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DDR: Player Class System
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40. PostPosted: Mon Jan 12, 2009 10:17 pm    Post subject: Reply with quote

Discoman wrote:
v4extreme wrote:
Recall should rate users according to this.


Maybe it ought to be suggested to them.


And if it falls through, he (Suko) profits.
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Xanthros
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41. PostPosted: Tue Jan 13, 2009 12:45 pm    Post subject: Reply with quote

The ITG prerequisites need to change at least a little. For 1st class+, the quadstar requirements don't really make sense with the other requirements. 40+ tristars is a much, much easier feat than 5 quads. I know people with over 80 tristars and under 5 quads, and I very much doubt I'll have any quads when I hit 40 tristars.

The pro class shouldn't be based on scores on each song, it should be an average. Getting a 98% on V^2 is ridiculously hard, maybe make the requirement like 99% Groovestats avg or something. Tristarring every 9 seems trivial for a pro. A quadstar requirement here would make sense too, not sure how many though. Also pros should definitely be passing 14s and probably 15s.

Not sure how tight you want pro class to be, how many pros do you think there are total? Like 25, or more like 150?
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42. PostPosted: Wed Jan 14, 2009 3:52 pm    Post subject: Reply with quote

Xanthros wrote:
The ITG prerequisites need to change at least a little. For 1st class+, the quadstar requirements don't really make sense with the other requirements. 40+ tristars is a much, much easier feat than 5 quads.


This is because some people (like myself) simply do not bother going through the motion of getting quads. <5e works for me.

Quote:
I know people with over 80 tristars and under 5 quads, and I very much doubt I'll have any quads when I hit 40 tristars.


If you go and replay some of the first songs you tristarred when you get to 40 tristars, I am pretty sure you will get really close to quadding.

Quote:
The pro class shouldn't be based on scores on each song, it should be an average. Getting a 98% on V^2 is ridiculously hard, maybe make the requirement like 99% Groovestats avg or something. Tristarring every 9 seems trivial for a pro. A quadstar requirement here would make sense too, not sure how many though. Also pros should definitely be passing 14s and probably 15s.


I agree with the passing 14s part, but there isn't a really "universal" establishment of what a 14 is. If we go by ITG rebirth as a standard, the only thing that certifies as a 14 is Chromatic Blitz EX.

The best way to establish a guideline on something is to see what the top 100 or 150 players in the world are doing. Then you can say, "OK, this seems like a good prerequisite."

From what I see, maybe two or three people can get ** or higher on Vertex^2, so that being a pro requisite is a bit unrealistic (at least as of now).

I would consider myself "pro" in a humble sense, so why don't you ask me what you think pro is?
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43. PostPosted: Thu Jan 15, 2009 12:26 am    Post subject: Reply with quote

Looks like I'd be about 1st class+ ... kinda cool, but I feel like some of you're prerequisites are way off. Like pro should be 99% every song except V^2 on expert. I mean I can 99% a couple 12s, but I suck at quading... and you said you need 5 quads on expert to get to 1st class+? I'd say only like 1 should do
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44. PostPosted: Fri Jan 16, 2009 12:30 am    Post subject: Reply with quote

There's a pretty good outline of what songs are 14s. Holy Orders, Piece of Poetry, BB Revenge, Blue Army, Heroes of Our Time, etc

The top 100 players are pretty much all doing 15s and a lot of them are doing 16s.

Minimum Groovestats of 99% to be in pro category, maybe higher.

Marq(uistadorous) wrote:
Like pro should be 99% every song except V^2 on expert.


How many people do you think can tristar Euphoria? Bloodrush and Determinator aren't exactly easy either. A 99% average makes sense, but 99% across the board is ridiculous.
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45. PostPosted: Fri Jan 16, 2009 10:48 pm    Post subject: Reply with quote

Marq(uistadorous) wrote:
Looks like I'd be about 1st class+ ... kinda cool, but I feel like some of you're prerequisites are way off. Like pro should be 99% every song except V^2 on expert. I mean I can 99% a couple 12s, but I suck at quading... and you said you need 5 quads on expert to get to 1st class+? I'd say only like 1 should do


Ok, let's do the 12s and other two 13s

Determinator? Nope... I can literally count on my hands how many ppl tristarred that.

