安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









Perfect examples:
Portamello Hard: 146 NPM, 14.6 -> Intensity 15
Necro Sonatonica Medium: 165 NPM, 16.5 -> Intensity 16
Matriarch Hard: 184 NPM, 18.4 -> Intensity 18
Outliers:
Ravevenge Easy: 109 NPM, 10.9 -> Intensity 11 5
She Banned Medium: 177 NPM, 17.7 -> Intensity 18 11
Glass Cages Hard: 123 NPM, 12.3 -> Intensity 12 17
I based this on note count data from about 25 charts of varying difficulty. The whole "±5 intensity points" thing gives this a HUGE subjective swing, but it's a place to start
By the way, could you tell me what you base "intensity" on when setting it? Honestly, I just set it more or less randomly—I’m not really sure what to rely on. Is it the number of monsters per second or something else?
I've modified the chart with a BPM change at the start, by the way!
I believe vibe chains should work like this: you build up charge during an easier section and then spend it during a more difficult, high-scoring part. The approach should be based on the chart itself, not just time intervals, and vibe chains should be placed with the same strategic consideration as HP-restoring items.
I always assumed red harpies passing over other enemies was an intended gameplay feature, but the official charts seem to dedicate specific lanes to red harpies to prevent this. I'll keep it in mind for future charts.
My rule of thumb is to have a vibe chain around the 1 minute mark and every 30 seconds thereafter, as this seems to match the official charts. You're right with this chart I could have skipped the last vibe chain, it was a judgment call.
Also, the red harpies pass right through other enemies, which, as you already know, I see as untidy. :) That said, this is probably just my personal dislike, since in this case, it doesn’t interfere with reading the chart properly.
Ah, and one more thing: the last vibe chain is placed very close to the end of the track—does it really need to be there? After all, it’s not just for scoring but also for getting through a difficult section without losing HP, and I feel like there’s hardly any space left to make use of it properly.
I think this song is just perfect for rhythm games -- the melody has such a memorable rhythm that your fingers automatically know what to do. 😀