Post by vandorb12 on Apr 19, 2015 23:39:57 GMT
As Steven and David inch closer to a new stringed instrument mode with Advanced Guitar and Advanced Bass, I thought it was time for me to chime in about the need for more practice mode options.
As a few of you might have known, I've been playing Rocksmith... a lot... My YouTube page is filled with my so-so playthroughs called "Let's Sightread", where I sightread official DLC and customs on guitar and bass. Now, one feature that really makes this possible is the glorious feature known as Dynamic Difficulty, which increases the difficulty of a chart with each successfully played section. I can't recall when this was last requested for Phase Shift, and I know of the issues possibly associated with this sort of feature (MIDI is limited), but with recent software developments with Rocksmith customs, I think it may be possible to bring this feature to Phase Shift.
I'm not too well versed with creating custom Rocksmith songs. I know that multiple tools are needed, and each Dynamic Difficulty track is classically charted out by hand. But, for those who are lazy or wish to churn out custom after custom, there's a piece of software that creates these "in-between" difficulties automatically. If DDC (Dynamic Difficulty Creator is the name of the software) is used incorrectly, it's kinda of a mess, but it's a great tool if you need a few extra levels of difficulty.
Now, I find that this feature should only be featured in practice mode and not in the normal game, as to keep the arcade-like feel of the main game.
Now, the MIDI used to hold song data is limited, and cannot hold the information that a Rocksmith XML can. This of course, was Harmonix's fault (but I don't blame them). In order to get around this limitation, the Phase Shift engine needs to be able to implement a DDC.
So the scenario is as follows,
Charter makes a proper chart with all four difficulty levels
player then finds Hard too easy, and Expert too hard.
Player then opens song in practice mode, and chooses a dynamic difficulty percentage, using Hard as a base, and Expert as a goal. For sake of example, lets say 70%
From there, the game smartly chooses 70% of the most significant notes and presents a chart based off of Hard and Expert using its built in DDC
Player plays, and gradually increases their skill
Player then beats all high scores and gloats, while other users bask in his mighty glory.
This does not require a charter to chart in more information, there is no extra information to be put in the INI, and is backwards and forwards compatible for 5 button, Advanced, and REAL game modes. As a guy who understands how to code, adding this feature will probably mean rewriting how Phase Shift handles and parses charts, so I understand if this feature request will be pigeon-holed until whenever.
As a few of you might have known, I've been playing Rocksmith... a lot... My YouTube page is filled with my so-so playthroughs called "Let's Sightread", where I sightread official DLC and customs on guitar and bass. Now, one feature that really makes this possible is the glorious feature known as Dynamic Difficulty, which increases the difficulty of a chart with each successfully played section. I can't recall when this was last requested for Phase Shift, and I know of the issues possibly associated with this sort of feature (MIDI is limited), but with recent software developments with Rocksmith customs, I think it may be possible to bring this feature to Phase Shift.
I'm not too well versed with creating custom Rocksmith songs. I know that multiple tools are needed, and each Dynamic Difficulty track is classically charted out by hand. But, for those who are lazy or wish to churn out custom after custom, there's a piece of software that creates these "in-between" difficulties automatically. If DDC (Dynamic Difficulty Creator is the name of the software) is used incorrectly, it's kinda of a mess, but it's a great tool if you need a few extra levels of difficulty.
Now, I find that this feature should only be featured in practice mode and not in the normal game, as to keep the arcade-like feel of the main game.
Now, the MIDI used to hold song data is limited, and cannot hold the information that a Rocksmith XML can. This of course, was Harmonix's fault (but I don't blame them). In order to get around this limitation, the Phase Shift engine needs to be able to implement a DDC.
So the scenario is as follows,
Charter makes a proper chart with all four difficulty levels
player then finds Hard too easy, and Expert too hard.
Player then opens song in practice mode, and chooses a dynamic difficulty percentage, using Hard as a base, and Expert as a goal. For sake of example, lets say 70%
From there, the game smartly chooses 70% of the most significant notes and presents a chart based off of Hard and Expert using its built in DDC
Player plays, and gradually increases their skill
Player then beats all high scores and gloats, while other users bask in his mighty glory.
This does not require a charter to chart in more information, there is no extra information to be put in the INI, and is backwards and forwards compatible for 5 button, Advanced, and REAL game modes. As a guy who understands how to code, adding this feature will probably mean rewriting how Phase Shift handles and parses charts, so I understand if this feature request will be pigeon-holed until whenever.