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View Poll Results: Should KeyBeat Online implement mines? | |||
Most definitely. | 24 | 26.97% | |
Probably, but only if they're used right. | 28 | 31.46% | |
Not really. | 27 | 30.34% | |
Not sure, I'd have to see how they're used. | 10 | 11.24% | |
Voters: 89. You may not vote on this poll |
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10-2-2009, 03:11 PM | #41 |
FFR Player
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Re: Mines in KeyBeat
having scores not count because mines are off is stupid unless the score is really affected by mine usage
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10-2-2009, 03:18 PM | #42 | |
plain old ugly ass dumbas
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Re: Mines in KeyBeat
Why not have a score DB for mines and no mines.
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10-2-2009, 03:29 PM | #43 |
FFR Veteran
Join Date: Jun 2008
Posts: 137
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Re: Mines in KeyBeat
What if we just make some holds release-forced instead of having mines?
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10-2-2009, 03:45 PM | #44 |
FFR Player
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Re: Mines in KeyBeat
I'm surprised that "probably, but only if they're used right" is almost a tie with "most definitely."
there better not be any BS mine songs in KBO :\ I like my solo fun and not tainted with unfun. p.s. god please no. That's one of the main reasons why I never got into O2.
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10-2-2009, 03:54 PM | #45 |
¯\_(ツ)_/¯
Join Date: Apr 2007
Location: skjandlurkelandia²
Age: 33
Posts: 4,605
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Re: Mines in KeyBeat
Yeah seriously, holds release-forced is a bad idea.
also **** you xiao, i made that joke mentally and didnt post it in time :^
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10-2-2009, 03:55 PM | #46 | |
FFR Player
Join Date: Jun 2007
Posts: 974
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Re: Mines in KeyBeat
Quote:
too unnecessary. you'd have only a small handful of songs that even need both score db's as most files don't have mines in the first place also, for people obsessed with score, that means playing the file at least twice
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10-2-2009, 04:02 PM | #47 |
FFR Veteran
Join Date: Jun 2008
Posts: 137
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Re: Mines in KeyBeat
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10-2-2009, 05:13 PM | #48 | |
Use me as a porta-potty
Join Date: Dec 2006
Age: 30
Posts: 4,319
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Re: Mines in KeyBeat
To my blastamos:
nonononononono nonononono
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10-2-2009, 07:57 PM | #49 |
FFR Simfile Author
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Re: Mines in KeyBeat
I'm not for force released holds for the double whammy of:
1. It forces stepcharters to push their holds to the very length of the sound that they represent (and also makes expressive minifreezes nigh impossible to use) 2. It means that, in charts where freezes don't always go to the end of notes (i.e. if 1 doesn't happen), you have to release at arbitrary points. also, what if a freeze ends in a fadeout or otherwise ambiguously ends? basically force release holds damn you if you do, damn you if you don't
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10-2-2009, 08:09 PM | #50 |
Anime Avatars ( ◜◡^)っ✂╰⋃╯
Join Date: Mar 2007
Location: Squat Rack
Age: 34
Posts: 10,837
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Re: Mines in KeyBeat
it's really hard to find pictures of a hand patting a shoe
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10-2-2009, 09:47 PM | #51 | |
FFR Player
Join Date: Jun 2007
Posts: 974
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Re: Mines in KeyBeat
Quote:
also guys read more carefully, blast said SOME would be forced release holds, not all. problem with that is that it's unnecessarily hard to read. even mines are easier to read in this case
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10-2-2009, 10:13 PM | #52 |
FFR Simfile Author
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Re: Mines in KeyBeat
why would you have some holds be forced release when mines can accomplish the same thing, exactly
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10-2-2009, 10:55 PM | #53 |
HAVE ME WITH VODKA
Join Date: Aug 2005
Location: Long Island, New York
Age: 35
Posts: 7,316
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Re: Mines in KeyBeat
I'd rather have mines than force released holds...I'd never play the game if you had to release holds at a certain time.
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10-3-2009, 03:33 AM | #54 |
I Fap For Justice
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Re: Mines in KeyBeat
I have played more keybeat than FFR in the past week. I seriously would have had over 1bil in points for the week.. but NO!!!!
you people and your fun keybeating... caused me to become addicted xD i want mines.. and freeze arrows :O |
10-3-2009, 04:12 AM | #55 |
stepmania archaeologist
Join Date: Aug 2005
Age: 34
Posts: 4,090
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Re: Mines in KeyBeat
Mines would be a cool addition although it would make KBO much much more like SM (compared to the boo system). I really hope we don't end up with any cases where mines are right next to the note, though, because that always makes me annoyed when SM files do that. It's almost like avmisses.
EDIT: Oh, incidentally, can you make the 12th notes purpler? I can't tell the difference between them and 8th notes and it's annoying.
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10-3-2009, 09:58 AM | #56 | |
FFR Player
Join Date: Jun 2007
Posts: 974
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Re: Mines in KeyBeat
Quote:
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10-3-2009, 10:07 AM | #57 |
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Join Date: Jul 2008
Location: Malaysia
Age: 33
Posts: 1,679
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Re: Mines in KeyBeat
I hate Mines =(
(...when they're retardedly place right before or after a note) |
10-3-2009, 11:50 AM | #58 |
FFR Player
Join Date: Apr 2007
Location: Singapore :)
Age: 30
Posts: 114
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Re: Mines in KeyBeat
Yes to mines.
Screw (I SAID SCREW) O2-style holds. That's all. |
10-3-2009, 12:12 PM | #59 | |
Use me as a porta-potty
Join Date: Dec 2006
Age: 30
Posts: 4,319
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Re: Mines in KeyBeat
How about. No forced release holds and no mines.
Boo system works perfectly fine, other than being able to hold holds, which isn't a major deal to begin with.
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10-3-2009, 12:25 PM | #60 |
FFR Player
Join Date: Jun 2007
Posts: 974
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Re: Mines in KeyBeat
we're taking out the boo system
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