Hatsune Miku Project Diva series general discussion thread

Changes the sound effects I think.

Correct - on F 2nd this has been expanded so that you can select distinct sound effects for normal notes, holds, doubles, normal scratches, link scratches, and double scratches. By default a sound effect for normal notes and scratches are defined and the other four are set to simply echo the master setting.
 
Yeesh, trying out the different challenges aside from Cool Master, since it isn't exactly as beneficial (aside from Cool practice) as it was in Diva F.
High Speed is kind of psychotic when you're doing those tracked scratch notes, then suddenly it's a regular scratch note.
Panic will be interesting to try at higher difficulties I suppose.
The Mini notes was something I didn't expect... That's all I've tried (my kana reading skills are out of practice, so deciphering what some were prior to trying them was kind of difficult for me).
That's all I've tried...

I do utterly fail at mixing Cool Master with another challenge D=
 
Yeesh, trying out the different challenges aside from Cool Master, since it isn't exactly as beneficial (aside from Cool practice) as it was in Diva F.
High Speed is kind of psychotic when you're doing those tracked scratch notes, then suddenly it's a regular scratch note.
Panic will be interesting to try at higher difficulties I suppose.
The Mini notes was something I didn't expect... That's all I've tried (my kana reading skills are out of practice, so deciphering what some were prior to trying them was kind of difficult for me).
That's all I've tried...

I do utterly fail at mixing Cool Master with another challenge D=

The only one you don't list is Shy Target, which isn't new (it's the one that makes the stationary targets appear 1/4 beat in advance, rather than a full beat).

I actually just use Micro Notes full time because it forces bunched up clusters of notes to effectively separate, making dense charts easier to read.
 
The only one you don't list is Shy Target, which isn't new (it's the one that makes the stationary targets appear 1/4 beat in advance, rather than a full beat).

I actually just use Micro Notes full time because it forces bunched up clusters of notes to effectively separate, making dense charts easier to read.

Ah, so that's what that one is, thanks.
I am liking practising with the Micro Notes, but my timing is definitely off compared to regular sized.
... of course this is the first time I've heard half of these songs, and I'm still using the challenge items regardless, lol
 
I am so glad Hold, Release is after soundless voice, because I need a pick-me-up after that o_o

Edit: Nothing like starting 2D Dream Fever (on Normal), and your Vita battery dying on you.
 
Getting all the unlocks in this is starting to add up to a ton of time -_-

Also, the general difficulty seems harder but the charts on the hardest songs seem pretty easy. Gekishou and 2D Dream Fever are the only real tricky ones. I miss the old Gekishou chart, I thought it was easy T^T
 
Well this seems to be a good place to ask: Is the Extra Character Modules DLC for PDf out in the UK at all?

Can't find it for the life of me, just the Extra Songs and Customisation Items. =/

God help me but I need some Haku on the Vita.
 
So for someone new to the series and still struggling in Pdf 1st with extreme songs, is 2nd easier or harder?

I mean I already bought my copy and it's on the way to me already but I would like to know what awaits me :)
 
So for someone new to the series and still struggling in Pdf 1st with extreme songs, is 2nd easier or harder?

I mean I already bought my copy and it's on the way to me already but I would like to know what awaits me :)
I can get Excellents down the board on F but on F 2nd I'm largely only managing Standards .-.
 
The charts are definitely more active and more challenging earlier than F, but it peaks at about the same as the harder songs in F. The later songs are harder than most everything in F outside of like Negaposi and Sadistic.

Envy Catwalk is worth the difficulty. Gonna try and record some perfect run attempts later this week.
 
I was able to interview SEGA's producer for DIVA f/F, Sam Mullen. We talked about the difficulties in bringing the series to North America, and I was really impressed by how honest he was about importing the series. Maybe you'll enjoy it..

When you consider the company’s commitment to focus on successful brands, and the “massive labour of love” comments made by SEGA’s Ethan Einhorn, it’s clear that PDf was a difficult project to bring to North America. What exactly needed to be done in the lead-up to its release?

Sam Mullen: As you might know from any review of Project DIVA F/f, the Hatsune Miku phenomenon is not something that’s immediately obvious. And what I mean by that is it requires a lot of background and explanation. For our Western divisions, something like Miku is not an IP that was on everyone’s radars. To many people, she was just another incarnation of Sailor Moon, pigtails and all. Just another anime character on another Japanese game. Some people had the impression that Miku was basically doing covers of existing J-pop songs, so a lot of misconceptions like that had to be dispelled. So a lot of the lead up to the release was simply doing internal informational campaigns, informing our people what makes Miku compelling, and explaining that Project DIVA isn’t just a J-pop video game. Building that understanding and mindshare was one of the big challenges for this title.
 
The star notes in 2nd need a lot more precision than in f. Kind of annoying considering the general lack of precision a touch screen provides.

The mixing of star notes and regular in that groundhog day song is just cruel
 
The star notes in 2nd need a lot more precision than in f. Kind of annoying considering the general lack of precision a touch screen provides.

