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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 10-1-2009, 10:42 PM   #21
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Default Re: Mines in KeyBeat

mines are nice as long as they are properly used.
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Old 10-1-2009, 10:44 PM   #22
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Default Re: Mines in KeyBeat

yes on mines
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Old 10-1-2009, 10:55 PM   #23
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Default Re: Mines in KeyBeat

wow 50/50 are you guys TRYING to do something here?

well it's not gonna work I'm implementing dis sh*t
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Old 10-1-2009, 11:01 PM   #24
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Default Re: Mines in KeyBeat

If you're implementing mines then take out the boo system since they already act as "invisible mines."
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Old 10-1-2009, 11:06 PM   #25
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Default Re: Mines in KeyBeat

flash version of sm
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Old 10-1-2009, 11:13 PM   #26
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Default Re: Mines in KeyBeat

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Originally Posted by [TeRa] View Post
flash version of sm
One reason why I'm against mines...but of course what Stargroup says goes.
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Old 10-1-2009, 11:25 PM   #27
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Default Re: Mines in KeyBeat

I prefer the boo system to mines. Extra hits should always be punished.
I also dont like the "boom" sound from stepmania. If I hit a mine, it screws me up for the next pile of notes. I know I could probably change that, but whatever.
If you're afraid of mashing, dont worry. I tried and the 6 keys make mashing nearly impossible (more boos compared to notes hit). All in all, mines make stepfiles less fun imo.

So, my vote is a definite NO to mines, not the "not really" I was allowed to pick.
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Old 10-1-2009, 11:37 PM   #28
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Default Re: Mines in KeyBeat

I don't understand how mines would make a difference.

I mean, 1) boos take the place of mines in all cases, 2) if I hold a key down for too long, my keyboard starts to repeat the key (automatic mine), 3) mines were designed to force dancers to move their feet; how hard is it to move your fingers? And how long do you leave your finger on the key, anyway?

I suppose mines could be used for distraction, which can be a valid addition, but I'm simply not seeing anything else.
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Old 10-1-2009, 11:48 PM   #29
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Default Re: Mines in KeyBeat

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Originally Posted by [TeRa] View Post
flash version of sm
yes I do realize that there will be a lot of similarities, but this will be changed up as much as possible

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Originally Posted by emulord View Post
I also dont like the "boom" sound from stepmania. If I hit a mine, it screws me up for the next pile of notes. I know I could probably change that, but whatever.
in response to both these quotes, while the concept of mines will be implemented, we're not actually gonna make boom sounds. as a result, it probably won't throw you off much or even at all

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I prefer the boo system to mines. Extra hits should always be punished.
...All in all, mines make stepfiles less fun imo.
the reason why I wanted to implement mines was because I wanted to give everyone the freedom of those extra hits, but limit it to certain areas/times, as well as giving notecharters a lot more creative options
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Old 10-2-2009, 12:11 AM   #30
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Default Re: Mines in KeyBeat

No no no no.

I never liked the usage of mines. They can be a serious problem/distraction, especially if EVERY level has them. Other rhythm games also never had them, even DDR, but in this case, Beatmania. Also, mines don't make sense within this context. Maybe bombs, but not mines.
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Old 10-2-2009, 12:23 AM   #31
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Default Re: Mines in KeyBeat

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Originally Posted by Ghakimx View Post
No no no no.

I never liked the usage of mines. They can be a serious problem/distraction, especially if EVERY level has them. Other rhythm games also never had them, even DDR, but in this case, Beatmania. Also, mines don't make sense within this context. Maybe bombs, but not mines.
you obviously didn't even read the first post

if I had choice I would remove your vote from the poll
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Old 10-2-2009, 12:24 AM   #32
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Default Re: Mines in KeyBeat

actually you can trigger a mine without hitting a boo b/c mines are triggered by held keys not by taps

i.e. if you hit a note, hold that finger and a mine passes through that column you get a mine hit without getting a boo
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Old 10-2-2009, 12:25 AM   #33
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Default Re: Mines in KeyBeat

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Originally Posted by stargroup100 View Post
5. There will no longer be a boo system.
Thank you for your time.
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Old 10-2-2009, 12:56 AM   #34
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Default Re: Mines in KeyBeat

Whoops, lol. I was dragged to the latest post, so I forgot to read the first.

Though even if my vote was removed, the results are still the same. At least for now.
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Old 10-2-2009, 05:43 AM   #35
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Default Re: Mines in KeyBeat

I actually voted "not really", although I think mines may be fun in some files, I'd like a mines-off function
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Old 10-2-2009, 05:44 AM   #36
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Default Re: Mines in KeyBeat

Quote:
Originally Posted by stargroup100 View Post
Don't be alarmed, they haven't been implemented yet.

Before some of you even begin to complain, let me assure you on a few points:

1. Mines will be used effectively, and will most certainly NOT be abused.
2. Most files will not even have mines, and those that do won't use many at all.
3. Mines will only be found on harder levels, as so not to frustrate beginners.
4. You will have the option to turn mines off (but will not record score due to unfairness).
5. There will no longer be a boo system.

Should we implement mines?
^
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Old 10-2-2009, 07:30 AM   #37
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Default Re: Mines in KeyBeat

mines are cool so w.e

eh stargroup, how long before we can start making accounts and ****?
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Old 10-2-2009, 07:53 AM   #38
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Default Re: Mines in KeyBeat

Vanilla, my post was intentionally a +1 on that item
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So Sexy Robotnik (SKG_Scintill) {.0001/10} [--]
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Old 10-2-2009, 01:18 PM   #39
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Default Re: Mines in KeyBeat

Just a sidenote: before boos were removed, holding down the key prevented any further inputs (i.e. you can hold a key and only get 1 boo). Holding a key didn't work for anything but holds. Blast fixed that quite some time ago.

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Old 10-2-2009, 02:42 PM   #40
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Default Re: Mines in KeyBeat

I think my position on this is already pretty solid, but I'm all for having mines.
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