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Making DDR netplay fun...

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Post #1 · Posted at 2012-08-21 06:53:36am 12.8 years ago

Offline Nightime
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Reg. 2008-10-18
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"ARR JOO LEADY??"

Last updated: 2012-08-21 07:48am
Okay... so as far as I'm aware, most of the XBox DDRs with netplay have a player pick one song/difficulty/modifier set to create a lobby, and then wait for others to browse the lobbies and then join. This is both kind of inefficient and not very well-flowing. Some versions like Universe 3 and (IIRC, Extreme 2/SuperNOVA) had weekly ranking courses that were generated, that you simply played to participate on a weekly leaderboard; which added a competitive element, but no actual "netplay" about it.

So in this thread, let's discuss potential Netplay modes to suggest to Konami.

Passive Arcade/Course Mode is basically an online-refresher which allows for per-song/per-course ranking scores of your friends lists to be displayed as competitive records during regular gameplay. A good comparison here would be like the record times for Sonic Generations Online Mode.

Network Arcade Mode *should* be obvious. This mostly pertains to the song-select standard mode, and instead of setting it up in Options mode, have the lifebar difficulty and songs-per-game set up in the lobby itself. As an aside, "Player's Best" sorting would become a sum of the players involved, instead of any particular player. You can also load edits from all players' libraries, and at the end of the stage, it could give you the option to copy it for your own play.

Network Course Mode is your Nonstop Course mode, clearly. Standard and players' custom courses appear, with three selectable difficulty ranges:

Easy uses a normal lifebar, plays stages on Light and Standard.
Normal uses 8 battery lifebar, plays the stages on Standard and Heavy.
Hard uses 4 battery lifebar, plays the stages on Heavy and Challenge.

This can be adjusted per player!

The mode also contains a combined Player's Best course with some distinctive name, and a specific one for each participating player. I personally think 7-song courses would make for optimal playtime (about 10-12 minutes), but some of the harder/longer ones could be 10 or even one 15-songer which plays like "theme song for the mix" + the 7 "12-13 range" songs, and the boss songs of the game. There could also be one that blends the big bunch of licenses together too, for players inclined to play like that.

Attack Mode mk.2

THIS will be locked down per difficulty, for the sake of fairness, in addition to the number of "winning points," and a togglable winner/loser/random selection. First song is always rouletted, but after that, the song selection control is determined by the outcome of the match. The first to score the number of winning points is the victor. Where 3 or more players are playing together, "loser selection" is disabled.

Course Combat Mode

During the setup phase of this mode, each player can pick between 2 and 5 songs to create their own "tower" course, along with their preferred difficulty and basic options (like speed/arrow type). You can also elect to play "quick" or "long" mode. Once all players are set up, it will begin on a random song that is NOT part of your "towers," and you compete for score.

In "quick mode," the player with the highest score will have the next song in their tower played next, the objective being to clear your tower before the other players clear theirs. In "long mode," the player with the lowest score will have their next song played, and they will be eliminated once their tower course is fully cleared; the objective being to eliminate the other players before your tower is cleared and eliminated itself. (Since finishing one course is clearly quicker than finishing three of them.)

Network Club Mode

Kind of a revamp of "Club Mode" from DDR 2010, only this time Tricks are FAR better organized, and reset on a per-play basis.

You default to Light difficulty, and upgrade your difficulty by achieving a certain combo level. Miss 8 steps on any difficulty, and it will spontaneously drop you a level during the next verse - if you're still surviving at that point; although working your combo back up will let you recover.

Beginner > Light = 20 combo
Light > Standard = 50 combo
Standard > Heavy = 150 combo
Heavy > Challenge = 500 combo

The Trick Levels are implemented by score now, and activated along with your Groove Trigger (still requiring full life, and then dropping 50% or altering your lifebar), which is now done by simply pressing any 3 arrows together simultaneously (IE: not holding one and hitting two; it's gotta be like a multi-panel jump). Your Groove Trigger bonus will only remain active so long as you don't break your combo, but will grow progressively - and if you complete the trick section (about 10-15 seconds) without skipping a step, the next time you activate it, your bonus will pick up where you left off and continue to grow!

any up to 2,999,999 = Level 1 (SOLO, 1.5x, BOOST, DARK)
3,000,000 - 9,999,999 = Level 2 (FLAT, 2x, HIDDEN, WAVE, 8-BATTERY)
10,000,000 - 29,999,999 = Level 3 (MEDIUM, 3x, SUDDEN, 3-WIDE, 4-BATTERY)
30,000,000 - 99,999,999 = Level 4 (0.5x, 4x, BRAKE, LR-SWAP, UD-SWAP)
100,000,000 - 299,999,999 = Level 5 (5x, 0.25x, TINY, OFFSET x1, OFFSET x2, HIDDEN + SUDDEN)
300,000,000 and up = Level 6 (8x, STEALTH, ALIGN, L-STAIRS, R-STAIRS)

Higher levels can still activate lower-level tricks, btw; it just ADDS those options into the mix. Since they're tied together now, I'm thinking of calling it the "Groove Gambit."

EDIT: Looking back at my *actual* Club Mode Scores... maybe it would be better like...

below 9,999,999 = Level 1
10,000,000 = Level 2
100,000,000 = Level 3
1,000,000,000 = Level 4
10,000,000,000 = Level 5
100,000,000,000 = Level 6
(/edit)

Any other ideas?
https://i.imgur.com/C2il3tl.png

Post #2 · Posted at 2012-08-21 02:35:21pm 12.8 years ago

Offline daikirai
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Indonesia
Reg. 2012-07-07

"you're so unbelievable!"
If only "Zukin-wars" from SN2 AC JP could be somehow "revived" in CS release, I'm sure it would be kinda fun...
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