Also, I fully expect difficulties to be a fluid dynamic, just as they were on FFR.
They will be a topic for discussion, and that is awesome. Difficulties can be revised over and over again.
Also, I fully expect difficulties to be a fluid dynamic, just as they were on FFR.
They will be a topic for discussion, and that is awesome. Difficulties can be revised over and over again.
yea revising is ok.
Actually it's affected by average difficulty of ingame songs, people's skills at the time, etc
God damnit I can never keep my combo on the sudden slow down.
I can never keep my combo after the slowdown ends. It gives you a ****ton of notes that you have to hit at 2x the speed you were at! And of course I just suck at those patterns. XD
I also assume that you are a drug user who dabbles in gay homosexuality.
just wanted to say that the song is by The One Electronic and not ipatch :> thx
In the game it is right, I just checked.
Okay good! Just checking because it said ipatch on the thread title. <3
whatever. they're both you. too confusing.
KgZ's figure reminds me of DDR. According to the chart, 7-8 is about half as difficult as 10's. I think there should be some sort of something beyond 10 though since players will always get better.
Is there a way you could somehow take user's gameplays and records to derive difficulty?
Man, I thought this was a pretty fun chart. I really enjoyed playing it.
Hmm. that is an interesting idea... i bet we could derive difficulty based off of users scores. Will think about some algos we could use to make that happen... because i really like that idea. Of a variable, user-driven system. Reminds me of this: http://www.andymoore.ca/2010/02/baye...rated-content/ I think we could do a similar system, if we were to go in that direction.
Imo instead of 'the definitive 1 chart' 'the definitive 2 chart' etc you should have border charts. As in, 'everything easier than this chart is a 1, everything harder is a 2' 'everything easier than this chart is a 2, everything harder is a 3' and so on. Makes it less ambiguous that way.
Automatically generating difficulties by looking at how well people can do on them can be done, but be careful for easy charts being played more by easy people and hard charts more by hard people. Nice link btw. Now I know bayesian rating fu.
Last edited by Patashu; 11-02-2010 at 06:19 PM.
(posted in PataVids)
A1067, qwop spread
www.youtube.com/user/patashu
http://sims.anthroaquatic.com/Patashu/
http://www.bemanistyle.com/sims/profile.php?id=704
I submitted a system that roughly takes into account average performance on a given song with the average skill of the players that play a given song, scales it to 0-100, then divides it into tiers, where absolute 0 = easiest file on the site and 100 = hardest file on the site.
The signature is now diamonds.
This song felt a bit off-sync to me, so I changed the BPM offset to -40 in the options and that helped alot. So if anyone was having similar experiences, that might help you too.
It would be good if the score system was revised to go from first note to last note, such that files on TS can be resynced to improve bad offsets (like on I Just Wanna Run).
(posted in PataVids)
A1067, qwop spread
www.youtube.com/user/patashu
http://sims.anthroaquatic.com/Patashu/
http://www.bemanistyle.com/sims/profile.php?id=704
instead of from song start to last note? *shrugs*
yeah. because if there's a long break before the first note/after the last note it trivially isn't making it harder, is it?
is song start -> last note what it does now?
(posted in PataVids)
A1067, qwop spread
www.youtube.com/user/patashu
http://sims.anthroaquatic.com/Patashu/
http://www.bemanistyle.com/sims/profile.php?id=704
i believe so. although i also believe it auto-ends after the last note, in a consistent fashion. so there is no shot of a long break after the last note.