05-20-2008, 11:45 PM | #1161 |
lol happy
Join Date: Oct 2005
Location: DESTINY
Age: 33
Posts: 12,193
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Re: R1 - Actual Song Difficulties V2
The 8ths in Reality are by far the hardest part XD
I made the stream too easy, pretty much the only danger is falling behind or going too fast because you're not paying attention. I guess the 8ths warrant Reality an FGO, but I really think Eradication should be the lowest FGO instead of very high FMO. I tend to judge things based on the hardest part of a song, and those jumpstreams are HARD.
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05-20-2008, 11:46 PM | #1162 |
¯\(°_o)/¯ ¯\(o_°)/¯
Join Date: Apr 2005
Location: Camarillo, California
Age: 33
Posts: 5,576
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Re: R1 - Actual Song Difficulties V2
reality isn't that hard i mean i mashed a fc.
ps lol |
05-21-2008, 12:00 AM | #1163 | ||
FFR Player
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Re: R1 - Actual Song Difficulties V2
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Only reason I can do Choprite well, is probably because I feel that the patterns in Choprite are more natural to me. Even without the avmiss fix, I was getting sdgs (I didn't know Choprite was avmissed often until I witnessed other people play on MP). Szerencsetlen seem to have harder patterns and less breaks. That's my opinion.
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05-21-2008, 08:28 AM | #1164 | |
Rhythm game specialist.
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Re: R1 - Actual Song Difficulties V2
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Then, around 200 combo, you have the 16th run with jumpstream...that's a bit tough because some of the patterns are choppy and awkward. The 16/24th rhythm combo is REALLY tough to PA IMO, seeing it the first time, I got like 3-5 boos there alone. But now, it comes by nature--it's actually a pretty simple rhythm (at least the way I'm doing it ). The all jump pattern following that is ok, nothing out of the ordinary for an FMO/FGO. And then back to the 16th run with jumps---again, a few patterns are unorthodox, and choppy. I'm not sure which way to go. You can say FMO if you're judging more through combo, but some sections have really complicated technique. I'd probably also say to leave it as a low (if not, the lowest) FGO. |
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05-24-2008, 03:29 PM | #1165 |
(```(~_~)```)
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Location: nimaland
Posts: 168
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Re: R1 - Actual Song Difficulties V2
Can anyone justify going on spring wind being an FMO? It's not particularly long, or hard to read, or fast, or awkward.
The trills and streams are very intuitive and there are plenty of slow sections. Imho it feels more like a mid level or upper level VC than FMO, it's definitely easier than Vbeta at any rate. I know PA plays a factor in difficulty but while it may seem hard to PA at first it's really not, and I FCed it 3 times in a row after turning utorrent off, which is more than I can say for any FMO I've previously played. Just my thoughts. |
05-24-2008, 04:48 PM | #1166 |
Retired BOSS
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Re: R1 - Actual Song Difficulties V2
i've been discussion this with others since i released it last night... and this is really RIGHT on the border between VC and FMO. it's basically 210bpm 16ths... so, it IS fast. but, the patterns aren't too difficult to FC. I think if all we were discussing was FCing, it would be a high VC. BUT. It is extremely difficult to PA relative to its speed... and that, to me, is what makes it a very low FMO.
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05-24-2008, 04:57 PM | #1167 |
Sic itur ad astra
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Re: R1 - Actual Song Difficulties V2
I'm guessing spring is a subscriber song?
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05-24-2008, 05:42 PM | #1168 | |
Call me Massive Swallow
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Re: R1 - Actual Song Difficulties V2
Going on Spring Wind is definitely an FMO, considering how much harder it is to PA triplet based songs as compared to a steady 16th stream.
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05-24-2008, 05:43 PM | #1169 |
FFR Player
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Re: R1 - Actual Song Difficulties V2
To me, the PA is not too difficult. As EgomaniaCircus said, this is much easier than Vertex BETA.
