Stepmania Online is back
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Re: Stepmania Online is back
I haven't been all that active on SMO since around 2008-ish.
Also FFR kinda sucks on linux due to flash issues (even now as I tried not that long ago) which is why I would only ever really play SMO.
I remember checking out the site and trying it years ago but I just couldn't get into it as SMO was better (for me).Comment
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Re: Stepmania Online is back
i don't get why izzy is supporting stepmaniaonline.netComment
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Re: Stepmania Online is back
This is made primarly with stepmania 5 in mind. I desire this to eventually be official for DDR by konami.
Here is my suggestion for an official ranking system. I made this system for my own personal enjoyment but im sure it would be great to get this official for stepmania online and tournament etc... I base this ranking system off of the game of Street Fighter IV arcade ranking because I thought it was a good one.
LEGENDARY - 10,000,000,000 DP Top Level
Grand King - 3,000,000,000 DP
King - 1,000,000,000 DP
Veteran - 500,000,000 DP High Level
Ultimate Master - 300,000,000 DP
Grand Master -100,000,000 DP
Master II - 35,000,000 DP
Master I - 10,000,000 DP
AAA+ - 5,000,000 DP Upper Mid Level
AAA - 2,500,000 DP
AA - 1,000,000 DP
A - 500,000 DP
BBB - 350,000 DP Mid Level
BB - 250,000 DP
B - 180,000 DP
CCC - 100,000 DP
CC - 70,000 DP
C- 50,000 DP
DDD - 35,000 DP Low Level
DD - 25,000 DP
D - 17,000 DP
EEE - 10,000 DP
EE - 5,000 DP
E - 2,500 DP
FF - 1,000 DP Bottom Level
F - 500 DP
Beginner - 0 DP
Everyone no matter their previous skill or experience starts at beginner. As they play songs and courses, their DP increases. The rate of their DP increase depends on the skill level of the player and the level of songs they play. So for example, a mediocre player would play mid difficult songs and their DP would increase steadily while a high level player would play very difficult songs and their DP would increase at a high rate to higher numbers.
The number of DP they gain per song is based on the Stepmania 5's scoring where it displays 2 numbers (MIGS ITG/MIGS DP) after completing a session. This ranking would go by the MIGS DP. This number is determined by calculating on how you did on the song (i believe)
Whether they gain DP or lose DP or stay neutral depends on their grade/result of the current song the player has played. If the player receives an A or higher on a song, they receive more DP from the number of MIGS DP. if they get below an A, no DP is earned. Failing a song or an E grade would cause you to lose DP.
The higher ranks would introduce more challenging rules to earning DP. For example a person in rank CC would earn DP from grades A or above while a person ranked Master I would have to achieve AAA or higher to earn DP and B or lower would result in them losing DP. So it gets more challenging the higher rank you go.
If a player fails a song or something (depends on player rank) they would lose DP. To find out how much DP they lose, take 15 (which is the highest song difficulty rating) minus the song difficulty number and take the result and multiply it by 500 (depends on player rank) .
For example... I am ranked B with 210,700DP. I fail a 10 footer. This means I lose DP. So I take 15 - 10 = 5 then 5 x 500 = 2,500. So I lose 2,500DP. So then I end up with 208,200DP.
I fail 14 footer. 15 - 14 = 1 then 1 x 500 = 500 DP loss. I end up with 207,700DP. What you saw here was that the more difficult the song, the more lenient amount of DP loss because its just and fair. If you fail an easy song which any decent player should pass, obviously you deserve a huge loss.
MIGS DP (when your performance on the song allows you to gain DP) makes it so that the maximum DP able to be earned gets lower the easier the song becomes. So a player who just wants to cheap their way up the high ranks without much risk will have to spend an eternity to get up, while actual good players play difficult songs and they rank up faster. The more difficult song, the greater risk if they would fail. If they are too good and own every stepchart, you would expect them to be top ranks while other players are catching up in the mid level ranks.
Plus, I also recommend for the SMO developer to make it so that we are able to see the total number of songs played, that way we can tell whether a player just use cheap and no risk to finally reach that A rank (10,000 songs played). At the same time, a good player can reach that same A rank with only a quarter of that amount within half the time played by playing difficult songs with high risk, thus backing up the authenticity of the player's skill.
Even add to this by displaying the average song level the player chooses (or most played song on smo website)
This makes it so that not anybody of any skill can easily reach higher ranks. Discourages playing a favorite easy song over and over again, it will get you nowhere really (unless your favorite is the impossible song and u AAA it everytime, obviously you deserve to shoot up to LEGENDARY title lol)
Here are the policies I made to my personal ranking system
From Beginner to BBB, anything A and above earns DP, B and below is no credit. Failing the song loses DP.
