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Fordítási probléma jelentése
You keep saying "quarter notes" and I think you mean "crotchets", as in every beat of a measure in 4/4, or a 3/4 waltz.
It's all interchangeable terminology. If I say you should cut a sandwich into fourths it'd literally mean the same thing as if I said you should cut it into quarters. Both are correct.
Also, in the demo the pistols still only rewarded shooting on fourths so even if you did fire at eighths it'd ruin your combo and every other shot would do very little damage. Did they change that since?
Bro, I wrote a six-paragraph-long essay consisting of 837 words just to say that I didn't like a video-game's design.
That's literally the prime example of when to say "skill issue".
I mean, sure. I had to look up what the hell a "crotchet" was because after 8 years of school and the 25 years of experience as a performer and educator, not once have I ever heard anyone use the term "crotchet" in the context of music.
Pedantry aside, I didn't notice any issues with the pistols firing eighth notes, but I might not have been paying as close of attention to it.
Just played the demo and feel the exact same. I thought it was just me. The rhythm game follows its own beat, not the song's. It's like being in a jazz band whose members are doing their solos while you're relegated to being a human metronome. Every other rhythm game understands this. It's like playing DDR or Stepmania with tracks that didn't attempt to match the song. Hellsinger is kind of similar to Necrodancer, but Necrodancer mandates rhythm into the movement as well as attacks and the music highlights the intended beat. It feels more.. cohesive, idk. In this the music feels ignored by the game's rhythm mechanic. When I mute the music I can keep time perfectly but that defeats the purpose of playing a music based game.
SCNR.
Anyway, do other weapon not offer different bpm / rhythm?
Sub-devisions would be indeed cool. Do wonder again if some weapons are not fast enough to just do that?
(Sorry, still had no time to play, sooo no idea how they really implemented things, just second hand knowledge from a few guys who absolutely love this game)
fast enemies is your problem? You can dash whenever you like... And you will not be punished for dashing off beat
You can play at your own pace, you'll just not get high scores for keeping on beat and killing stuff on beat
Look at this clip: streamable.com/1vw2vn
You can see the exact moment where the game breaks the streak even though all attacks were perfectly in sync with the drums. There are 2 options here:
1. Allow the player to shoot on these accents without getting punished for "missing the beat"
2. Remove these accents from the music so the player doesn't get confused
This game opts for doing neither
PSA: You shoot to the beat of the song, not the specific rhythms in the song or the drums.
Think of it this way: someone who's never heard the song before wouldn't even know what those particular rhythms or drum grooves are going to be before they listen to it enough times to internalize it, meaning that it would take them ages to ever be able to accurately play this game if that's how it worked.
But if they can hear the beat and just keep that steady, they can pick it up instantly and actually play the game. Imagine!
This is how these games work. I don't understand why this concept eludes most people on these forums.
The mechanic of growing intensity as your combo grows is fun, but being punished for getting into it and trying to attack to the song, not just to the constant beat is a self defeating decision.
The game employs great music with big names with the announced intent to help you "get into it" but doesn't expect you to get lost into the music, and in fact requires you to IGNORE the music and just mechanically click. no half beats, nothing but monotonous tap, tap, tap. I question if the creators responsible for the rhythm implementation actually like or even listen to this music, have ever even drummed along with their fingers on their leg. Anyone that has would know that, especially in this genre of music, you NEVER tap tap tap the whole way through.
Great promise, entertaining and beautiful DOOM game with a very limited rhythm handicap.
If you don't like how rhythm games work, then I would encourage you to make your own, rather than waste your time here trying to fit square pegs in round holes.
At no point did I suggest that the genre should become less accessible. I actually said the exact opposite, that shooting on specific off-beats could be allowed - not required. My suggestion does not change a new player's experience at all nor does it affect the overall difficulty of these games, so no idea where most of your answer is coming from.
The concept doesn't elude people at all. It's just interesting that the players of these games based around music that are most confused about the game's intention are players that have musical education. If I was a dev making a game focused around music and rythm, that would at the very least be of interest to me.
By your logic, the developers could change all the music in the game to jazz and then just say "PSA: You shoot to the beat of the song, not the specific rhythms in the song or the drums.". In this - arguably extreme - example wouldn't you agree that the music makes the game more confusing? The devs nailed 95% of each song, but these passages make the game unnecessarily weird to play. It would be better to more closely curate the music. The passage in my clip could very easily be changed to use non-off-beat drum/guitar hits while still sounding perfect.