I think this should be a VC. =/ I don't find triplets harder than streams. I find long trills harder than triplets or streams. =/
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Willing to accurately translate Japanese for free Accumulating all playstyles here! つまんないシグでスマソ(´・ω・`) Last edited by Xx{Midday}xX; 05-24-2008 at 05:45 PM.. |
05-24-2008, 05:46 PM | #1170 | |
Call me Massive Swallow
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Re: R1 - Actual Song Difficulties V2
Triplets in themselves are just as easy as 16ths but when you have a triplet based song, odds are most of the patterns are given a jazz beat as compared to a straight beat, which is what I meant by harder to PA triplet BASED songs.
Also, if it has any meaning, there are some nasty left hand oriented patterns in there, and considering the majority of the population is right handed, that's not that easy to do.
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05-24-2008, 05:48 PM | #1171 |
FFR Player
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Re: R1 - Actual Song Difficulties V2
I find biased and weighted rhythms easier to PA than extremely steady and constant patterns. =/ Then again, these difficulties are just completely based on opinion of majority, so I'm just stating my opinion here.
I also think Frictional Nevada is harder than Ketsarku Mozgalom. =/ or relatively the same, as jimerax said.
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Willing to accurately translate Japanese for free Accumulating all playstyles here! つまんないシグでスマソ(´・ω・`) Last edited by Xx{Midday}xX; 05-24-2008 at 07:54 PM.. |
05-24-2008, 05:58 PM | #1172 | |
Call me Massive Swallow
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Re: R1 - Actual Song Difficulties V2
I support the FN harder than Ketsarku movement. I do understand it being given a higher difficulty considering the random awkward bursts as well as the length though, so I won't argue against that one.
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05-24-2008, 07:19 PM | #1173 |
★★★★★
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Re: R1 - Actual Song Difficulties V2
GOSW is high-VC, IMO. It's kinda hard to PA and would be FMO w/ avmiss (due to 4-framer trills), but not w/o avmiss.
FN(needs speed) is almost the same difficulty with Ketsarku(PA difficulty). |
05-24-2008, 08:06 PM | #1174 |
FFR Player
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Re: R1 - Actual Song Difficulties V2
Concerning Ketsarku Mozgalom's PA difficulty, I think most of the song could be AAAd by repeating 28 46 28 46 at the 16th note speed. I got a 9 good nonFC on the song last week doing that. The only hard part to PA would be the last 24th/32nd stream.
I find Frictional Nevada harder to PA, especially the last part of the song. ROFL to extremely long super copy of this entire page post that was posted by FutureFlyer just about 4 seconds ago. 2 posts actually.
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Willing to accurately translate Japanese for free Accumulating all playstyles here! つまんないシグでスマソ(´・ω・`) Last edited by Xx{Midday}xX; 05-24-2008 at 10:15 PM.. |
05-24-2008, 09:40 PM | #1175 | |
plain old ugly ass dumbas
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Re: R1 - Actual Song Difficulties V2
So I read this page, IMO:
Reality = FMO Eradication = FMO GOSW = VC
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05-26-2008, 01:13 PM | #1176 |
Don't forget me
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Re: R1 - Actual Song Difficulties V2
Otaku speedvibe [heavy] requirements been updated yet?
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05-26-2008, 04:31 PM | #1177 |
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Re: R1 - Actual Song Difficulties V2
Adding a new difficulty between VC and FMO would solve many disputes. Going on Spring Wind, Vertex BETA, and other FMO/VC songs could be added.
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05-26-2008, 04:33 PM | #1178 |
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Re: R1 - Actual Song Difficulties V2
I said this already, but Tass said no, just because he doesn't wan't 13 difficulties in the game -___-;
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05-26-2008, 04:36 PM | #1179 |
VICES
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Re: R1 - Actual Song Difficulties V2
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05-26-2008, 04:37 PM | #1180 |
FFR Player
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Re: R1 - Actual Song Difficulties V2
switch revo and OMW, or at least make them both 94. OMW's trills and minijacks are just as difficult as revo's jacks/jumpjacks. also revo is pretty hard to read with the bg
EDIT: switch molto with FN too Last edited by DivynE; 05-26-2008 at 04:39 PM.. |
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