Euphoria? Same deal as Determinator

Tell ain't all that easy to *** either.

Delirium... maybe...

Vertex... also a maybe...

HOTN... maybe...

Pandy? LOL, ok that's pretty funny.

Summer... maybe...

Bloodrush? If you can turn really well, then I would say maybe... otherwise throw this in with Determinator.

(Bang)? ... maybe

Energizer?... maybe

Go 60 Go?... difficult, but maybe.

11 ***s have merit, that's for sure. But declaring 12s and 13s other than V^2 is a bit TOO picky.

The reason why I laugh at this is because anything I said NO to <10 people have ***ed. I don't count recalc.

Also, you might want to look at things OTHER THAN STRAIGHT TECH.

Look at doubles, marathons, great attack, modding, etc.

How many people you know can beat insomnia finale (or any insomnia for that matter)?

How many people have beaten energizer ex on doubles?

How many people have gotten >90% greats or decents on an expert level song?
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46. PostPosted: Wed Jan 21, 2009 9:51 pm    Post subject: Reply with quote

90% Great is a lot easier than 90% Decent.

Excellent window: 43 ms
Great window: 102 ms (so 59 ms to get exactly Great)
Decent window: 135 ms (so 33 ms to get exactly Decent)

And with Decent Attack you've gotta worry about getting too many Way Offs and failing.
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47. PostPosted: Thu Jan 22, 2009 4:52 am    Post subject: Reply with quote

I'm part of 1st class, or 5% of all DDR players? Seriously? Wow, I thought I was just average.
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48. PostPosted: Thu Jan 22, 2009 9:01 pm    Post subject: Reply with quote

PureBlue wrote:
I'm part of 1st class, or 5% of all DDR players? Seriously? Wow, I thought I was just average.


If you are comparing yourself to other players here, I can see why you would think of yourself as average.

Keep in mind though that there are people who don't post here and only play casually... usually <7 feet is the best they do.
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49. PostPosted: Sat Jan 24, 2009 8:05 pm    Post subject: Reply with quote

If PureBlue is average, than I am considerably beneath average, but I can outperform a number of seemingly casual players. It seems there are mainly two types of players -- those who are not experienced enough to beat me (typically fail or struggle with beginner/novice or light/basic/easy) and those who are lightyears beyond me (all you guys who AAA and *** heavy, challenge, and expert songs). The former category is mostly what I see at arcades and any public event that happens to have a console game set up. I might have qualified for second class if I didn't mess up combos, were able to score some arcade AA's, and were able to pass more nines (I can pass a number of In The Groove nines without the bar, but I seem to have more trouble on Dance Dance Revolution nines for some reason). I was wondering if the growth curve might be exponential considering I often see players who cannot score (usually not even close) on novice/beginner or easy/light/basic what I can on hard/heavy, and I cannot score on hard/heavy nearly what you guys can on In The Groove expert. Also, when we mention what is considered average, is this out of just those who play regularly, all people on Earth, or all people who have tried the game?
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50. PostPosted: Sat Jan 24, 2009 9:06 pm    Post subject: Reply with quote

This is approximated, so bear with me.

I have a theory that this is the growth curve:

Advancing successfully to level 2, beat three songs at level 1
Advancing successfully to level 3, beat six songs at level 2
Advancing successfully to level 4, beat nine songs at level 3
Advancing successfully to level 5, beat 12 songs at level 4
Advancing successfully to level 6, beat 15 songs at level 5
Advancing successfully to level 7, beat 18 songs at level 6
Advancing successfully to level 8, beat 21 songs at level 7
[...]to level x, beat (1-x)*3 songs at level 1-x.

Basically that's how i see it working.

