expanding difficulty levels

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  • Patashu
    FFR Simfile Author
    FFR Simfile Author
    • Apr 2006
    • 8609

    #16
    Re: expanding difficulty levels

    okay seriously

    if nothing else make rato the second 13 next to vrofl :P
    Patashu makes Chiptunes in Famitracker:
    http://soundcloud.com/patashu/8bit-progressive-metal-fading-world
    http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png
    Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1)
    http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.png

    Comment

    • awein999
      (ಠ⌣ಠ)
      • Oct 2007
      • 4647

      #17
      Re: expanding difficulty levels

      Originally posted by Tasselfoot
      there's already a 1-99 system that jx does. that's better than 20.
      oh yeah forgot about that
      Originally posted by Staiain
      i am super purple hippo

      Comment

      • alexdestructions
        FFR Player
        • Sep 2007
        • 1757

        #18
        Re: expanding difficulty levels

        I think a level 13 would be called: "Not AAA-able" lol.

        Like Almost There, Eclipse (Solar), RATO, CCCP, and DP could be 13s.
        Originally posted by who_cares973
        playing with your cock is anything but easy. its really hard to keep a hard-on because of what you're doing. when i was playing with my penis i had to keep a porn video playing on the side so i could maintain a decent erection throughout the song.
        Originally posted by xferrarix
        actually i go under 1.2 million dollar funding to figure out whos bs in stepmania. i analyze the score using super bs technology along with buying thousand dollar cameras to understand bsing methods further. but thanks you were close!

        Comment

        • Patashu
          FFR Simfile Author
          FFR Simfile Author
          • Apr 2006
          • 8609

          #19
          Re: expanding difficulty levels

          idk I've seen pretty good scores on CCCP

          don't forget rato btw
          Patashu makes Chiptunes in Famitracker:
          http://soundcloud.com/patashu/8bit-progressive-metal-fading-world
          http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png
          Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1)
          http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.png

          Comment

          • dore
            caveman pornstar
            FFR Simfile Author
            FFR Music Producer
            • Feb 2006
            • 6317

            #20
            Re: expanding difficulty levels

            I'm alright with 13s being difficult to pass songs, of which there are currently 1. So it's fine.
            http://www.youtube.com/watch?v=IREnpHco9mw

            Comment

            • qqwref
              stepmania archaeologist
              FFR Simfile Author
              • Aug 2005
              • 4092

              #21
              Re: expanding difficulty levels

              I had an idea a while ago for new difficulty levels for C and up actually. But I think the difficulty levels are sort of expanding on their own in a way, harder and harder songs are becoming VC/FMO/FGO...

              Anyway:
              9 (C) - Most 9s now, minus the really fast or hard-to-PA ones.
              10 (VC) - The hard/tricky 9s and the easier VCs (ones that aren't in TP list).
              11 (Expert) - Hard VCs and easy FMOs (the ones people go for Oni on).
              12 (FMO) - Most FMOs.
              13 (FGO) - All the Guru songs that we expect (only) the best players to be able to AAA. A few recent FMOs might belong in this category (I Hate The 80s...).
              14 (Godly) - Don't even bother trying to PA unless you are very good. Nobody can AAA this. So yeah, Revo, DP, Here We Go, CCCP, RATO, Eclipse, vrofl. Maybe even CP too. Even with mashing, not too many people can FC these songs.
              Last edited by qqwref; 12-23-2008, 11:59 PM.
              Best AAA: Policy In The Sky [Oni] (81)
              Best SDG: PANTS (86)
              Best FC: Future Invasion (93)

              Comment

              • MikeShinoda12345
                *\(^o^)/*
                • Oct 2008
                • 1890

                #22
                Re: expanding difficulty levels

                Isn't the 1-99 difficulty scale just based on BPM? And I think that the one that they are talking about (1-20) should be actually be shown ingame.

                Comment

                • [TeRa]
                  FFR Player
                  • May 2007
                  • 9922

                  #23
                  Re: expanding difficulty levels

                  The 1-99 is 0% based off bpm, why would you think that? It just says the BPM of the file next to it on the list, it has nothing to do with how hard it's rated.

                  Comment

                  • foilman8805
                    smoke wheat hail satin
                    FFR Simfile Author
                    • Sep 2006
                    • 5704

                    #24
                    Re: expanding difficulty levels

                    I believe in previous threads, someone came up with FEO (For Experts Only), which is harder than VC, but not as hard as FMO if I remember correctly. I was actually for the idea back then, but I think at this point, the system would be very hard to change, and to be quite honest -- there's not a whole lot wrong with it.

                    R1 Actual Difficulties thread is really well done too, and the 1-99 scale is very comprehensive, imho.

                    If it ever came down to implementation, I wouldn't support two difficulties being added, because I think 99% of the misplacements could be solved by just adding one difficulty (FEO).

