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DDR1guy
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60. PostPosted: Mon Sep 19, 2005 11:25 am    Post subject: Itg 3 Reply with quote

I'd like to see a "step ranking" song. This would be a song that takes up all of your songs and starts easy and gets harder until you fail...

I'd also like to see more higher level songs without hands.
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Joel Stud?!
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61. PostPosted: Mon Sep 19, 2005 1:11 pm    Post subject: Re: Itg 3 Reply with quote

DDR1guy wrote:
I'd like to see a "step ranking" song. This would be a song that takes up all of your songs and starts easy and gets harder until you fail...

I'd also like to see more higher level songs without hands.


That's actually a coll idea. It could start off with quarter notes, and then have a ton of variants, and at certain areas in a song, dependent on your percentage at said point, increases so mnay difficulties, so you could start off as a three, and by the end have it up to a 14 (assuming your good enough).
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Malice913150
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62. PostPosted: Mon Sep 19, 2005 1:24 pm    Post subject: Reply with quote

Quote:
[edit by rampage: stupid images clipped]


wut were the pics?

E15.gif curious...
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Mart
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63. PostPosted: Mon Sep 19, 2005 2:16 pm    Post subject: Reply with quote

SPF5.Kiba wrote:
Mart wrote:
You see, giving ITG a 14 will be hard at first for the best players (such as Kevbo), but they'll get the hang of it and get incredible scores on 'em. Then what will be next? Harder 14's and new 15's and so on? When will this end?

Never, each game will make it progressively harder so the game doesn't fall into the aphoria of DDR. What you're afraid of is the whole point of upgrading the game. If you don't make it more difficult, Kevin will stop playing and so will every other good player and nobody will have any point to continue practicing because tournaments will die - and then you'll suddenly be playing EX again.


I'm pretty sure there are ways to keep the game interesting without solely relying on raising the difficulty. Although I do agree that difficulty has to be increased progressively, as you said, this alone will get stale, and might scare newcomers.

As far as I'm concerned, the sole fact that Roxor brings out new material, and will consistently do so, is enough for it not to fall in aphoria.

Then again, I guess it all depends on what your motivation to play may or may not be.
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Venom25
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64. PostPosted: Mon Sep 19, 2005 2:38 pm    Post subject: Reply with quote

Well, thinking of ITG2's console release and also thinking of ITG3's console release in the far future, in both of these games I'd like to see an Edit Mode. We couldn't edit steps in ITG1 so we should be able to do it in these new games. I'd really like to edit a hard song to make it even harder.
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65. PostPosted: Mon Sep 19, 2005 2:49 pm    Post subject: Reply with quote

The only thing I know about ITG3 as of right now is that it'll be the third version of the arcade game and that the picture for the 8 on the Break crew has been taken, and I'm actually in it this time. :-P

As for what I'd like to see:

1. I'm still a proponent of the idea of long versions being put in courses if they're in the game. Imagine a 3 song modded marathon where it's a normal length song, and then a pair of songs that are around 3:30 each. There are versions of Temple of Boom, Sunshine, Hispanic Panic, Get Happy, Music Pleeze, Determinator, and Soapy Bubble (as well as others, I'm sure) that are 3:15 - 3:50 in length. Think about having to play a version of Determinator Expert that's pushing 4 minutes in length. That would be a definitely wicked way to end something like the new "Power Course" that you KNOW it's going to have (a la Breaking Point, Nightmare, etc).
2. I do think that there needs to be harder sets of steps for newer songs on the next version. Not because I think the game is easy... far from it. It's because there's different styles of play out there, and one of them is the tech-centered power-player who gets the challenge of a new hard song and takes it upon himself or herself to make sure they pass this song. I know I saw it MORE than enough with Summer for a while there. (The standard set for a while for a lot of people I saw was: warmup song, relaxation song, Summer.)
3. I was considering something along the lines of what Y noT mentioned: Shuffling the COLUMNS, kind of like what you'd find in some challenges in Mission Mode in Extreme CS. It might be a coding challenge there, however, so it's something that I'll just keep out there for argument's sake. (However, this would then actually present what might be an unreadable situation: Doubles Alternate Blender Scramble.... how would you know if that left is L1 or L2? And yes, I know I just argued against myself. E10.gif )
4. Gotta have another "visual gimmick" course, such as Caddywhompus or Driven. Something where the steps in and of themselves aren't that hard, but the mods manage to make things quite challenging.
5. Better use of rolls. I want to see unmatched rolls and maybe even a hand-roll. I've got an edit I'm planning out that will use the latter in it, so I can see how well hand-rolls work as far as their feasability goes on non-dedicated cabinets. But I'd like to see things such as rolls used in place of repeated 1/8th notes in a 1/16th note run. Best example of what I mean: Determinator Hard Singles. There is one long run in it where your right foot stays on the right arrow the whole time. For those not familiar with it, it's much like a longer version of the Max 300 Heavy run just before the jumps leading into the sections of "triplets" or "triples" or whatever you want to call them. This right arrow could be replaced with a roll, technically. Now I know you probably wouldn't want something like that, so here's other ideas:

5a: "Chained" rolls, where it's part of one long run, but as the run shifts, the roll moves. A section that is RDRDULULRLRLDUDU could have the italicized steps made into rolls. I know it's hard to describe textually, but basically, you'd have a right roll, then up and left concurrent rolls, with the left roll continuing as the up roll stops and turns into right arrows and then concluding with a down roll. You'd actually be switching the foot you'd be using for the rolls, and it would be something visually distracting for a while, which would be a good increase in challenge to players. (I would have just shown this graphically, but my graphical ability is horrid, and that's when I'm on a good day.)
5b: "Freeze-Rolls". Yes, I know you've heard this term before, I'm sure, but this isn't a renaming of Rolls... it's a COMBINING of elements. It's the inclusion of rolls in counterpoint to regular freezes, so you have to hold one arrow down and jackhammer another. Just something to ponder. (And yes, I'm going ot try and work these into edits so I can personally test their aesthetic qualities and their feasability, as well as their challenge.)

6. Continued use of GOOD challenging charts that remain fun. All too often, people seem to think that what makes a song hard is a continuous run of notes. Yes, that adds to things, but sometimes, it's the shaping and REMOVAL of notes that can make things more challenging. One of the charts I'm looking forward to is one that I probably will never pass: Monolith Expert. The song is nice and vicious, but there's something about the way the flow goes that makes it one of my favorites when I play SM (which is still somewhat rare). It's not all about crazy runs, but more about timing, flow, and placement. And an example of flow and the lack of arrows adding to a song would be Know Your Enemy Expert. Aside from the one long run, most of the song is sets of 2 and 4 1/16th notes, which tend to twist more as they go on. What I like about it is the abnormal sets of notes. Usually, 1/16ths are used in sets of 3, 5, 7, 9, 17, etc. Sets of 2 usually are used as gallops. In this case, it's in keeping with the song and the use of the steps, as well as the breaks between then, seem to give a better feel to the song itself.

7. Can I be the first to request a background color? :-P I'm personally more of a purple fan here. Green would look too Extreme-ish; Blue and Red have been done, and Yellow and Orange would not seem to go too well. However, something in the vein of aqua might have some nice aesthetics. E1.gif

Enough for now... dinner will be ready soon. Feel free to throw your input in on my suggestions. I keep an open ear to everything.... except flames and stupidity, of course. :-P
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J. S. Mill
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66. PostPosted: Mon Sep 19, 2005 3:33 pm    Post subject: Reply with quote

Yarr Jim, that post maketh much sense me lad!
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DAF
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67. PostPosted: Tue Sep 20, 2005 3:58 pm    Post subject: Reply with quote

i like the idea of full versions of songs for courses. I can imagine teh five minute long Tribal Style starting out at a medium level, and getting progressively harder.
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Zanshin
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68. PostPosted: Tue Sep 20, 2005 4:39 pm    Post subject: Reply with quote

I'd like to see more songs with good hands thrown in. Some stuff that isn't haphazard, but smooth. What comes to mind is Dawn Expert, but I'm sure it's possible to create a much better stepchart with hands.
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69. PostPosted: Wed Sep 21, 2005 6:55 pm    Post subject: Reply with quote

I'm going to have the Roxor staff want to torch my house for this one, but it HAS to be said by someone (and hopefully by NO ONE after I say it)

ITG 3 needs Atom Bomb. :-P

*runs off fast*
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Synaesthesia
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70. PostPosted: Wed Sep 21, 2005 7:17 pm    Post subject: Reply with quote

Well, I guess I'll counter by saying that ITG needs no more songs by Anet. Ever.
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Armadillo King
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71. PostPosted: Thu Sep 22, 2005 7:44 am    Post subject: Reply with quote

SPF5.Kiba wrote:
If you don't make it more difficult, Kevin will stop playing and so will every other good player and nobody will have any point to continue practicing because tournaments will die -

...this is a bad thing? Sorry, but I see ITG/DDR/the whole genre as something to have fun with, not practice solely for "one more perfect/fantastic/what have you". If the game gets boring, move on. What's the big deal with that?

