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Thread: Rocksmith Guitar Official Gameplay Feedback #2 | Forums

  1. #11
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    The note detection is to forgiving. I've played chords the wrong way and they vere registered as ok. And I think it was in the end of "We Three Kings" I was playing a note on the high/thin/purple string and getting a bend registered on the green string on an adjacent fret!
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  2. #12
    Senior Member Pancho X1's Avatar
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    Why is the bass feedback thread locked? does all feedback go here now?

    In bass mode, all unlocked bonus songs are locked again and to not apper to be unlockable anymore.


    Edt: oh i see, this is the feedback thread, not the bug thread. ok. i'll move my post over to the bug thread that I just stumbled upon in the other sub forum.
    Last edited by Pancho X1; 08-15-2012 at 12:41 AM. Reason: got smarter
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  3. #13
    I stopped riff repeater because of the note registration problems I have. The guitar is tuned properly and the intonation is fine because when I play the songs the notes register. I was hoping this patch would fix that but it didn't. Disappointed overall.
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  4. #14
    US Forum Manager Black_Widow9's Avatar
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    Quote Originally Posted by Pancho X1 View Post
    Why is the bass feedback thread locked? does all feedback go here now?

    In bass mode, all unlocked bonus songs are locked again and to not apper to be unlockable anymore.


    Edt: oh i see, this is the feedback thread, not the bug thread. ok. i'll move my post over to the bug thread that I just stumbled upon in the other sub forum.
    While the reason you edited your post amuses me greatly...

    That was totally my mistake. I had them locked before it was released and I forgot to open them! So thank you!
    Both the Bass Tech and Gameplay Feedback threads are open, so bring on the Feedback.
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  5. #15
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    Quote Originally Posted by xX Alucard View Post
    copied and pasted from the locked thread:

    Original Topic: "Some criticism in regard to the new patch"


    1. Still 30 lives in riff repeater.

    (Thoughts):

    Why???? Whyyyyyyy?!!!! If you can make it 30, can't you make it 9999999? Isn't the point of 30 to be such a large number that the attempts won't be exhausted?

    It's been assumed that the programmers cannot remove the "lives" system, for whatever reason. That is understandable. What's not understandable is the arbitrary number "30." Did someone throw a dart at a dartboard one morning to decide this?

    While 30 lives certainly takes time to exhaust, when I was mid-leveling an extremely difficult and fast solo (Stone Cold Crazy), the 30 life limit was extremely frustrating as I'd run it down every 10 - 15 minutes. Then I'd have the punishment of going back to the riff repeater menu, having to select the same solo again, tuning the guitar, and finally being able to try again.

    It's not a complete priority, and I'm aware many here will say that the 30 lives is enough-- but I'm sure everyone would agree that the "lives" system really should just disappear altogether. If it can't, the number should at least be larger.
    I on the other hand often find 30 to much (and 5 to little), if I dont progress or get to a point where it just is to complex for me (I am beginner so it happens a lot ) I dont want to wait 15 repeats just to at least save the progress I have made.
    I think this might be why it is not a higher numer.

    I don't think anything else than repeate-until-user-exists-manually and then save the progress will work for all skill levels..
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  6. #16
    Senior Member toymachinesh's Avatar
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    I think the 30 lives are there to force you to take a little break from playing the same thing over and over. Rocksmith is preventing a RSI lol
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  7. #17
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    Quote Originally Posted by xX Alucard View Post
    copied and pasted from the locked thread:

    Original Topic: "Some criticism in regard to the new patch"


    First, the positives:

    1. Set speed implemented. And also, implemented the way that I had asked for (1% increments all the way to 100%).

    2. Better DLC Store layout.


    3. [Seemingly] quicker loading times in riff repeater.

    4. New "precision tuner" comments at the top of the screen, when tuning, such as "Your guitar output seems very high, you may want to lower the volume knob on your guitar."

    5. Riff-repeater updated design (feels a little smoother).

    6. Accelerator no longer "forces you" to speed up, when hitting 100% of the notes at a given speed.



    All the above are very much appreciated additions to the game.



    Now... the negatives (brief explanations included):





    1. Still 30 lives in riff repeater.

    (Thoughts):

    Why???? Whyyyyyyy?!!!! If you can make it 30, can't you make it 9999999? Isn't the point of 30 to be such a large number that the attempts won't be exhausted?

    It's been assumed that the programmers cannot remove the "lives" system, for whatever reason. That is understandable. What's not understandable is the arbitrary number "30." Did someone throw a dart at a dartboard one morning to decide this?

