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Old 06-22-2011, 12:34 PM   #3741
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Default Re: Ingame Song Information

I think that's a wonderful idea. Try 1-15, I think it makes a lot more sense. You can even join some of the higher FMO's in with the lower FGO's with that idea.
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Old 06-22-2011, 12:37 PM   #3742
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Default Re: Ingame Song Information

It's been proposed before

We could do something like this:
10 ("VC") = current low to mid-high VC
11 ("FEO") = high/technical VC and low FMO
12 ("FMO") = mid-high FMO and very low FGO
13 ("FGO") = mid-high FGO
14 ("FSO") = current FSO
15 (no name) = vrofl :3
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Old 06-22-2011, 12:42 PM   #3743
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Default Re: Ingame Song Information

That's cul, although difficulty 14, IMO, would be FSO's and the really high FGO's, i.e. Revo, WWE, Gigadelic, p4uv1, etc. But basically that's what I was looking for.
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Old 06-22-2011, 12:48 PM   #3744
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Default Re: Ingame Song Information

Quote:
Originally Posted by qqwref View Post
It's been proposed before

We could do something like this:
10 ("VC") = current low to mid-high VC
11 ("FEO") = high/technical VC and low FMO
12 ("FMO") = mid-high FMO and very low FGO
13 ("FGO") = mid-high FGO
14 ("FSO") = current FSO
15 (no name) = vrofl :3
+1 support.

Also, as for the songs and the difficulties, I agree for the most part of the files. Plus, its practically similar to the SM difficulty scale (with the exception of charts that are ranked beyond 15). As for the high FGOs and FSOs, it is true that people are flailing on their kb because of that, but it could also be because of the set-up that they're playing in and the speedmod (Though for the set-up I doubt it since the majority are playing spread, but we still have some one-handers, pettanko players [for the lulz], and indexers if there is still any). But the more I see the files (by playing and watching replays), they're not bad at all, it just have high difficulty spikes at certain spot of the file and I certainly see that some files are either easier or harder than it should be (eg: some of the VCs, Nitrix, and some other files that I can't put my finger on...). But comparing the files here to DF's engine, TS, and KBO, the files here aren't overall too difficult to deem impossible (with the exception of vROFL, and Speedcore 300) to pass, FC and AAA. Either way, a change in the difficulty system is needed imo.
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Old 06-23-2011, 11:00 AM   #3745
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Default Re: Ingame Song Information

how is gigadelic still an FGO? Seriously...it's stamina draining as **** and is full of icky icky jumps, jacks, and plenty of fast ass stream. It's an easy 13. But yeah, I'm all for that difficulty.

Also, as of now, I feel scavanger could be low VC, but Fast Asleep is definitely low FMO, if we moved Variations, we need to move Fast Asleep. Song's a bitch of fast, hard to read, and dense patterns at about 3 points, the rest is already mid-high VC so those parts should push it up.
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Old 06-23-2011, 03:02 PM   #3746
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Default Re: Ingame Song Information

Fast asleep is only hard for about 20 notes at a time, and the rest of the time its easy. So Its like a 8 with a few parts that are 11. So overall its a 10. Sure its really hard to AAA, but mashing a little bit through the bursts you can get decent PA without being really good.
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Old 06-23-2011, 03:58 PM   #3747
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Default Re: Ingame Song Information

Quote:
Originally Posted by qqwref View Post
It's been proposed before

We could do something like this:
10 ("VC") = current low to mid-high VC
11 ("FEO") = high/technical VC and low FMO
12 ("FMO") = mid-high FMO and very low FGO
13 ("FGO") = mid-high FGO
14 ("FSO") = current FSO
15 (no name) = vrofl :3
+1
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Old 06-23-2011, 05:15 PM   #3748
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Default Re: Ingame Song Information

PS, admins, if you're looking at the 1-15 approach, I'd be willing to do a preliminary write-up of which songs would go in which categories. We can move stuff around later due to player complaints etc. but it would save you a lot of time.
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Old 06-23-2011, 06:48 PM   #3749
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Default Re: Ingame Song Information

Quote:
Originally Posted by emulord View Post
Fast asleep is only hard for about 20 notes at a time, and the rest of the time its easy. So Its like a 8 with a few parts that are 11. So overall its a 10. Sure its really hard to AAA, but mashing a little bit through the bursts you can get decent PA without being really good.
I could say the same about Sparkle Downer being FMO. It has literally one part above FMO difficulty, and the rest is some FMO but mostly VC. Yet it's FGO. Fast Asleep has many parts and patterns way harder than most VC's, and it's more like a high 9 low 10 for most, definitely not an 8.
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Old 06-23-2011, 06:57 PM   #3750
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Default Re: Ingame Song Information

