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News on ITG 3
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Synaesthesia
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100. PostPosted: Sun Oct 02, 2005 12:50 pm    Post subject: Reply with quote

Cutriss wrote:
RMBO wrote:
We need to be focusing on getting ITG2 for the home systems.
How is your focus or lack thereof going to affect the release of ITG2? >.> Are you gonna...like...focus really hard and will it into existence?


I wish that were true; if so, I'dve been playing it for a long time already.
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DDR1guy
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101. PostPosted: Sun Oct 02, 2005 6:03 pm    Post subject: Itg 3 Reply with quote

Back to ITG3: I'd also like to see versus where you can compete against actual players steps without them being there.

As for a home ITG2 edit mode: Just call it tide mode and run a campaign about how tides can't be controled, but now on ITG2 you can. laugh.gif




tide is edit backwards for those that didn't realize
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102. PostPosted: Mon Oct 03, 2005 5:15 pm    Post subject: Reply with quote

Rancidfish wrote:
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?


Considering that the vast VAST majority of players are people who can't even come close to 13s, or any of the 12s for that matter, I think is more than enough reason to show which is more important. Just because they don't post as often on message boards doesn't mean they don't exist.

A question, what do you think is the ratio of people who play ITG on a somewhat frequent basis who can pass 12s-13s as compared to who can't? I think it's quite clear that making the harder stuff harder should be MUCH less of a concern. How many of us can seriously pass Determinator consistantly? Honestly. And it's not like the best of the best have come anywhere close to ****ing the game yet, unlike DDR. So how can you say the best of the best have nothing left to do?

Good luck attracting new players which will essentially be the future of ITG if your main focus is adding harder stuff than there already is. Very few people are at the point where they have nothing left to pass, and passing isn't even close to everything, the higher level players are already hooked, and are probably less likely to leave than a person whose first 9 is Hip Hop Jam.

I'd like to see more 11s and 12s that are difficult because they have hands though personally. Queen of Light and Twighlight don't really cut it.
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103. PostPosted: Mon Oct 03, 2005 6:49 pm    Post subject: Re: Itg 3 Reply with quote

DDR1guy wrote:
Back to ITG3: I'd also like to see versus where you can compete against actual players steps without them being there.





damn thats a good idea. one of my friends works for roxor and i asked him if they could make it so that it could record the steps and put the video right on your flash drive but as we were thinking about how to do it we realized that it would make the processor run too slow.
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104. PostPosted: Tue Oct 04, 2005 1:33 pm    Post subject: Reply with quote

figgy20000 wrote:
Rancidfish wrote:
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?


Considering that the vast VAST majority of players are people who can't even come close to 13s, or any of the 12s for that matter, I think is more than enough reason to show which is more important. Just because they don't post as often on message boards doesn't mean they don't exist.

A question, what do you think is the ratio of people who play ITG on a somewhat frequent basis who can pass 12s-13s as compared to who can't? I think it's quite clear that making the harder stuff harder should be MUCH less of a concern. How many of us can seriously pass Determinator consistantly? Honestly. And it's not like the best of the best have come anywhere close to ****ing the game yet, unlike DDR. So how can you say the best of the best have nothing left to do?

Good luck attracting new players which will essentially be the future of ITG if your main focus is adding harder stuff than there already is. Very few people are at the point where they have nothing left to pass, and passing isn't even close to everything, the higher level players are already hooked, and are probably less likely to leave than a person whose first 9 is Hip Hop Jam.

I'd like to see more 11s and 12s that are difficult because they have hands though personally. Queen of Light and Twighlight don't really cut it.
Well, perhaps you're missing my point. How much work does it take to make an exciting hard-level chart for every song? Quite a bit. How much work does it take to make one level 14 chart? Not very much. I see no reason not to make one 14, and many reasons to do so. Just making one chart doesn't say anything about focus. If they started making all charts below a 9 simple 1/8th notes, then there'd be a problem, but as long as they're putting enough work into hard level, I don't see what's stopping them from raising the bar on expert.

Personally, I think that they should focus on making more fun 7s, 8s and 11s.
7s and 8s, because they're a crucial difficulty level in the progression. They're the entrance point to "hard level" charts, and they're the easiest songs that start having rhythmic complexity... 1/16th note rhythms really start coming into their own at 7s and above, while 6s and below are primarily 1/8th note territory.
11s, on the other hand, need some focus because, so far, there aren't really enough 11s. The ratio of 11s:12s is nowhere near the ratio of 9s:10s, 10s:11s, or 12s:13s. This makes it difficult for players to advance from 10s to 12s, because they have less options of how to practice in that middle area.

re: hand-heavy charts... I don't think there's much room to have interesting and difficult hand-heavy charts, at least on single. Before you're hitting hands, you have to have two feet on the ground. If you're playing on single, that means two of the four panels are unusable for hand hits. Thus, long sections with a lot of hands tend to run out of steam pretty quickly. I think that hands are much better used as a way to mix things up. Throw some 1/16th note runs at the player, suddenly give them a hand to deal with, and then a little bit to recover before they have to get back to pounding out 1/16ths... or something like that.

