Post #2241 · Posted at 2011-10-05 04:32:53pm 14.3 years ago
yindesu | |
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Goods don't even do anything to your score. I for one applaud differentiating "good" from "miss" -_-
Post #2242 · Posted at 2011-10-05 04:37:33pm 14.3 years ago
AeronPeryton | |
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IIDX has a judgement higher than a Great??
Also, this is not IIDX. This is DDR.
Also, this is not IIDX. This is DDR.
Post #2243 · Posted at 2011-10-05 04:48:07pm 14.3 years ago
sharibetsu | |
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Last updated: 2011-10-05 04:49pm
Quote: AeronPeryton
IIDX has a judgement higher than a Great??
Also, this is not IIDX. This is DDR.
Also, this is not IIDX. This is DDR.
Say good bye to GOLD RUSH (IIDX VERSION) then as well as any crossover element from any other BEMANI game ever.
And Flashing Greats aka Just Greats are higher than Greats. Just sayin
Post #2244 · Posted at 2011-10-05 04:49:19pm 14.3 years ago
AeronPeryton | |
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That doesn't make any sense at all.
Post #2245 · Posted at 2011-10-05 05:59:25pm 14.3 years ago
Daiz | |
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This also goes back to "true AAA" versus "fake AAA". People claim that a 990,000 score or higher isn't a true AAA, however, when Konami switched AA being just a full combo to a 93% dance point total, no one claimed an getting a good but still getting an AA was considered a "fake AA" and only a true AA was a full combo. Konami designs the game and Konami is the one that decides what the grades represent.
Post #2246 · Posted at 2011-10-05 06:04:45pm 14.3 years ago
SSGotenksUFO | |
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Yeah but if you full combo a song with all greats, you would end the song with a percentage much lower than 93%. I like the the new AA system better because it's rewarded based on skill, not whether you full combo a song. In the old games (4thMIX and lower) the game wasn't as responsive, and sometimes missed arrows. Not to mention there might be controller/pad misses thrown in there as well.
Post #2247 · Posted at 2011-10-05 06:05:22pm 14.3 years ago
Quote: n00b_saib0t
Quote: Oni-91
Goods keep your combo on this one though (for no bloody reason). Maybe you'll like it now.
Adding Marvelous to normal play
Removal of Boo/Almost
Goods keep your combo
Why are these acceptable in IIDX but when they implement IIDX scoring in DDR its for no reason? Honest question, as I think the new DDR scoring is fantastic.
Just for reference, the "GOOD" on IIDX timing windows is about equivalent to a DDR "GREAT".
FLASHING GREAT (adds to combo) ≈ MARVELOUS
GREAT (adds to combo) ≈ PERFECT
GOOD (adds to combo) ≈ GREAT
BAD (combo breaker) ≈ GOOD
POOR (combo breaker) = MISS
Post #2248 · Posted at 2011-10-05 06:38:30pm 14.3 years ago
Oni-91 | |
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Last updated: 2011-10-05 06:41pm
There's just something that gels me up the wrong way about stepping a song exactly 1/16th off the beat and being awarded a full combo for it.
Here's a thought I swear I once saw in that PS3 beta vid: what if Goods froze your combo? Goods in a way are really the 'neutral' judgement (not good enough to earn points, but not bad enough for your lifebar to be punished for it). Why not extend that to combos?
Here's a thought I swear I once saw in that PS3 beta vid: what if Goods froze your combo? Goods in a way are really the 'neutral' judgement (not good enough to earn points, but not bad enough for your lifebar to be punished for it). Why not extend that to combos?
Post #2249 · Posted at 2011-10-05 08:01:19pm 14.3 years ago
SpongeFreak52 | |
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Isn't that what they did for Challenge Mode in games like MAX through Extreme, but with Greats? I think that that concept could work well with Goods. I can definitely see that happening for Beginner difficulties, because being a 16th off isn't terrible for someone new to the game.