Also, Puzzle is easier, and is really only hard at one part as well, and that part is much easier to read and nowhere near as fast as in Fast Asleep
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Old 06-23-2011, 07:08 PM   #3751
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Default Re: Ingame Song Information

Stavie, give up. It's short and there's only 2 hard spots that flow nicely.
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Old 06-23-2011, 07:27 PM   #3752
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Default Re: Ingame Song Information

Quote:
Originally Posted by qqwref View Post
PS, admins, if you're looking at the 1-15 approach, I'd be willing to do a preliminary write-up of which songs would go in which categories. We can move stuff around later due to player complaints etc. but it would save you a lot of time.
I'm willing to help too if needed.
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Old 06-23-2011, 08:25 PM   #3753
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Default Re: Ingame Song Information

Quote:
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I'm willing to help too if needed.
I'd be willing to help too, if you guys would let me.

Maybe we could assign ourselves genres to work on?
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Old 06-23-2011, 08:34 PM   #3754
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Default Re: Ingame Song Information

Fast Asleep and Didj PVC are two files that are in the borderline dilemma. With qqwref's 1-15 system there wouldn't be this much heat rofl

Quote:
Originally Posted by qqwref
11 ("FEO") = high/technical VC and low FMO
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oh boy, it's STIFF, I'll stretch before I sit down at the computer so not I'm not as STIFF next time I step a file
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Old 06-23-2011, 08:40 PM   #3755
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Default Re: Ingame Song Information

Quote:
Originally Posted by DossarLX ODI View Post
Fast Asleep and Didj PVC are two files that are in the borderline dilemma. With qqwref's 1-15 system there wouldn't be this much heat rofl
I was thinking about adding Southern Cross, Feldschlacht, Szerencsetlen, Miraiya, Bus Rides, and K8107 in this group (possibly more) as well. (If we are comparing to files like Epidermis or LWI)
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Old 06-23-2011, 08:53 PM   #3756
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Default Re: Ingame Song Information

Yeah, exactly. There are plenty of files like that, that are hard to AAA but not hard enough to play to be FMO. I'm also thinking p4u v2, Kanon-Kanon, Everything Went Numb, Angel Island Remix, etc. etc. And the low FMOs would be in that group too. I think there's more of a barrier between the current low-mid VCs and the really high ones than between current high VC and low FMO.
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Old 06-23-2011, 09:32 PM   #3757
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Default Re: Ingame Song Information

Umm, so I AAA'd Pulling through. I noticed that the songs marked in green are scarce, so I might as well ask. Would it be considered a level 65 or higher? or at least hard enough to obtain Otaku Speedvibe (Heavy)?
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Old 06-23-2011, 10:05 PM   #3758
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Default Re: Ingame Song Information

You guys are silly. Scavenger is a 10, dammit... lol
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Old 06-23-2011, 11:19 PM   #3759
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Default Re: Ingame Song Information

Taken from a different thread, but still:

Quote:
Originally Posted by stavie33 View Post
Famicom was fun, but way too easy to be placed where it is, it's easier than Night and Day, it only has 2 hard parts and it's short bursts, nothing more than 5 consecutive notes, needs to be put after Infinity Hyperspace and before Night and Day.

Super Famicom - typical Saberpulse, not that that's a bad thing. File is stepped well and is fun, not too difficult and just enjoyable enough to possibly play again. Fun, but not anywhere near as difficult as it's placement, needs to be as I said, between Hyperspace and Night and Day.
stavie, have you ever considered where your opinion would stand amongst the others and whether it would be placed in the majority or minority of opinions? You're pretty adamant about difficulty placements, but consider what other scores people are getting...
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Old 06-24-2011, 04:07 AM   #3760
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Default Re: Ingame Song Information

Sure, and Choprite has about 200 AAA's. Am I compaigning for it to be VC? No. I look at the file. Famicon has fast 5 note 16th bursts for like 30 seconds total in 2 parts and we have it above 4 chords brutally long jumpstream with 24th jacks and weird burst patterns? Or Night and Days jump sections into 32nd stream and notes that are quite fast and dense mixed with jumpstream followed by an ending endurance of a difficult 4-2-1 24th pattern into a good 10+ second 32nd roll section? Some people are better at somethings than others, sure, but the file itself has nothing deserving of it's placement. yes it's FMO. Harder than 4 Chord, Mario Minor and Starwolf? I don't see how unless you are just bad at it. I'm terrible at Novo Mundo yet I don't think it should be any higher than where it is. I don't see the difficulty.

I also have no idea how Miraiya is placed where it is when Djdj and Slaytronic are, by comparison, much harder overall. The same reason miraiya and Puzzle are so high would be reason enough to put in Fast Asleep. I just don't get 'it has two tricky parts'. Puzzle has ONE tricky part, Novo Mundo has one, and Floating Hour has 2 (the 32nd shit in the middle). I don't get why everyone thinks I'm so off with this logic.
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