Try it out... think about how much you have tried at a certain level and you will see where this is going.
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51. PostPosted: Sun Jan 25, 2009 9:48 am    Post subject: Reply with quote

That is quite interesting. So, y=3(x-1), x=goal foot level in Dance Dance Revolution before X-scale and block level in In The Groove (I assume), y=# songs required to beat to advance next level -- that is so awesome! I really appreciate everyone's input as I can use all the help I can find^^ So, what are the definitions of "beat" and "advancing successfully"? Would "beat" be just passing, Aing, AAing, or something else? I assume "advancing successfully" would indicate one is able to handle the new level, raising the question, what does one's level indicate, that person is able to make A's, AA's, or what?

edit: I did not realize I got the formula wrong (1-x would yield a negative number) -- sorry about that riiight.gif
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Last edited by pleasedon'thurtme on Sun Jan 25, 2009 7:20 pm, edited 1 time in total
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52. PostPosted: Sun Jan 25, 2009 1:09 pm    Post subject: Reply with quote

I figured that not everyone is going to be able to AA or tri-star so - it was just on the basis of successful completion.

Keep in mind that the formula would require you to beat 27 nine-footers to successfully advance to level 10.

So, name off 27 nine-footers you could theoretically pass, and then ask, after completing [passing] those, if someone would be ready for Max 300.

I'll help you out:

There's at least 30 pre-SN nines on Supernova. If you manage to pass 27 different nines, you would be able to AA at least one of them - so, you would be ready for a ten.
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53. PostPosted: Sun Jan 25, 2009 7:22 pm    Post subject: Reply with quote

1st Class, sweet. I'll never get into + though until I can stop SDGing every 7 I play and actually get more than 1 AAA.

And after 8 years of playing I've kind of presumed that a lost cause. E10.gif


(The only complaint I have with this list is that the playtime thing should really be irrelevant. Some people play for 5 months and are already getting AAs or doing 10s, some people play for 5 years and are just starting to get off Standard, like I was myself. Just depends on how often you play and how fast of a learner you are.)
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54. PostPosted: Sun Jan 25, 2009 7:58 pm    Post subject: Reply with quote

Playtime is irrelevant.

Back when I first started playing in December of 2001, we didn't really have a lot of songs to choose from - so it wasn't like there was all this room to learn and advance.

Take this as an example: I learned on 3rd Mix Ver Korean 2 and 5th Mix machines. Speed mods and noteskins were nonexistent.

On 3rd Mix Ver Korean 2, there were ONLY 50 songs (total). You couldn't really think about advancement in terms of difficulty level... it was either you were playing on basic, trick, or SSR (maniac).

On 5th Mix, we had 122? songs. Not a bad amount to play on, and it provided enough diversity in play to allow for advancement. The problem though was that once you got to 9, things sorta plateaued. The hardest songs were stuff like:

Trip Machine Climax, Wonda, RAP, Paranoia Eternal (before it was fixed), Insertion, Furuhata's Theme, Dynamite RaveCaptain Jack, Broken My Heart, Afronova Primeval, and Electro Tuned.

(There's other 9s in the game, but I chose the more difficult ones).

The thing is that, playing these didn't exactly set someone up to be able to play something like Max 300 1.5x [extra stage] no bar when Max came out. One player was able to AA it on the first shot, but he was already really good as it was... probably from playing pump or just being generally athletic.

It takes working through more songs as the game becomes more difficult in order to advance to the next level without feeling like it's overwhelming.

It took me about 50 games (about 150 songs) to get to the point where I could play consistently on Expert/Maniac/Heavy. It took me until I moved to NJ to beat Max 300, which was a year after I started playing (but only a few weeks after being on a Max 2 machine).

While it's a good general marker, it's not the best absolute marker. So, I choose exposure to different songs at a given level that primes a player for advancement, not overall length of play.

You actually have to want to advance.
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55. PostPosted: Sun Jan 25, 2009 9:05 pm    Post subject: Reply with quote

That's why I think he should take that part out of the descriptions.

Started in 2000 on 3rd Mix myself. But hardly ever played in the arcade (every once in a blue moon) until 2005-2006 area, because soft pads + home mixes were the standard for my group of friends.

And it wasn't so much a matter of not wanting to get better as it was that I had a very difficult time crossing the Standard/Heavy barrier completely, mainly because of 8s and 9s.


