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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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Old 10-2-2009, 03:11 PM   #41
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Default 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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Old 10-2-2009, 03:18 PM   #42
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Default Re: Mines in KeyBeat

Why not have a score DB for mines and no mines.
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Old 10-2-2009, 03:29 PM   #43
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Default Re: Mines in KeyBeat

What if we just make some holds release-forced instead of having mines?
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Old 10-2-2009, 03:45 PM   #44
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Default 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.

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What if we just make some holds release-forced instead of having mines?
god please no. That's one of the main reasons why I never got into O2.
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Old 10-2-2009, 03:54 PM   #45
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Default 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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Old 10-2-2009, 03:55 PM   #46
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Default Re: Mines in KeyBeat

Quote:
Originally Posted by who_cares973 View Post
having scores not count because mines are off is stupid unless the score is really affected by mine usage
doesn't matter, it's not consistent

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Originally Posted by ninjaKIWI View Post
Why not have a score DB for mines and no mines.
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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Old 10-2-2009, 04:02 PM   #47
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Default Re: Mines in KeyBeat

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Originally Posted by ClAsSiC_RoCkEr View Post
god please no. That's one of the main reasons why I never got into O2.
I said some, the ones that are supposed to have mines after them could be replaced with forced holds.
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Old 10-2-2009, 05:13 PM   #48
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Default Re: Mines in KeyBeat

To my blastamos:
nonononononono
nonononono
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Old 10-2-2009, 07:57 PM   #49
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Default 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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Old 10-2-2009, 08:09 PM   #50
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Default Re: Mines in KeyBeat

it's really hard to find pictures of a hand patting a shoe
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Old 10-2-2009, 09:47 PM   #51
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Default Re: Mines in KeyBeat

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it's really hard to find pictures of a hand patting a shoe
lmfao

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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Old 10-2-2009, 10:13 PM   #52
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Default 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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Old 10-2-2009, 10:55 PM   #53
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Default 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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Old 10-3-2009, 03:33 AM   #54
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Default 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
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Old 10-3-2009, 04:12 AM   #55
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Default 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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Old 10-3-2009, 09:58 AM   #56
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Default Re: Mines in KeyBeat

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Originally Posted by qqwref View Post
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.
I'm not sure if you have this option yet, but you can change the brightness of the arrows, which will give you a more distinct difference between the two colors.
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Old 10-3-2009, 10:07 AM   #57
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Default Re: Mines in KeyBeat

I hate Mines =(

(...when they're retardedly place right before or after a note)
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Old 10-3-2009, 11:50 AM   #58
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Default Re: Mines in KeyBeat

Yes to mines.
Screw (I SAID SCREW) O2-style holds.

That's all.
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Old 10-3-2009, 12:12 PM   #59
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Default 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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Old 10-3-2009, 12:25 PM   #60
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Default Re: Mines in KeyBeat

we're taking out the boo system
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