Post #2250 · Posted at 2011-10-05 08:17:04pm 14.3 years ago
AeronPeryton | |
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Let there be a user-friendly difficulty select for the first time in DDR. In the options menu players can choose one of the two scoring systems:
Happy = (Basically what they use on New Moves)
Pro = (Basically what they use on X2)
Happy = (Basically what they use on New Moves)
Pro = (Basically what they use on X2)
Post #2251 · Posted at 2011-10-05 08:30:47pm 14.3 years ago
finalfan2cwiz | |
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Quote: AeronPeryton
Let there be a user-friendly difficulty select for the first time in DDR. In the options menu players can choose one of the two scoring systems:
Happy = (Basically what they use on New Moves)
Pro = (Basically what they use on X2)
Happy = (Basically what they use on New Moves)
Pro = (Basically what they use on X2)
Wouldn't that be a smart idea? They need to appeal to the hardcore and newbies throughout the whole game not just in the songlist.
Post #2252 · Posted at 2011-10-05 08:33:14pm 14.3 years ago
Mr.Music | |
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Quote: SpongeFreak52
Isn't that what they did for Challenge Mode in games like MAX through Extreme, but with Greats? I think that that concept could work well with Goods. I can definitely see that happening for Beginner difficulties, because being a 16th off isn't terrible for someone new to the game.
No, its always been (for CS versions at least) that Greats and Perfects increase the meter, goods are neutral, and almost's and boo's can hurt you
Post #2253 · Posted at 2011-10-05 08:51:11pm 14.3 years ago
Oni-91 | |
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Quote: Mr.Music
Quote: SpongeFreak52
Isn't that what they did for Challenge Mode in games like MAX through Extreme, but with Greats? I think that that concept could work well with Goods. I can definitely see that happening for Beginner difficulties, because being a 16th off isn't terrible for someone new to the game.
No, its always been (for CS versions at least) that Greats and Perfects increase the meter, goods are neutral, and almost's and boo's can hurt you
Post #2254 · Posted at 2011-10-05 08:51:12pm 14.3 years ago
Daiz | |
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Quote: Mr.Music
Quote: SpongeFreak52
Isn't that what they did for Challenge Mode in games like MAX through Extreme, but with Greats? I think that that concept could work well with Goods. I can definitely see that happening for Beginner difficulties, because being a 16th off isn't terrible for someone new to the game.
No, its always been (for CS versions at least) that Greats and Perfects increase the meter, goods are neutral, and almost's and boo's can hurt you
He's referring to the combo count, not the life meter. In at least Extreme's Challenge Mode, Marvelous, Perfect increased your combo, Great did not increase it, Good and below broke it.
Post #2255 · Posted at 2011-10-05 09:34:34pm 14.3 years ago
TaroNuke | |
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For some reason I can read 600 just fine, so I play pluto relinquish on 1.5 no problem
Post #2256 · Posted at 2011-10-05 10:21:30pm 14.3 years ago
Schmichel | |
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Details for the European release:
Title: Dance Dance Revolution Hottest Party 5
Release: November 24, 2011
Available as single game as well as bundled with a dance mat
Source: Official release list from Konami Germany.
Michael
Title: Dance Dance Revolution Hottest Party 5
Release: November 24, 2011
Available as single game as well as bundled with a dance mat
Source: Official release list from Konami Germany.
Michael
Post #2257 · Posted at 2011-10-05 10:27:14pm 14.3 years ago
Oni-91 | |
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If that is true, then holy shit. This really WOULD be a shock horror.
Post #2258 · Posted at 2011-10-05 10:31:09pm 14.3 years ago
finalfan2cwiz | |
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Wow only a month later?!?!?! That's a sign of the apocolypse! I hope its true Europe deserves to be kept more in the loop.
Post #2259 · Posted at 2011-10-05 10:32:12pm 14.3 years ago
T-14 | |
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I've been asking around at my local EB Games and Microplay and no one can seem to confirm that this game will be availible without the bundle, there actually seems to be almost no info on this game at all in their systems. I asked one guy and he actually had to go on the internet on the stor computer to find the release date, I don't like that.
Post #2260 · Posted at 2011-10-05 11:59:58pm 14.3 years ago
Arctic Wolves | |
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Just weighing in on the Good issue: personally, I think the ability to have a score of 0 and a full combo is just ridiculous. And, as Al laid out above, DDR Goods roughly match up with IIDX Bads, not IIDX Goods.