With that said, I've only been caring about SCORE for a couple of years now. But it feels like longer.
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56. PostPosted: Mon Jan 26, 2009 4:22 am    Post subject: Reply with quote

Oh yeah, that was another thing.

Back in the day, we didn't have experts hanging around us that we could model our moves after or see how certain songs are played.

Now, you go to any decent arcade and you can find someone who can at least show you how to do stuff up to level 9.
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57. PostPosted: Mon Jan 26, 2009 10:07 am    Post subject: Reply with quote

Slippy likes dance games wrote:
(The only complaint I have with this list is that the playtime thing should really be irrelevant. Some people play for 5 months and are already getting AAs or doing 10s, some people play for 5 years and are just starting to get off Standard, like I was myself. Just depends on how often you play and how fast of a learner you are.)


Where'd I put down a time requirement? I agree that time shouldn't be a factor in determining a player's ability. Some excel very quickly, while others not so much. But I didn't think I put down time requirement on any of the Class ranks.
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58. PostPosted: Mon Jan 26, 2009 6:05 pm    Post subject: Reply with quote

Suko wrote:
Where'd I put down a time requirement? I agree that time shouldn't be a factor in determining a player's ability. Some excel very quickly, while others not so much. But I didn't think I put down time requirement on any of the Class ranks.


Not as a requirement/prerequisite. But you said in the descriptions,

2nd Class --
"Many have been playing for at least a few months or a year by this point"

1st Class --
"And it often takes years of practice for a player to make it to this level"

My only point was that it's not really even worth saying this there. I know people who played only for a few months and were already 1st Class according to these prereqs... just like some people play for years and years and are still on Standard.
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59. PostPosted: Tue Jan 27, 2009 11:28 am    Post subject: Reply with quote

I vividly remember the accomplishments I set myself up for while playing through DDR that required a large amount of work and skill.

1. Pass a 4 foot Light
2. Pass a 5 foot Light
3. Pass a 4 foot Standard
4. Pass a 5 foot Standard
5. Pass a 6 foot Standard
6. Pass a 6 foot Heavy
7. Pass a 7 foot Heavy
8. Pass a 8 foot Heavy
9. Pass a 7 foot Oni
10. Pass an 8 foot Oni
11. AA a 6 foot Heavy
12. Pass a song on Reverse 1.5x (Extra Stage)
13. AA a 7 foot Heavy
14. Pass a 9 foot Heavy
15. Pass Drop Out
16. Pass Healing Vision Angelic Mix
17. Pass Rhythm and Police
18. Pass exotic ethnic
19. AA an 8 foot Heavy
20. Pass a Nonstop Course
21. Pass a 9 foot Oni
22. Pass Sakura
23. AA a song on 1.5 Reverse (Extra Stage)
24. AA a 9 foot song
25. Pass Max 300
26. SDG a 7 foot song
27. Pass Max Unlimited
28. SDG an 8 foot song
29. Pass Paranoia Survivor
30. Pass Bag no mods
31. Pass a Challenge Course
32. AA a Nonstop course
33. Pass The Legend of max
34. AA a higher tier 9 footer (HVAM, End of Century, exotic ethnic, etc)
35. Learn to play Doubles on light
36. Play Doubles on Standard
37. Play Doubles on Heavy
38. Pass JaneJana Doubles
39. Pass a 9 footer on Doubles
40. AA a song on Doubles Heav
41. Pass a nonstop course on Doubles
42. Pass a 10 footer on Doubles
43. AAA a 7 footer.
44. AAA an 8 footer.
45. SDG a song on Doubles
46. Pass a Challenge course on Doubles
47. AAA a song on Doubles
48. Pass Fascination MaxX
49. Pass Pluto Relinquish
50. AAA a 9 footer.

These are the 50 goals I had set forth as I played DDR to gauge my own skill level. Some songs, atleast in my area, were set as bench marks. I'm currently on level 45 after 5 years of DDR play. But I try to explore all aspects of DDR playing and I do not play with the bar (hence my slow progression).
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