Double has more room to get creative with hands. Tribal Style and Disconnected Disco are excellent examples of double 11s with a big focus on hands. Single, I don't really expect to see a "hand chart" above a 10 without getting very gimmicky.
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105. PostPosted: Tue Oct 04, 2005 5:30 pm    Post subject: Reply with quote

figgy20000 wrote:
Considering that the vast VAST majority of players are people who can't even come close to 13s, or any of the 12s for that matter, I think is more than enough reason to show which is more important. Just because they don't post as often on message boards doesn't mean they don't exist.


I honestly don't want to butt in, but there are numerous players who can pass 12 and 13 footers....


...including myself E15.gif

Carry on nerd.gif
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106. PostPosted: Wed Oct 05, 2005 10:25 am    Post subject: Re: Itg 3 Reply with quote

yagsimit69 wrote:
DDR1guy wrote:
Back to ITG3: I'd also like to see versus where you can compete against actual players steps without them being there.





damn thats a good idea. one of my friends works for roxor and i asked him if they could make it so that it could record the steps and put the video right on your flash drive but as we were thinking about how to do it we realized that it would make the processor run too slow.


It's got to be possible to do without slowdown! 5th mix stores steps and no slow down seems to be present- so why would ITG be different?
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107. PostPosted: Wed Oct 05, 2005 10:39 am    Post subject: Reply with quote

5th Mix stored EDIT DATA. Durr.

What you're asking for is the game to record the step sequence as played by a player.
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108. PostPosted: Wed Oct 05, 2005 12:34 pm    Post subject: Reply with quote

Reenee wrote:
5th Mix stored EDIT DATA. Durr.

What you're asking for is the game to record the step sequence as played by a player.


Durr right.

Couldn't similar sequence steps be stored this way?

Wouldn't this also just be like making your own steps except it keeps track of how you stepped?
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109. PostPosted: Wed Oct 05, 2005 6:48 pm    Post subject: Re: Itg 3 Reply with quote

yagsimit69 wrote:
DDR1guy wrote:
Back to ITG3: I'd also like to see versus where you can compete against actual players steps without them being there.
damn thats a good idea. one of my friends works for roxor and i asked him if they could make it so that it could record the steps and put the video right on your flash drive but as we were thinking about how to do it we realized that it would make the processor run too slow.
If your friend actually works for Roxor, he obviously doesn't do so in a development capacity.

Recording live steps is easy. You store the data to RAM as it is input, then present it to the player after the fact to quantize or adjust as needed, and *THEN* you store to the memory card. Or thumbdrive.

'course, the way you seemed to talk about it, it sounds like you were wanting a *video recording* of a performance, which is pretty much ludicrous.
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110. PostPosted: Wed Oct 05, 2005 7:15 pm    Post subject: Reply with quote

I don't know if this has already been said, but what I think would be really nice in ITG3 is 3.5X, 3 is to slow and 4 is to fast laugh.gif
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111. PostPosted: Wed Oct 05, 2005 8:29 pm    Post subject: Reply with quote

FKK.Carrot wrote:
I don't know if this has already been said, but what I think would be really nice in ITG3 is 3.5X, 3 is to slow and 4 is to fast laugh.gif


4x isn't too fast, but I believe 3.5x would be a good add-on.
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112. PostPosted: Wed Oct 05, 2005 8:53 pm    Post subject: Reply with quote

Maybe an option to select your own speed mod to 1 decimal place. For something like Pandeomonium, 1.3x (really 1.25x) would probably be nice and comfy for me.
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113. PostPosted: Thu Oct 06, 2005 5:38 am    Post subject: Reply with quote

3.5x would be excellent. Bloodrush, Determinator, and (to a lesser extent) Euphoria are hard for me to read because 3x is too slow and 4x is too fast. Maybe this should be suggested on the Roxor forums...
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114. PostPosted: Thu Oct 06, 2005 1:12 pm    Post subject: Reply with quote

Synaesthesia wrote:
Maybe an option to select your own speed mod to 1 decimal place. For something like Pandeomonium, 1.3x (really 1.25x) would probably be nice and comfy for me.

I really like this idea, you could either select it at the game options screen or have a custom mod that loaded in the CUSTOM slot that you could set on your memory card.
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115. PostPosted: Thu Oct 06, 2005 4:09 pm    Post subject: Reply with quote

Yeah, I agree on the custom Cmod or mod thing on your memory card. That'd rock.
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116. PostPosted: Thu Oct 06, 2005 7:00 pm    Post subject: Reply with quote

C575 like whut
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Thomas Hobbes
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117. PostPosted: Thu Oct 06, 2005 9:28 pm    Post subject: Reply with quote

Yeah, I'd want the following Cmods possibly:

C550.
C600.
C650.
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118. PostPosted: Thu Oct 06, 2005 10:35 pm    Post subject: Reply with quote

I would've suggested specialized Cmods, but since I don't like being DQ'd on certain songs, I figured creating your own Nx mod would be more effective.
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119. PostPosted: Thu Oct 06, 2005 11:37 pm    Post subject: Reply with quote

They should just add .5x and .25x and let people stack speed mods, and make the minimum cumulative speed be 1x to prevent massive slowdown. They wouldn't need to change the interface to any degree either.
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