09-18-2011, 11:28 PM | #1 |
Fuc Da Police
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AAA "Waypoints"
I'm sure I'm not the only one who's ever thought of this would and think it would be cool to have in game... but it just seems like "cheating" too much to be a reality.
Well, I've thought about a way that I think would pretty fair to implement a feature such as waypoints on a file. And what I mean by "waypoints" is a certain time in a song you may have a achieved a AAA up to a certain number of times, but you keep ruining your AAA run in the last portion of the song, and because the intro of whatever song you're playing is just pure AAA fodder you could do it in your sleep you've played the file so many times, but you can't stand practicing playing it enough to nail the ending. I tried my best to think of a *realistic* way to have a feature like this implemented. In the above picture I added in 2 waypoints at approximately 33% and 66% of the way through the file, and added the last waypoint in there just for visual effect (last waypoint is pointless for all intents and purposes of the system). My idea is that if you are able to play through the first 33% of the file and AAA it 10 times in a row (because face it, if you're able to AAA the intro [first 33%] of a file 10 times in a row it's AAA fodder) and have the score recorded (hitting the reset button on Velocity's engine should reset the waypoint counter to 0) you can now select to play that file and start from 33% of the way in (with maybe a 2-3 measure intro before arrows are shown again). The numbers next to the colored indicators are a ticker showing how many times you've achieved a AAA past that waypoint. Getting anything aside from a perfect resets it to 0, and hitting the reset key on Velocity's engine resets it to 0 as well. Only scores that are submitted to the server count. I don't think it would be fair to have the 66% marker highlight to Green and become "Open" if the player started the file from Waypoint 1 though. The waypoint tickers should only count if the song is played from intro to whenever they fail out or complete the song. Thoughts? Opinions? Suggestions?
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All public 1-7's AAA'd. 15 8's left to AAA Average Rank: 152 Last edited by -zeroSKILL-; 09-18-2011 at 11:31 PM.. |
09-18-2011, 11:31 PM | #2 |
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Re: AAA "Waypoints"
Nope. totally destroys the structure of the game, and ruins everything people spent hours, months, and years working on. imho, it's a giant middle finger.
edit: maybe as a practice feature, but should never be implemented ingame. |
09-18-2011, 11:32 PM | #3 |
FFR Player
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Re: AAA "Waypoints"
this would be better suited for practice though its a great concept
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09-18-2011, 11:32 PM | #4 |
Rhythm game specialist.
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Re: AAA "Waypoints"
Part of the challenge in rhythm gaming is making it the entire file without mistakes, regardless of how easy or hard a certain section is. This would completely defy the meaning of a AAA, because a AAA is rewarded for perfection on a full run of the song, not parts of it.
Not a supporter of this. EDIT: if a practice mode were ever implemented, this would be perfect. |
09-18-2011, 11:37 PM | #5 |
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Re: AAA "Waypoints"
I'm agreeing with AJ this time lol
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09-19-2011, 12:00 AM | #6 |
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Re: AAA "Waypoints"
While I understand your reasoning-- heck, even thought the same idea needs to be implemented-- I think it totally devalues the AAA. No matter how many times you have played the section(s).
/twocredits |
09-19-2011, 12:11 AM | #7 |
FFR Veteran
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Re: AAA "Waypoints"
Yeah don't like it as much as it would jack my AAA count up it just wouldn't feel right.
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09-19-2011, 12:47 AM | #8 |
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Re: AAA "Waypoints"
Chopping up the file so you can AAA it kinda kills the individual files, songs, and the game.
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09-19-2011, 12:53 AM | #9 | |
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Re: AAA "Waypoints"
Quote:
It'd be a great way to practice songs, though. Maybe you could choose where to put a ticker and then start the song from there. That'd be pretty awesome. (Just so long as your score didn't count). Last edited by Ninty64; 09-19-2011 at 12:55 AM.. |
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09-19-2011, 12:55 AM | #10 |
(ಠ⌣ಠ)
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Re: AAA "Waypoints"
What AJ said. The fodder is there for a reason. There are a lot of songs I don't have AAA'd because the fodder is irritating to go through to get to a certain part. So the fodder is not insignificant. Is World Tour 2004 AAA fodder? Well it's 8:38 seconds of "fodder" that only 30 people or so have gotten through.
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09-19-2011, 01:02 AM | #11 |
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Re: AAA "Waypoints"
It's like Guitar Hero, but on FFR xD
I don't support it (as everyone else has mentioned the reasons why) That's why there is Hakulyte's Isolation Engine. |
09-19-2011, 01:10 AM | #12 |
Zageron E. Tazaterra
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Re: AAA "Waypoints"
If I take anything from this, it could simply a statistical display showing you how far you've made it in a song with a perfect score. Way-points, no. But I like the idea of seeing how far you got before you mucked up.