    While 30 lives certainly takes time to exhaust, when I was mid-leveling an extremely difficult and fast solo (Stone Cold Crazy), the 30 life limit was extremely frustrating as I'd run it down every 10 - 15 minutes. Then I'd have the punishment of going back to the riff repeater menu, having to select the same solo again, tuning the guitar, and finally being able to try again.

    It's not a complete priority, and I'm aware many here will say that the 30 lives is enough-- but I'm sure everyone would agree that the "lives" system really should just disappear altogether. If it can't, the number should at least be larger.


    2. Accelerator still cuts you off mid-practice if you miss a certain amount of notes.

    (Thoughts):

    This is completely unacceptable and should've been addressed at the same time "Set Speed" was. The issue is certainly mitigated now, due to the ability to set your own speed, but it's still irritating and interferes with practicing the song.

    Why this "feature" (I use the term loosely) was EVER implemented I still have problems understanding.

    How did you guys listen to the person who thought of this? Or the lives system? I picture a serious guy in a suit saying the following at a staff meeting:

    "Hey I know! We can't just LET people practice a section 500 times, or miss a lot of notes when they're slowing the song down!!! If we did that, they might think that they suck!! Lets just gently kick them out of practice after they mess up more than a few times, that way they will still have the illusion that they don't suck and will love our game. Otherwise, if they see how bad they are, they might complain the game isn't teaching them guitar!!!"

    Of course, I don't think that practicing a section 500 times or missing a lot of notes means anyone sucks. I just assume a guy in a suit, who never played guitar, somehow was in charge and came up with that. It reminds me of the insanity of the "try again" in leveler, when you miss a certain amount of notes. The "insanity" I'm referring to is that it doesn't force an early "try again" when you miss too many notes to be able to level the section... no... that would make too much sense. It just kicks you out after a certain percentage of missed notes-- but if you miss less than whatever that forced "try again" percentage is-- it'll let you get all the way to the end even if you've missed too many to level up the section. It also lets you...for some strange reason... miss slightly more notes in Leveler, than in Accelerator, before the forced "try again!!!" comes on screen (from missing too many notes).



    3. The DLC store still [seemingly] lacks the ability to preview songs.

    (Thoughts):

    Yes, I can easily youtube the songs. Yes, I read the forums so I see when people post the YT links to the songs for me.

    Still, rockband has the ability to preview a song in their "DLC Store." You guys should too. It just makes it a lot more convenient, especially if someone didn't realize a certain song was in the store and didn't have a computer close at hand.


    4. Still cannot "Set Mastery" for a song as a whole in performance mode.


    I'm happy that we still have the working "Leveler Glitch" to emulate this for now, but really, this should have been implemented when "Set Mastery" in Riff Repeater was implemented. The idea of a "test" to take in order to 'earn" the section's mastery is certainly understandable, and an option for such would be great.

    But when you're *forcing* people to pass this arbitrary test, that's when it becomes frustrating. Especially when the "test" is inconsistent from song to song-- allowing gross amounts of errors on easy sections in some songs, but requiring nigh-impossible 100% requirements on long 2-handed tapping sections (Star Spangled Banner bridge section). Adding to the frustration is when you feel you hit all the notes in such a long section, but 1 or 2 may not have registered (or you may have not realized you missed them). Such a small amount of notes in such long sections should have some room for error, and a forced test without that slight room for error is what makes the idea more frustrating than helpful in many occasions.

    When you set mastery in riff repeater, it should remain like that when you play the song, regardless of whether you "pass" the section or not. Or, even better, a separate option to simply "Set Mastery" to ALL SECTIONS would alleviate the issue altogether, as well as eliminate the tedious requirement of going section by section to raise the mastery all the way. It can be very annoying having to replay the exact same solo in two different arrangements because they don't carry over, while similar sections in the same arrangement do carry over. There are other instances as well where the ability would be helpful, but I think the point is made.


    5. Still note registry issues in free speed and the first dynamic "set speed" in Accelerator.

    (Thoughts):

    Bends, slides, and harmonics still tend to register slightly differently in the "Freeze-When-You-Make-A-Mistake" mode the game offers, such as in free-speed and the dynamic set speed of Accelerator. It differs in which playing a note a certain way that would register as correct in the leveler and actual song, registers as incorrect in the "freeze-mistake" modes of the game.



    6. The "Resume Acceleration" option in Accelerator is poorly named.


    (Thoughts):

    What it should say is "Restart Acceleration" or "Restart At Current Speed," because the way it's named now is slightly confusing and at first appears redundant with the option to "Resume" in the same pause menu. Some people may not understand what it actually does, or ever use it, with the way it's currently named.

    Minor issue, but thought I'd reference it.



    7. There is still no indicator [other than crowd response] of whether or not you are hitting the correct notes in Master Mode, until watching the subsequent replay.