A - AA: AA grades and up earn DP/grades A and below is no credit/failing the song loses DP
AAA - AAA+: AA grades and up earn DP/grades A to B is no credit/C and below loses DP
Master I - Ultimate Master: AAA grades and up earn DP/ grades AA to A is no credit/B and below loses DP
Veteran - Grand King: AAA grades and 50>Perfects and up earn DP/ AAA with 50<Perfects to AA is no credit/A and below loses DP
LEGENDARY: AAA with SDPerfects and up earn DP/ AAA with 10+ perfects lose DP and anything below lose DP.
The amount of DP loss...
Beginner - BBB = multiply by 500DP
A - AAA+ = multiply by 3,000DP
Master I - Master II = multiply by 8,000DP
Grand Master - Ultimate Master = multiply by 25,000DP
Veteran = Multiply by 70,000DP
King - Grand King = multiply by 150,000DP
LEGENDARY = multiply by 500,000DP
My ranking system also works with the courses. Basically, its either all or nothing. If you pass the course, you gain whichever number shows up at MIGS DP on results screen for your total DP. If you fail the course, the number earned during the course, that will be your loss. Its pass all, or lose DP.
An idea I would like to see be used for SMO is a betting system. Players compete for exchange of DP. DP becomes a kind of currency. Betting DP on a one on one lobby or multiple player lobby. The player with the best results on the song takes the amount of DP betted. So players can choose to traditionally rank up or bet their already existing amount of DP.
The player cards for my stepmania rank design would be like this...
| Gooner [A 521,302DP] |
| (2,281 Songs) {Rank 874} |
This player card should display during the screen when it loads the picked song or course. It wouldn't hurt to make it show when a player joins the lobby. Just like in starcraft they show player stats when they join lobby.
These videos show what I suggest the player cards should look like for SMO and how it shows during the song loading.
I also imagine rank titles would have unique color and design. Beginner would be plain.
F-FF would be dark red
E-AAA+ would be according to their color on stepmania results screen
Master I - Ultimate Master would be neon color
Veteran - LEGENDARY would be neon color and graphic design behind the titles.
This was my personal stepmania ranking system that I just used for personal enjoyment and I want to get this out there. This is a huge suggestion for the SMO developer. I also want konami to embrace this design for DDR and their arcade machines along with global internet on their machines.Last edited by dragoonerzerg; 10-9-2012, 04:38 PM.Comment
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Re: Stepmania Online is back
Massive suggestion there.. I'll read through it and try to summarize it so I can pass it on. Some things probably arent possible without changing the programming of stepmania. There is a very limited amount of things you can do with the client. However if it involves the stats on the website that is all "mostly" possible if it involves things that are recorded into the database.
But yea, stepmania online and the stepmania developers aren't affiliated so there isn't really an "official" smo. There is no way to add features to the client that will be dependent on the server.Comment
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Re: Stepmania Online is back
you could always contact the devolpers on #sm-ssc on irc.badnik.net and talk about adding stuff to stepmania.
like I doubt freem is going to finish his own offical sm server anytime soon, seeing that he kinda retired and stuff.Its not a bug its a FEATURE!





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Re: Stepmania Online is back
Whats funny is open-itg (based off 3.95) is way faster (loads faster, 3-5x the FPS) and WAY WAY WAY more stable than stepmania 5 is for me on linux. So I wouldn't refer to it as the 'broken version.'
Not to mention I can use all the themes/noteskins that I have grown to love that nobody ported to the newer versions.
A lot of people still use 3.95. For good reason.Comment
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Re: Stepmania Online is back
I would love to use 3.95 because of the themes, because the ones for five as of now suck. =/Originally posted by thesunfanabsolutely I want to vomit on your face irlOriginally posted by choofIt was like trying to throw logic at a fuckin brick wall lmaoOriginally posted by choofwhats more dense, a black hole or an icyworld fileOriginally posted by CelirraI've never been so disappointed by a man from Alabama than I am right nowComment
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Re: Stepmania Online is back
Is like say Windows XP is better than Seven, lots of people uses 3.95 because they live in the past. 3.95 is from 2005, We are in 2012...Comment
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Re: Stepmania Online is back
Conductor's theme is the only reason why I switched from SM5 to 3.95.
SM5 is terrible.---C925, overhead---
My Delta-custom noteskin sm3.9/3.95:http://puu.sh/39mwR SM5:http://puu.sh/3abeo
My Delta-custom-note noteskin sm3.9/3.95: http://puu.sh/4rw6J SM5: http://puu.sh/4Ra1D

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