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Post by JD2504 on Jan 12, 2012 9:47:00 GMT
I dont know if you are still fine tunning hit windows, but you should consider making hopos hit window a bit bigger (i guess slider notes too but i dont have many songs with those), i wont say make it like this or that game, but right now you have to be very precise to hit hopos, making those tricky solos even harder.
Some comentaries i've heard around the web is that if you like playing drums go with phase shift but if you like more guitar go with FoF, and this is pretty much the reason, some songs can actually get more difficult than they are on their original games, you should aim for a better balance betwen fun/challenge (atleast in non-real modes) when it comes to hopos.
In case you are wondering yes, i have calibrated the game and all the other hit windows including drums and keys feel just fine.
BONUS SUGGESTION lol Please could you take away PS activation notes from middle song drums freestyle sections? theres no need for it since you cant score during freestyle and if you hit it accidentally you just waste it.
Thanks ;D
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Post by David on Jan 12, 2012 11:40:14 GMT
The hopo hit window is the same as the strum hit window. I can't see any reason to seperate them unless someone can explain why hopo'ed notes are harder to hit correctly.
The drum activation note don't bother me really. You hit it if you want if you don't you can leave it alone.
Thanks David
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Post by knapman [FD] on Jan 12, 2012 12:19:46 GMT
activation note during freestyle is something that might still useful at the end of the freestyle section so you wouldn't want to get rid of them completely, the real issue i guess is it does limit your ability to freestyle during the freestyle section, more of an issue with tom only kits, less of a problem for people with cymbals as its easier to avoid, but i guess its still a restriction either way
maybe an idea for nicer freestyle play but without losing functionality could be if the activation note is within x distance of the start of a freestyle section it would be dropped (or x distance from the end it'd show) but have no idea if things are setup for something like that to be possible
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Post by tarmac on Jan 12, 2012 13:00:57 GMT
I'm not playing guitar parts that much but I agree with jd2504 when it comes to the hopo's, they seems harder to hit than strum notes.
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Post by JD2504 on Jan 12, 2012 13:55:27 GMT
david's reply got me by surprise, i wouldnt ever guess hopos and strum notes share the same hit window, in fact i had to try it by myself in super slowmotion practice to belive it lol.
My guess on why hopos feel harder to hit would be that in most of the other rhythm games, hopos and strum notes actually have diferent hit windows, strums have to be precise becuase you have enough time to prepare, hand movements aren't that fast and you have a clear sound to follow, as soon as strum notes come too fast to be strumed they become hopos wich have more leniency when it comes to hit window, the accuracy falls to a second level and what really matters is whether you can make the right moves in a row.
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On the freestyle thing, yeah ignoring (or trying to) the PS trigger is no biggie, but i forgot to mention the situations when it come just before a freestyle section, you activate just to see the freestyle show up, try playing songs like foreplay/long time, you will know what i mean, in such sogns you gotta be careful cuz its really easy to waste PS power.
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Post by chunkatuff on Jan 13, 2012 0:31:37 GMT
idk i think i actually have a harder time on strum notes but that might just be cause i'm a little less trained on those.. overall i have a pretty easy time on both.. i feel like the hit windows are perfect.. i think the reason strum feels easier for some could be explained by practice time.. people start off using only strums because hopos are advanced stuff at that point so you get alot of practice on strums.. but later people may go on to training on solos more (like i do) and become better at hopos than they are at strums (i'm decent at both now though but i think still a bit better at hopos)
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hotzin
Yorkshire Terrier
Posts: 53
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Post by hotzin on Jan 21, 2012 21:17:38 GMT
What? The hit window is insanely big, it's bigger than even World Tour hammer-ons, why would you want to make them even bigger?
If anything, I would say to make them SMALLER, cause the way it is, you can simply mash through patterns and still hit them.
I would say something around Warriors of Rock's timing window would be more than pleasant. (I would still prefer a strict window like Rock Band's even, it makes songs more technical.)
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Post by JD2504 on Jan 21, 2012 21:57:42 GMT
Hopos and strum notes have the same hit window, so you are saying hopos should have a SMALLER window than strum notes?? that doesnt even make sense to me. You sure you aint playig with drunk mode ON? lol
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hotzin
Yorkshire Terrier
Posts: 53
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Post by hotzin on Jan 23, 2012 0:57:44 GMT
Hopos and strum notes have the same hit window, so you are saying hopos should have a SMALLER window than strum notes?? that doesnt even make sense to me. You sure you aint playig with drunk mode ON? lol I meant the entire hit window. I've been playing this game ONLINE with my friends, and I've been playing Guitar Hero since GH1, and I know what the community as a whole would like the timing window to be like. The way the timing window is at this moment, is actually insanely easy, you can mash through patterns really easily, but I don't have any complaints, if David wanted it to remain like this, then so be it, it's completely playable. Going into another direction though, there should be a bigger toleration for chord transitioning, cause I've noticed that in really really fast chord patterns that are all strummed, there's some kind of delay if you alt strum it, making it so you are probably gonna miss. I've also noticed that back when I played FoF, 3 years ago. If you try alt strumming through chords in like say, Rock Band 1/2/3, you will notice that you can hit it pretty smoothly, something that doesn't happen in this game, or FoF.
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