05-11-2011, 02:58 PM | #3661 | |
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Re: Ingame Song Information
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Also, and this goes out to everyone including stavie, the difference between 0 and 2-3 goods shouldn't matter in the difficulty ranking. Yeah, a lot of files are going to be kind of tricky to hit. Some more than others (hi Synthlight). But the ranking should be based only on how hard it is to hit, FC, and PA a given song, not on how hard it is to finally nail the AAA. Awkward sections should only be a factor in the difficulty if they pose a trouble to everyone - the people who are just at the level of reading, FCing, or starting to PA the file. So we get something like Skeletor, which still only has 6 AAAs (less than some recent low FGOs), but which should stay FMO, because the roll only becomes FGO-worthy if you're trying to shave off the last few goods.
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05-11-2011, 06:41 PM | #3662 | |
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Re: Ingame Song Information
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05-11-2011, 07:19 PM | #3663 |
Rhythm game specialist.
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Re: Ingame Song Information
Night and Day is nowhere near a high FMO. It's BARELY in the middle FMO area, the only reason it even stands a chance near that area is because of the ending 32nds. While they are quick, they are nowhere near impossible.
There are much better FMOs/FGO pairings to compare and think about - like Frictional Nevada (225 BPM) vs. Of course you Need and [...] NEED me (240 BPM), or something like Time to Eye (48th burst madness for short periods of time, very low 12) vs Tageri (nasty framer bursts, also very low 12)... just examples. Pick better songs to fight about. EDIT: this post was intended for stavie, haha EDIT: The rating system is useless if people can sit and argue about it all the time. A new rating system is order, seriously. Last edited by TC_Halogen; 05-11-2011 at 07:21 PM.. |
05-11-2011, 07:29 PM | #3664 | |
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Re: Ingame Song Information
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ALL OF THIS x9001 >big text to emphasize importance of post. |
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05-11-2011, 07:33 PM | #3665 |
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Re: Ingame Song Information
I am not one really to care about difficulties too much, but is there a reason why OMGWTFT0K3N is a 12? That chart is defiantly a 13
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05-11-2011, 07:34 PM | #3666 |
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Re: Ingame Song Information
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05-11-2011, 08:22 PM | #3667 |
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Re: Ingame Song Information
In Stavie's defense, I don't think that he was implying it was a high FMO and certainly no where near a FGO. I think he was just echoing my statement that ranking it as a low FMO is an utter disgrace, specifically compared to the FMOs above it in Arcade alone. Heck, same with INFINITY hyperspace. That song, even outside of the 32nds section, is pretty tricky.
And I second both P4UV1 and OMGZ being 13s. They are way harder than every 12.
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05-11-2011, 08:28 PM | #3668 | |
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Re: Ingame Song Information
Gigadelic and p4u v1 are obviously 13s, just look at the number of people who have SDG'd each one.
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Oh yeah, and since it's automated and objective, you can literally just run the script and recalculate the difficulties every week. So a file could start out as 11 because people have some trouble doing well on it, but then move down to 10 once more people have figured out the patterns. There would be no need to debate difficulties or complain, because only the scores people are getting would affect the rated difficulty. (And my proposal isn't affected by the number of people who have played the file, just by how hard people have tried to get scores on it, and that evens out over time.)
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05-11-2011, 08:30 PM | #3669 |
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Re: Ingame Song Information
There needs to be a song difficulty metric based on the actual patterns, not the number of AAAs.
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05-11-2011, 08:32 PM | #3670 |
Rhythm game specialist.
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Re: Ingame Song Information
Average percentage of max score or average score difference from perfect score can help determine ratings.
edit: The inevitable problem with this is subjectivity, in comparison to something that is based off of player performance/scores (raw data/numbers = objective ratings). Last edited by TC_Halogen; 05-11-2011 at 08:36 PM.. |
05-11-2011, 10:24 PM | #3671 | |
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Re: Ingame Song Information
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Before when I joked about OMGWTFTOKEN being a 12, that was because I had 2 clean on it (from dumb splitting in the beginning lol) while I wasn't able to get better than 3-0-0-5 on Revo. Overall, it is a 13 and should be bumped up, but it's definitely the lowest 13 if it does. Revo has really intense jacking pattern sections and I've had thoughts about it being a 13 - it's just that for the other 13s they just get mashed HARD. Just an FC alone on Revo is guaranteed top 100 ranks if you have an FC equivalent to around 600 goods (which means you get goods/averages for around 1/3 of the file, and you'd have to mash heavily for that) while a mashed FC on Death Piano (talking 1300+ boos here) can give you top 70. FGOs should be hard but easy enough to FC. Winter wind etude is one of those files that are just mashed heavily and don't have heavy long jacks, so that's an example of a high FGO that is easy enough to FC, just tough to score on.