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09-19-2011, 04:20 AM | #13 |
Snek
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Re: AAA "Waypoints"
You would only have to save more information on every song for every player. =/
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09-19-2011, 05:23 AM | #14 |
Fuc Da Police
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Re: AAA "Waypoints"
12 replies, and none have thought it's a good idea to have in game :/.
I *almost* find it hard to believe that no one is for this idea. The only thing it cuts down on is the time it takes to get to the parts of a song that are difficult to AAA, regardless of skill. I feel that if the first 1/3 of a song is such AAA fodder you can successfully AAA it 10x in a row, why bother demonstrating on your 11th or greater tries that you can AAA it on a full run? The only thing that section of the song is doing at that point is testing your patience. If can easily AAA the first 33% of a song like BB Evolution successfully 10 times in a row, I feel that is unquestionable that if you were to start your run from there and AAA the rest of the file that the first 33% of that run would have been a AAA as well. You'd just be cutting out the mind numbingly long boring intro. The same could apply to songs like R/\IN or Deep Breath. The hardest part of R/\IN being the ending dump stream... It becomes aggravating and boring when you have to play through the entire file with a AAA intact just to see if you can AAA that last portion of a file (thank god I AAA'd this file already). Or Deep Breath where you have those intro rolls that are harder to AAA than in any other 8 in the game... If you can successfully AAA those rolls and then up to 33% into the file 10 times IN A ROW but just have one stupid spot later on you derp on, I think that says something for your skill right there. The value of the AAA achieved through a system like this is not lessened a single ounce in my opinion. I'm not sure if everyone is really taking to heart the sustained amount of skill it requires to AAA *any* portion of a file 10x in a row. I don't know... I guess I'm alone on this one :/. I just really think it would inspire people to work on their trouble spots on songs and be more inclined to play songs that have retardedly long and slow intros, as long as they could hit those intros perfectly 10 times in a row. |
09-19-2011, 06:00 AM | #15 |
Snek
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Re: AAA "Waypoints"
I think you are going to be the only one with that opinion. It is exponentially more difficult to AAA a song the longer it is.
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09-19-2011, 06:20 AM | #16 |
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Re: AAA "Waypoints"
ZeroSkill: Some people have more patience than others. Patience itself is a facet of skill. You talk as if patience doesn't matter when you say "The only thing that section of the song is doing at that point is testing your patience.".
And why would we want players to play less of a song? We want people to play through all the shit especially from an Admin's perspective. |
09-19-2011, 06:26 AM | #17 |
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Re: AAA "Waypoints"
At best probably an inbuilt "section isolator" for any song for you to practice on the harder parts without recording your score
This idea will probably never be implemented as the game has been around for too long; it will be unfair to all the other players who previously had to whore through entire songs just to nail the AAA |
09-19-2011, 07:22 AM | #18 |
FFR Veteran
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Re: AAA "Waypoints"
It's like saying this
Considering Dossar and AJ AAA crowdpleaser in every spot other then trill, they get to replay the trill over and over till they AAA, then the rest of the file. No that won't ever happen. Hopefully that is a perfect example of why it won't ever be in game.
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09-19-2011, 07:48 AM | #19 |
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Re: AAA "Waypoints"
I think brian is on to something, this could really be worth looking into. How about, instead of applying this feature to all the songs in the engine, why not assign the tickers to songs with difficulty 10 and below? Seeing that FMO's and FGO's are particularly the most challenging and harder to execute for most players, I think it would only be impartial to allow a scapegoat on those certain levels. That way, the newbies don't have to spend months, or years trying to AAA a song and we can see an increase in the amount of competition among one another. I know it wouldn't be fair for the others who have played countless games just to get one measley song AAA'd, trust me I'm one of those people. But lately, I haven't seen many newcomers stick with FFR once they start playing because of the number of songs we have stocked up in the library. If you look at it from their point of view, the burden would be overwhelming. (Unless you're like IcyWorld, which in his case he already had the skill to FC basically 99 percent of the songs on FFR.)
Give the noobs a chance to catch up, and draw the line at the FMO mark. Tickers are a great idea.
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09-19-2011, 07:56 AM | #20 |
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Re: AAA "Waypoints"
This would give me a boatload of AAAs, as all of my current < 3 good scores are due to me wiffing at the end of the file...even though I'm pretty certain I can AAA the first two thirds of the file ten times in a row, I'd still feel I didn't earn the AAA if I nabbed any using this 'method' (and I'm sure others feel this way too)
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