View Full Version : With the new patch coming
Tattoobc
08-09-2012, 01:07 AM
Wondering if the new set speed is during actual song play or in the riff Repeater? Anyone know?
toymachinesh
08-09-2012, 01:22 AM
Accelerator
slabossiere
08-09-2012, 01:26 AM
Yeah, I was thinking the Accelerator was the only place where it made sense, at least for the practice sections.
The ability to adjust the speed while rehearsing a whole song, or even have a way of throttling/increasing the speed of a song in mid-run so you could work out transitions would be kind of cool too. Not sure how they'd do that without some kind of foot pedal, though.
Yeah, I was thinking the Accelerator was the only place where it made sense, at least for the practice sections.
The ability to adjust the speed while rehearsing a whole song, or even have a way of throttling/increasing the speed of a song in mid-run so you could work out transitions would be kind of cool too. Not sure how they'd do that without some kind of foot pedal, though.
Rockband would let you change the speed dynamically just using the directional pad up and down buttons during practice. Shouldn't be that hard to do the same thing for rehearsal mode. Even if it's like the set mastery option in the start menu.
SeattleSauve
08-09-2012, 03:44 AM
Rock Band's practice modes for pro guitar are really good. You can select the range you want to practice over, and during playback you can raise or lower the speed whenever you want. You also have an option to stop the note highway when you miss. So they essentially have all of their practice tools on one screen without having to jump in and out of modes - and setting speed is really fast without having to open up another menu. It's really well done. I was hoping they would add set speed to the leveller, and just remove the accellerator personally. I don't feel like I should need to jump out into a separate mode to slow things down...
raynebc
08-09-2012, 04:27 AM
Rockband would let you change the speed dynamically just using the directional pad up and down buttons during practice. Shouldn't be that hard to do the same thing for rehearsal mode. Even if it's like the set mastery option in the start menu.
I think he was leaning toward a more convenient way to quickly control it than to let go of the guitar to go for a controller.
Dunny10
08-09-2012, 01:36 PM
I hope it fixes the issue with bends.
slabossiere
08-09-2012, 01:49 PM
I think he was leaning toward a more convenient way to quickly control it than to let go of the guitar to go for a controller.
Yeah, that's basically what I was after. I've played a lot of Rock Band back in the day for in the pro keyboard track, and while the dpad does let you control things nicely, it was stuck right there on top of my keyboard inches from my fingers. I'm not so sure that would work well with a guitar in my hands.
slabossiere
08-09-2012, 04:29 PM
Thinking about this some more, if there was a way to connect an expression pedal through USB, that could be a really good way of controlling the speed. With some settings, it could also be used to control parameters on certain effects, or even used as a simple volume pedal.
Technically, this idea isn't new as a lot of effect and modelling units are doing just that, but isn't that basically what Rocksmith is turning my XBox into anyway?
Since the controller functions in the game right now, is required to play the game. It's not a big leap to do what I suggested. It's not like you're changing any functionality to the game, you're just using the current tool in a more efficient manner. It's too bad the rockband system requires a special guitar, because it sounds like it got the practice tools right. Where Rocksmith's system is pretty cumbersome.
georgec5
08-09-2012, 09:45 PM
It would be nice if RR let you work on more than one section at a time. You could use L1 and R1 to set the start and end section, and all the tools would still work over the multiple sections. That would let us work on the tricky transitions in RR without having to play the whole song.
kittendaddy2
08-09-2012, 10:15 PM
Another couple things that haven't been discussed around this is:
Will the accelerator still fail you for "too many missed notes"? One problem with the practice tools in RS is that in no mode in Rocksmith is listening ever an option - and that's a **** crime, since that's so fundamental to learning how to play something. If you stop playing, you risk it starting the loop over/leveling you down. This is particularly problematic for getting the rhythm on some things, hearing how a particular bend is supposed to sound, etc. And in general the "you suck too much, we're aborting now" is an obnoxious feature that should never have been written.
The other one is it would be nice if it gave some more obvious way of indicating misses. You can play something that sounds perfect, but due to a note detection issue isn't going to let you pass in the leveler. So knowing that you would have/would not have passed, but even better some non-visual (beep?) or persistent (Misses: X) means of telling users when they miss notes will help you understand when Rocksmith doesn't like what you're doing.
Also, are there going to be any lives in this new mode? They never made sense, and with set speed it somehow makes even less sense to have lives as part of the equation, except (I guess) as possibly being the only indicator of "you would have passed" and "you would have failed" for a section. Janky as hell, but I could see it happening. I guess hitting "restart" when you don't have to go through the terrible speed setting process isn't terrible, but it is still silly.
As much as I am looking forward to the bass and the patch, I think that what I'm looking forward to is a scorched earth Rocksmith 2 re-do of their UI, practice modes, navigation (much as Rock Band 2 was vastly better than Rock Band) and really get it right. The band aids are VERY appreciated (I can't make that VERY big enough), but it does create an odd juxtaposition of some bad game design and some needed fixes, resulting in something where sanity is grafted on, rather than included in the base offering.
I agree with you on pretty much all of that. We will have to wait for a Rocksmith 2 to get what I hope will be the real game. I suspect the coding/advertising already put in for the game is too deep into the system to make the changes needed to make this game a really great tool.
Menu navigation needs a major overhaul. Like most games have a list of options when you start the game, I wish the game would start there instead of the journey mode. In a simple vertical list, not the giant bricks we have now. And the lives system still needs to go.
armoury_R1
08-10-2012, 02:46 AM
Will the accelerator still fail you for "too many missed notes"? One problem with the practice tools in RS is that in no mode in Rocksmith is listening ever an option - and that's a **** crime, since that's so fundamental to learning how to play something. If you stop playing, you risk it starting the loop over/leveling you down. This is particularly problematic for getting the rhythm on some things, hearing how a particular bend is supposed to sound, etc. And in general the "you suck too much, we're aborting now" is an obnoxious feature that should never have been written.
Fully agree. In last week's Jessica challenge, although I kept getting "perfect phrase" for the bridge section full of chords, I rarely got a groove bonus, and I had no way of just listening to that part to try and "get into the groove". This would have helped immensely.
Simiarly, sometimes you just want to "look" at the note highway, just as we'd study tabs before actually trying them. I was trying to master Satisfaction single-note last night (everything's fully levelled, but I miss enough notes not to hit 100K), but the three verses all have variations, and I'd liked to have been able to just "read the tabs" to think about what I had to do going into it on the next pass. And freespeed doesn't quite work for me as a learning tool; it does at first instance, but later on its stop-start nature throws me off.