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05-11-2011, 10:43 PM | #3672 | |
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Re: Ingame Song Information
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PS: Revo should be the hardest 12.
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05-12-2011, 12:20 AM | #3673 | |
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Re: Ingame Song Information
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It's getting better all the time I used to get mad at my school (No, I can't complain) The teachers who taught me weren't cool (No, I can't complain) You're holding me down (Oh Oh) Turning me round (Oh Oh) Filling me up with your rules (Oooh) Last edited by stavie33; 05-12-2011 at 12:23 AM.. |
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05-12-2011, 12:35 AM | #3674 | |
Rhythm game specialist.
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Re: Ingame Song Information
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05-12-2011, 12:50 AM | #3675 | |
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Re: Ingame Song Information
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It's getting better all the time I used to get mad at my school (No, I can't complain) The teachers who taught me weren't cool (No, I can't complain) You're holding me down (Oh Oh) Turning me round (Oh Oh) Filling me up with your rules (Oooh) |
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05-12-2011, 12:55 AM | #3676 |
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Re: Ingame Song Information
If you're jumptrilling rolls at that speed, then it's obviously going to land you goods without extreme precision in the late perfect frame.
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05-12-2011, 01:57 AM | #3677 |
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Re: Ingame Song Information
Any rolls under 225 bpm have a chance of framer placements which force you to hit at least one 1-frame window if you want to AAA by jumptrilling. The further from 225, the more of those there will be, in terms of percentage. So stuff like Hajnal, Master Maid, Toxiferous Dystopia, and Skeletor will have plenty of 1-frame windows, and AAAing pretty much requires either hitting the rolls properly or having extreme luck ("extreme precision").
PS: Any roll of at least 112.5 bpm is technically possible to jumptrill and AAA... and any stream of at least 225 bpm can technically be AAA'd by hitting jumps. But I don't generally recommend this strategy.
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05-12-2011, 04:52 AM | #3678 | |
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Re: Ingame Song Information
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I think it should be considered for difficulties as one of factors (along with technical factors like bpms, framers, tps) though, it's just difficult to compare the parameters between songs due to the number of players, release date, etc. |
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05-12-2011, 12:21 PM | #3679 | |
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Re: Ingame Song Information
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Here is the biggest problem: even if you could make a formula like that, you would never be able to calibrate it. Exactly how hard is a 207 bpm anchoring pattern like 33[34]44, for an average player? Should the difficulty of a file like Crowdpleaser depend on the length of the file? How about a file like EHHS? (impossible to know, no, and yes) This is pure pseudoscience, and it's just going to be used as a silly justification of someone's opinions. You're never going to get a useful difficulty measure by looking at some formula, but only by looking at actual scores from actual players. I'll outline my idea again. You compare two files by simply taking pairs of scores, the best score from the same player on each file, and comparing them by how far they are from the AAA (that is, PA). After you discard pairs that don't tell you anything useful (people who get over 100 boos on either file, people who haven't completed both files, people who have the same score on both, etc.), the file that has a worse score in >50% of the pairs is more difficult. A technique like this will produce a useful measure of difficulty, even in the worst case scenario, because it automatically gives a higher rating to files most players in the community have difficulty with.
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05-12-2011, 01:18 PM | #3680 |
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Re: Ingame Song Information
agreed here , well anyways , i guess the difficulty levels are well set.
but i'd like to see a rating that is kinda more precisely, maybe not even 1- 13 i mean the jumps between the difficulties beyond 10 are insane. If u can easily AAA a lvl 10 u will still suck hard on lvl 12 songs. (no argueing here guys , sorry if i repeat myself)
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