...well, I don't have enough ITG experience to know exactly what I'd want in ITG3, but I'll just say some more/continued emphasis on making the Hard charts exciting would be nice.
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Reenee
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72. PostPosted: Thu Sep 22, 2005 7:57 am    Post subject: Reply with quote

Armadillo King wrote:

...this is a bad thing? Sorry, but I see ITG/DDR/the whole genre as something to have fun with, not practice solely for "one more perfect/fantastic/what have you". If the game gets boring, move on. What's the big deal with that?


Your sarcasm detector needs inspection.
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Soda
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73. PostPosted: Thu Sep 22, 2005 9:36 am    Post subject: Reply with quote

Armadillo King wrote:
SPF5.Kiba wrote:
If you don't make it more difficult, Kevin will stop playing and so will every other good player and nobody will have any point to continue practicing because tournaments will die -

...this is a bad thing? Sorry, but I see ITG/DDR/the whole genre as something to have fun with, not practice solely for "one more perfect/fantastic/what have you". If the game gets boring, move on. What's the big deal with that?

...well, I don't have enough ITG experience to know exactly what I'd want in ITG3, but I'll just say some more/continued emphasis on making the Hard charts exciting would be nice.


Obviously the point would be not to let it get boring so that nobody has to move on and stop making RoXoR money.
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mtwieg
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74. PostPosted: Thu Sep 22, 2005 12:34 pm    Post subject: Re: Itg 3 Reply with quote

DDR1guy wrote:
I'd like to see a "step ranking" song. This would be a song that takes up all of your songs and starts easy and gets harder until you fail...

Like Vertex^2, only stretched out.
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IHYD.Blake
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75. PostPosted: Thu Sep 22, 2005 9:36 pm    Post subject: Reply with quote

(about the long versions...) They should call them bonus tracks, just like on Percussion Freaks! E1.gif haha
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Rancidfish
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76. PostPosted: Fri Sep 23, 2005 3:44 am    Post subject: Reply with quote

Armadillo King wrote:
...this is a bad thing? Sorry, but I see ITG/DDR/the whole genre as something to have fun with, not practice solely for "one more perfect/fantastic/what have you". If the game gets boring, move on. What's the big deal with that?

...well, I don't have enough ITG experience to know exactly what I'd want in ITG3, but I'll just say some more/continued emphasis on making the Hard charts exciting would be nice.
But think of what you're saying... why emphasize making the hard charts more exciting over making the toughest expert charts more challenging? They want this game to be appealing to everyone. If they want players like MegamanX and Kiba to stay interested, they should make more super-challenging charts. However, to keep mid-level players interested, they should make more fun hard charts and entry-level expert charts.

They're both important considerations, and by no means should either one be made more important than the other. That said, there is no reason not to continue the progression of difficulty of this game. High-level players are already getting *s on 12s and 13s, but us average-level players know the thrill of finally passing a song that you couldn't handle before. Why shouldn't the best players be able to feel that, too?
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77. PostPosted: Fri Sep 23, 2005 2:37 pm    Post subject: Reply with quote

Venom25 wrote:
Stuff about ITG and Edit Mode.


Konami holds the patent for Edit Mode. Chances are (99.9999%) that you won't ever see Edit Mode on ITG.

The only way that Roxor could do it would be for them to implement the use of Edits through StepMania and then loading them onto your Memory Card.

Sorry.
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Kyrandian
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78. PostPosted: Sat Sep 24, 2005 12:28 am    Post subject: Reply with quote

Expect ITG2 ps2 to have an Edit Mode. KeeL has told people they're planning for it to have one.
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DDR1guy
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79. PostPosted: Sat Sep 24, 2005 9:23 am    Post subject: Re: Itg 3 Reply with quote

long songs:
maybe songs like: Pink Floyd ECHOES (23 min), Green Day HOME COMING (9 min), DJ Dawn NOVEMBER (1 hr and 12 min) (lol), or other songs....
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