                    Comment

                    • happy-boy
                      FFR Veteran
                      • Jul 2007
                      • 59

                      #25
                      Re: expanding difficulty levels

                      and by the way the highest level is not 12 it's 13
                      => the only 13 is vertex beta vROFL ^^

                      Comment

                      • qqwref
                        stepmania archaeologist
                        FFR Simfile Author
                        • Aug 2005
                        • 4092

                        #26
                        Re: expanding difficulty levels

                        Yeah, but maybe RATO (and DP?) belong there :P Compared to those two (especially RATO) vrofl is really nothing special, except for the quadjack wall things.

                        Personally I don't really like the 1-99 system because I think it's actually too accurate. It's giving difficulty to a level of accuracy where the difficulty a person thinks a song is will be significantly affected by how good they are at whatever stuff is in the song. For example, I'm really bad at fast stream, mostly because I don't have the stamina to PA it for a long time, so for me the standard Vertex BETA feels like a mid-high FMO. In the current system that's only one point difference, but in the 1-99 system that might be 10 points of difference, and if opinions vary that much you can never really be accurate without taking a huge poll (asking everyone to rank every song and taking the average of everyone's opinions). Or for another example, some people are very good at jacks and some people are very bad, so opinions of how hard it is to FC/AAA a song like Starlight or Fei Longer will vary widely (again, probably up to 10+ points of difference on the 1-99 scale). And then you have songs that are easy to FC but really hard to AAA - if you're ranking them on a scale of "how hard they are to FC/AAA", where do they go? Is that Legend of Zelda song really easier than all the 7s? I just think that that amount of accuracy isn't warranted: what IS the difference between a 46 and a 47, exactly?

                        Besides, even though the 1-99 scale exists, people don't really use it outside the topic. Nobody's like "This is the first 73 I've ever AAA'd Now to try for a 74..."
                        Best AAA: Policy In The Sky [Oni] (81)
                        Best SDG: PANTS (86)
                        Best FC: Future Invasion (93)

                        Comment

                        • Gilly G
                          FFR Veteran
                          • Mar 2007
                          • 1225

                          #27
                          Re: expanding difficulty levels

                          Have the 1-99 scale be added in addition to the 1-12 system.

                          Eg. Pick a song, it's FMO (11), and have the 1-99 be just under or above it or something I dunno.

                          Basically just add it instead of replacing.

                          Comment

                          • MikeShinoda12345
                            *\(^o^)/*
                            • Oct 2008
                            • 1890

                            #28
                            Re: expanding difficulty levels

                            Originally posted by jimerax
                            Original thread (R1 - Actual Song Difficulties (game is inaccurate) V1)
                            This list is based on the difficulty for passing (without mashing), full combo, good pefect attack.
                            They depend on BPM, offsyncness, bpmchanges, length, jackhammers, trills, jumpstreams,
                            streams, doubles, glitches, patterns, noteskins, backgrounds, etc.

                            All songs are ordered easiest to hardest, the difficulty is rated 1-99 level.

                            I'm not sure about the BPM of some songs.. tell me if you know about it.
                            For TeRa.


                            Will putting the 1-99 difficulty scale under the 1-12 scale complicate things? If not, I'm for the idea.

                            For the people who don't know where the 1-99 difficulty scale is
                            Last edited by MikeShinoda12345; 12-25-2008, 03:22 AM.

                            Comment

                            • sumzup
                              (+ (- (/ (* 1 2) 3) 4) 5)
                              • Nov 2005
                              • 1398

                              #29
                              Re: expanding difficulty levels

                              It's great that the 1-99 system exists, but we need something that's easier to say. Just implement 13, which will include all ridiculous files. There's a clear distinction between an FGO and a ridiculous FGO.

                              Comment

                              • FontSize72LOL
                                ☆~{2D <3}~☆
                                • Nov 2007
                                • 833

                                #30
                                Re: expanding difficulty levels

                                Originally posted by qqwref
                                I had an idea a while ago for new difficulty levels for C and up actually. But I think the difficulty levels are sort of expanding on their own in a way, harder and harder songs are becoming VC/FMO/FGO...

                                Anyway:
                                9 (C) - Most 9s now, minus the really fast or hard-to-PA ones.
                                10 (VC) - The hard/tricky 9s and the easier VCs (ones that aren't in TP list).
                                11 (Expert) - Hard VCs and easy FMOs (the ones people go for Oni on).
                                12 (FMO) - Most FMOs.
                                13 (FGO) - All the Guru songs that we expect (only) the best players to be able to AAA. A few recent FMOs might belong in this category (I Hate The 80s...).
                                14 (Godly) - Don't even bother trying to PA unless you are very good. Nobody can AAA this. So yeah, Revo, DP, Here We Go, CCCP, RATO, Eclipse, vrofl. Maybe even CP too. Even with mashing, not too many people can FC these songs.
                                I agree with something like this, There are way too many songs in 9-10 compared to the other difficulties anyway, this would also help give definition to the group of people who can do most VC's well but only the Low-end FMO's.



                                Get Kancho'd


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