed component of files. You just can't comprehend the concept of one file being harder than another because of the speed or density alone. You're not alone - I've seen this in one or two other top players - but it means you have no valid say when it comes to difficulties of hard songs. Your opinions don't reflect how hard they are for the 99.99% of people with less skill than you, and thus they are worthless.


Anyone interested in taking a look at my objective difficulty comparing idea again? I guess it was missed. The basic gist is that you wait until a good chunk of people have played both file A and file B a few times, and then figure out how many people do better on file A than file B, and how many people do better on file B than file A, and if one is significantly bigger than the other it means one file is easier than the other. (We ignore people who haven't fully played both files, and people who have the same score on both files.)
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Old 12-24-2010, 01:38 PM   #3365
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Default Re: Ingame Song Information

idea is great if you ignore the AAA's and the mashed scores

also stavie im cool with everyone and im never really "angry" at anyone
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Old 12-24-2010, 01:45 PM   #3366
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Default Re: Ingame Song Information

I've got a few questions.

Why is it for Speedvibe heavy there are a few 65's that don't unlock it? Is the rule gay like Oni is or is that just a mistake? (The songs that are 65's but not heavy unlocks: 65 (D2) Neon-213 (655 Notes / BPM 180); 65 (D2) Progression (936 Notes / BPM 125); 65 (D2) Wisdom (769 Notes / BPM 170); 65 (D2) {Adrenaline Pumper} (1082 Notes / BPM 174.5)

Also with the newly added FMO's does that mean more unlockable songs for Oni? And if so which ones?

Last edited by Xx{Midnight}xX; 12-24-2010 at 01:48 PM..
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Old 12-24-2010, 02:01 PM   #3367
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Default Re: Ingame Song Information

I've wondered the same thing. I don't know how it works.
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Old 12-24-2010, 02:15 PM   #3368
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Default Re: Ingame Song Information

If i remembered correctly, I think it has something to do with jimerax not updating the list in over a year (i might be wrong though). Also, i agree that it's dumb that some of the FMO songs doesn't unlock Oni when the goal clearly says that you must AAA a FMO in order to unlock it.
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Old 12-24-2010, 02:16 PM   #3369
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Default Re: Ingame Song Information

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Originally Posted by who_cares973 View Post
idea is great if you ignore the AAA's and the mashed scores
If you have AAA on both songs, it'll be ignored, because they're considered to be equally good (same # of goods basically). You could ignore mashed scores if you want, by not counting people who have more than (say) 200 boos on either song, but that might get rid of legit scores that you might wanna count (for instance someone who can FC one song without mashing, but can't do the other one).
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Old 12-24-2010, 02:17 PM   #3370
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Default Re: Ingame Song Information

It goes along with the fact that the rating system might need a restructuring. Also, if there's not going to be a token for getting an FGO, it could be cool to extend the [Oni] token to FGOs as well. Just a thought.
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Old 12-24-2010, 02:20 PM   #3371
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Default Re: Ingame Song Information

hmm yeah thats right. but if both of the songs are close to the same difficulty then if a person mashes one song then they'll most likely mash the other song as well. i guess to be safe only the scores that werent completely runs should be ignored like you mentioned
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Old 12-24-2010, 02:21 PM   #3372
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Default Re: Ingame Song Information

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It goes along with the fact that the rating system might need a restructuring. Also, if there's not going to be a token for getting an FGO, it could be cool to extend the [Oni] token to FGOs as well. Just a thought.
Wow, why haven't this been done yet? I think this would make sense considering that a FGO AAA is much harder than a FMO AAA. Then again, the requirements only say to AAA a FMO so this thought might be ignored.
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Old 12-24-2010, 02:22 PM   #3373
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Default Re: Ingame Song Information

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It goes along with the fact that the rating system might need a restructuring. Also, if there's not going to be a token for getting an FGO, it could be cool to extend the [Oni] token to FGOs as well. Just a thought.
the reward is hardly worth the effort now for unlocking ONI. it would be unfair to those who manage to get a fgo AAA to reward them with a file like ONI

imo ST Scarhand would be a great unlock for an FGO AAA
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Old 12-24-2010, 02:28 PM   #3374
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Default Re: Ingame Song Information

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imo ST Scarhand would be a great unlock for an FGO AAA
^ +1
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Old 12-24-2010, 03:40 PM   #3375
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Default Re: Ingame Song Information

Quote:
Originally Posted by TC_Halogen View Post
It goes along with the fact that the rating system might need a restructuring. Also, if there's not going to be a token for getting an FGO, it could be cool to extend the [Oni] token to FGOs as well. Just a thought.
Fun idea, but with the exception of 0 nobody would AAA an FGO before unlocking Oni from an FMO, seems like it's unnecessary.
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Old 12-24-2010, 06:59 PM   #3376
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Default Re: Ingame Song Information

honestly AAA FMO/FGO is a pretty bad idea for s-token, in terms of maintenance.

We can't define difficulties in th req, need to specify the songs.
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Old 12-24-2010, 07:16 PM   #3377
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Default Re: Ingame Song Information

Make K8107 give Oni :@
No really, why isn't it a FMO?
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Old 12-24-2010, 07:23 PM   #3378
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Default Re: Ingame Song Information

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Make K8107 give Oni :@
No really, why isn't it a FMO?
I'd really like this question answered too. <_<
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Old 12-24-2010, 07:43 PM   #3379
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Default Re: Ingame Song Information

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I'd really like this question answered too. <_<
when did it change? I thought it was still FMO, and it clearly is
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Old 12-24-2010, 09:04 PM   #3380
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Default Re: Ingame Song Information

I agree with jx in that skill token requirements should be based on static, not dynamic, measures. It's a hassle to constantly monitor requirements that are basically moving targets. Song difficulty (such as what are level 65 songs) are dynamic and can change based on songs added, deleted, and/or modified from a song's prior difficulty. What songs are FMOs and FGOs are also dynamic measures.

Static measures would refer to things such as a specific score, p/g/a/b/m count, specific songs (that do not relate to a dynamic factor), etc.

@stavie: that song changed to a VC quite a long time ago...
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