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How well is ITG using mines? |
There aren't enough mines in Expert charts; ITG should make some more charts like Infection |
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7% |
[ 6 ] |
ITG is using them fairly well; I'm pleased with the current level of mines |
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57% |
[ 45 ] |
ITG is overusing mines; it's a good concept but it's being overdone |
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25% |
[ 20 ] |
ITG is overusing mines; it's a bad concept and should be removed from the game |
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8% |
[ 7 ] |
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Total Votes : 78 |
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DJTyrant Maniac Member
Joined: 25 Jan 2002 Location: Ventura, CA |
20. Posted: Fri Mar 10, 2006 12:51 am Post subject: |
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toady007 wrote: | There is no reason for practically every fucking expert chart to have mines in it. They work good in some situations like triple hits with a mine, or to make some freezes tricky, but to derive a chart's difficulty around limiting your ability to ghost step is stupid to me. They should be used to force specific techinques during a song, not to just add them everywhere randomly because they can. |
Definetly agreeded. I think VerTex and VerTex^2 are victims of the "adding them everywhere just because".
But that's just one man's opinion. _________________
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Topherâ¶âRocks Trick Member
Joined: 17 Jan 2005 Location: Long Island, NY |
21. Posted: Fri Mar 10, 2006 12:36 pm Post subject: |
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Is there really a reason for the mine field in Robotix? If you are doing the rolls then those mines are totally useless. _________________
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Asymptote Trick Member
Joined: 07 Feb 2006 Location: Alloway, NY |
22. Posted: Fri Mar 10, 2006 2:29 pm Post subject: |
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They're there because they look cool when they start speeding up. _________________
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Synaesthesia Trick Member
Joined: 03 Apr 2005 Location: Crushing all deceivers, smashing non-believers |
23. Posted: Fri Mar 10, 2006 3:59 pm Post subject: |
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Topherâ¶âRocks wrote: | Is there really a reason for the mine field in Robotix? If you are doing the rolls then those mines are totally useless. |
Expert mode sure doesn't exist or anything. If you're not careful (or you suck) all the stuff flying by really fast will distract you and hopelessly break your combo in that part. _________________
im a lasagna whale
G_G |
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JJK Trick Member
Joined: 27 Feb 2005 Location: Fullerton, CA |
24. Posted: Fri Mar 10, 2006 6:58 pm Post subject: |
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Some songs have no mines at all. I like seeing "bare bones" charts like these from time to time, as they either get their difficulty from other methods, and are very reminiscent of DDR charts that weren't allowed the luxury of using mines to add difficulty.
Most songs have mines that are absolutely negligable. Tribal Style has exactly two mines in the entire song, and both of them are after the last arrow. Other songs, such as Birdie, My Favourite Game, and Disconnected Hyper have a fair number of mines, but all of them are easy to avoid. I don't mind mines at all when they're used like this, as they're mainly there to make things a little more interesting.
Some songs use mines in really creative ways to legitimately make the song harder. Destiny hard uses mines to force crossovers, just as Oasis expert uses freezes to force crossovers. Holy Guacamole expert often has an entire arrow devoted to mines, causing you to do "three-arrow runs" on the remaining three. Infection expert keeps you from "stalling" on arrows after you hit them, as there always seems to be mines on the arrows that you're not hitting at all times. I like charts like these.
Some songs have only a fair amount of mines, but they're placed in annoying ways that make the song a lot harder than the steps do. One False Move has you jumping back to the middle square constantly to avoid mines that appear right after doing quick runs and gallops. Charlene has mines all over the place, and they often come right after an arrow that you've stepped on, forcing you to move around quickly and awkwardly. I don't like mines when they're used like this.
Some songs have annoying minefields just because there was no other way to make the song hard. VerTex, VerTex², Disconnected Mobius, Go 60 Go, and others all have this horseshit, and they're all annoying as fuck.
All in all, I feel that for the most part, ITG is handling mines rather well. Sometimes they go overboard, though. |
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J. S. Mill Maniac Member
Joined: 28 Apr 2003 Location: New York, New York |
25. Posted: Fri Mar 10, 2006 10:02 pm Post subject: |
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That was an excellent post Justin, well-written and informative. _________________
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Paranoia_Brother Trick Member
Joined: 15 Mar 2005 Location: Clarkston, MI |
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Phantasm Trick Member
Joined: 09 Sep 2005 Location: Maysville, Kentucky |
27. Posted: Mon Mar 13, 2006 6:59 am Post subject: |
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MAAAX_himself wrote: | toady007 wrote: | There is no reason for practically every fucking expert chart to have mines in it. They work good in some situations like triple hits with a mine, or to make some freezes tricky, but to derive a chart's difficulty around limiting your ability to ghost step is stupid to me. They should be used to force specific techinques during a song, not to just add them everywhere randomly because they can. |
Well said friend.... I agree. |
I disagree. It makes the whole game better. I like mines because it adds a new challenge to songs.
ITG is using them very very well. _________________
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MiiChan Trick Member
Joined: 02 May 2005 Location: Tallahassee, FL |
28. Posted: Mon Mar 13, 2006 7:41 am Post subject: |
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Too many. I dislike them a lot. Even though I can read them in easy stuff like Lemmings on the Run, it gets annoying when there filled in harder songs like Vertex. <.< IMO anyways. _________________
4X4Life |
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ihcw.stefank687 Trick Member
Joined: 16 Jun 2005
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29. Posted: Mon Mar 13, 2006 1:14 pm Post subject: |
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I think there should be more charts that actually have mines that matter... songs like vertex have like.. maybe 20 at the most mines that you could hit if you were playing the song right. |
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J. S. Mill Maniac Member
Joined: 28 Apr 2003 Location: New York, New York |
30. Posted: Sat Mar 18, 2006 10:07 pm Post subject: |
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With a majority of 57%, we've decided that mines are being used well! Adding data to poll database... _________________
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