1) Marvelous has been in DDR since DDRMax, but previously it has only been available in course mode on the arcade versions. On the home versions, however, it has been available in regular gameplay since Extreme 2. But anyway, I agree with you, you can almost always get more Marvelouses on a song.
I don't mean to be rude but it already seems that your views on this will be warped as home versions and arcade versions are two completely different worlds. it is really disappointing for me to see that Konami is taking the arcade releases and turning it into the feel of home versions with sn1 and sn2. this is something that cannot be easily explained, but any player who has played many previous arcade releases understand that this does not feel like the arcade experience it should be.
First off, I like marvelous timing and the new scoring system.
I love marv timing and I find it to be incredibly helpful. it also gives players a new goal after achiving full perfect combos. what I do not like though is the ability to obtain AAA's with out a fpc, it takes all the meaning out of the grade. full perfect marvs should also give AAAA's ;x
2)I don't think EVERY song needs challenge steps, only the ones that really deserve them do.
why would you be opposed to having less content in a game? challenge steps for every song would only give players more content to enjoy, so why not? there is really no reason why anyone would not like this idea.
Boss Songs would be kind of more boring if they were one constant speed.
you got bored playing the older boss songs? the problem with boss songs today is that its the only thing konami is using to make them boss songs. a gimmic like this should not be the only method to rely on for make a song challenging. better charts should play more of a lead roll than stops and bpm changes. it is not fun for me personally to have to ***** a song out and fail constantly just because of unexpected stops and bpm changes. with the difficulty of the life bar and life battery this just adds to the frustration of stops and bpm changes and frustration does not make a game fun..
3) Konami has to make everybody happy in some ways. The casual player or new player is attracted to different characters, bright, colorful visuals, and popular songs. It's true that hardcore players don't care about these things, but taking these things away can hurt the casual audience's attraction to the game. Some things just have to be compromised.
What i have noticed from beginners is that they are extremely easy to please. when they see this game, they want to jump right in and start hitting arrows. beginners might say they do like the characters, but if they were to be removed, i doubt any riot would start. home versions should have this sort of fluff, not an arcade game. Konami is more than capiable of creating better ways to make the game more visually pleasing and appealing then it currently is. when unnecessary visual elements begin effecting game play, it becomes a problem.
6) I don't think DDR needs any drastic changes such as Hands or Mines yet. That's just completely my opinion though.
YET?? how long does a game have to be out before new game play elements are added?? lol
Sync
A game that is all about timing needs to take any additional steps to ensure that it is correct. Metronomes and handclap arnt the ones playing the game, players should be given the opportunity in development to play everysong and step to ensure that every measure is on sync. in my opinion this does not seem like overkill in the least.
11) I don't think we need more speed mods, nor will Konami put more speed mods. They've been the same since DDRMax, they probably won't change. I think speed mods are meant for training or challenge purposes, they are not meant to be depended on.
Just because Konami hasnt changed something yet, does not mean that they won't be willing. giving a player the ability to read a song at a comfortable speed will only give the player more enjoyment. force speed mods on extra stage needs to come back ;<
kbai