    (Thoughts):

    I understand that the idea of Master Mode is to "be on your own," and to have to play from memory. That said, it would be helpful at times to know when the game thinks you're playing something wrong. You don't have to tell us if the note is too high or too low (though, an option to do so would be nice), but at least just telling us if something is being detected as "Wrong" can help us see if our timing is off or if we're simply playing the wrong notes. It would be much more helpful towards memorizing the song if we didn't have to sit and watch the replay to see what the game could've indicated during the play-through.


    -----


    These criticisms aren't here to attack the Rocksmith Devs or to illustrate that I don't appreciate the recent update-- I do. I just wanted to ask some questions as to why certain things weren't addressed-- especially things that seem completely relevant to parts of the game that were recently patched.
    Brilliant. I agree with all of the points. Exactly what I was thinking after getting 'stuck into' the patch yesterday.

    The main dissapointment for me was the riff restarting when you make too many errors. I was so excited to finally be able to practice the solo of 'sunshine of your love' at 50% speed so that I could figure out all the notes. As most of you probably know the solo itself is a long riff with well over 50 notes. Then after 20 or so notes the section restarted itself due to 'too many missed notes', which in reality was just bends that weren't being registered.

    That being said overall the patch changes very much appreciated as they are a great step in the right direction. Giving us the ability in the options menu to set the number of lives ourselves (to infinity!) , disabling the restarting due to errors and being able to set the mastery for the entire song in rehearse mode seems like a good idea.

    Also being able to link riffs together for practice would be ideal, as transitions can be problematic when practicing only individual riffs.

    I guess I'm just repeating what Alucard said in the hope that it gets more attention!
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  8. #18
    Senior Member KinchBlade's Avatar
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    The lag setting tool is more or less useless. We could do with some more comprehensive tools for this
    Cheers!
    Kinch
    If you say 'gullible' slowly it sounds like 'oranges'.
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  9. #19
    Senior Member Pancho X1's Avatar
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    Quote Originally Posted by Black_Widow9 View Post
    While the reason you edited your post amuses me greatly...

    That was totally my mistake. I had them locked before it was released and I forgot to open them! So thank you!
    Both the Bass Tech and Gameplay Feedback threads are open, so bring on the Feedback.
    Well, glad I could help and bring a little laugh into your day!
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  10. #20
    Quote Originally Posted by mbarsott View Post
    Edit: just a comment about your criticisms... many of the issues mentioned here would be better addressed in the Options menu, for example:

    Options/Gaming Options/Number of lives in Riff Repeater? (5-200, including no fail mode or infinite lives)
    Options/Gaming Options/Restart Riff Repeater after too many wrong notes? (yes/no)
    ...

    and so on
    that would be perfect, actually. i try to repeat the motto "Having an option for something is always better than forcing it on people or not having it at all." the whole concept of having "the option" for something is nearly the equivalent of an iron curtain in regards to criticism. no one will ever criticize you for giving them the option to do or not do something else. they will, however, criticize you for NOT giving them that option.

    Quote Originally Posted by Nematod180 View Post
    I on the other hand often find 30 to much (and 5 to little), if I dont progress or get to a point where it just is to complex for me (I am beginner so it happens a lot ) I dont want to wait 15 repeats just to at least save the progress I have made.
    if you pause in Riff Repeater and select "End Now" at any point, it still saves your progress. you never have to let all the lives run out to save how much you've leveled up a song, both in terms of mastery and speed.

    Quote Originally Posted by toymachinesh View Post
    I think the 30 lives are there to force you to take a little break from playing the same thing over and over. Rocksmith is preventing a RSI lol
    this is exactly my problem with it.



    i also apologize to the mods for not originally posting my feedback in this thread. and i hope i didn't come off as too insulting with the whole "throw a dart at the dartboard to figure out how many lives we'll give them" concept, or the serious business guy in charge (but who has never himself played guitar).

    i was just trying to show a more comical side of it. because... well... when i sit down and try to think of the reasoning behind "we don't want our players to get frustrated and practice too much," those kinds of images come to my head. i mean, this is a game and all-- but really it's a tool to help learn guitar. if someone's gonna get frustrated from trying to learn something, then limiting them from practice sure as hell won't change their innate nature to get frustrated.

    all it ends up doing most of the time is punishing someone (usually me). people already have the ability to stop doing something if they're frustrated-- simply pause the game and hit "end now" whenever you want to take a break. i can't see the need to force that.

    options are always better than forcing something, even if 99% of the time people choose the same thing you would've forced them to do anyway.
    Last edited by xX Alucard; 08-15-2012 at 03:31 PM.
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