The mixing of star notes and regular in that groundhog day song is just cruel

It doesn't really feel too much different than the star notes in F. It's still very lenient. You just can't mash through those notes anymore, since doing that will probably get you a lot of SAFEs.
 
It doesn't really feel too much different than the star notes in F. It's still very lenient. You just can't mash through those notes anymore, since doing that will probably get you a lot of SAFEs.
Nah, you can still do that too. I've done it more than a few times :)

Oh god, Envy Catwalk are you shitting me. Why are you so hard?
 
I won't be getting my copies of F 2nd until next week at the earliest. Lesson learnt, this'll be the last time I'm ordering something store exclusive on Nippon-Yasan :'(
 
I bought the Additional Module Set. And it didn't give me the other for free.

Exact Details:

Tried mentioning it to Sega's PR person on Twitter (nakanohito)

Edit: Just in case this also happens to you, you might want to buy the Additional Module Pack on the game you want it more.

Not too mad since I bought it for F2 (which has a better system overall).

Edit 2: Added more details. Clicking on the Live Area link on an R3 copy may have something to do with it. It showed up properly on the JP Vita Store, had a fully Japanese product description, and was in yen when I bought it. :/

Just to let everyone know that this is actually a bug, and apparently, I'm not the only one who experienced it.

Formal apology from Sega.

http://miku.sega.jp/info/0815

1.
"Correction" on the Weiss Schwarz PR Card.

Wrong: Using Weiss Schwarz PR Card in AR Mode allows you to get a Room Item.
Correct: Using Weiss Schwarz PR Card in AR Mode allows you to use it as an AR Live Marker.

(I honestly don't understand what exactly they mean by this. I was able to use it as a marker during AR Live, so I'm not sure what they technically mean by "AR Mode" and "AR Live Marker".)

2.
Additional Module Pack.

A bug in the Store prevented people who bought Buying F2nd's Additional Module Pack from getting the counterpart pack for F/f for free.

There's no bug when buying F/f and getting F2nd for free, though.

Edit: I forgot to say that those who bought F2nd's Additional Module Pack will be able to get the counterpart for F/f for free sometime in April.
 
Finally got the game.

I'm still kinda confused by cross-save, when setting it up on Vita there was a three choice question, I just picked the first. I wish I had taken a screenshot...

Does anyone know if the cross-save works well? Is it a braindead idiotic implementation that many cross-save games are guilty of where you can accidentally overwrite a newer save (I HATE THAT SO MUCH), or does it properly merge both the cloud and the local data?

I was expecting cross-save to sync only unlockables, but turns out it appears to sync absolutely everything. Which makes me very nervous.
 
Finally got the game.

I'm still kinda confused by cross-save, when setting it up on Vita there was a three choice question, I just picked the first. I wish I had taken a screenshot...

Does anyone know if the cross-save works well? Is it a braindead idiotic implementation that many cross-save games are guilty of where you can accidentally overwrite a newer save (I HATE THAT SO MUCH), or does it properly merge both the cloud and the local data?

I was expecting cross-save to sync only unlockables, but turns out it appears to sync absolutely everything. Which makes me very nervous.

It works fine for me, but I haven't attempted to intentionally desync the two. Under normal circumstances, I wouldn't play both versions at the same time.
 
Oh man, the sequel is definitely harder. Some songs have surprised me with stuff I wouldn't have expected in F under the same difficulty level.
 
I hope it doesn't take too long for the game to come over here, I'm excited for more Miku. Sucks that they aren't bringing the 3DS games (and also doesn't make sense since 3DS is a hot-seller when it comes to the games...)
 
I hope it doesn't take too long for the game to come over here, I'm excited for more Miku. Sucks that they aren't bringing the 3DS games (and also doesn't make sense since 3DS is a hot-seller when it comes to the games...)

It's probably a slightly bigger licensing challenge than DIVA because of the use of some songs' original PVs.
 
Oh man, the sequel is definitely harder. Some songs have surprised me with stuff I wouldn't have expected in F under the same difficulty level.
This is what I've been thinking as well. I mean I'm using Micro Notes for every song, but the charts themselves I do find trickier than the ones in f/F... I haven't even touched Extreme yet.
 
I may be wrong but I'm pretty sure that F never had overlapping notes until Extreme difficulty. In F 2nd they seem pretty common at Hard, and I think I've even seen them in Normal.

Also, I can't believe how broken the joined Star Notes are. The game gives you absolutely no clue for their interval timing until it's too late, because they don't follow the basic rule that consecutive notes have a distance proportional to their interval. What the hell were they thinking??
 
I may be wrong but I'm pretty sure that F never had overlapping notes until Extreme difficulty. In F 2nd they seem pretty common at Hard, and I think I've even seen them in Normal.

Also, I can't believe how broken the joined Star Notes are. The game gives you absolutely no clue for their interval timing until it's too late, because they don't follow the basic rule that consecutive notes have a distance proportional to their interval. What the hell were they thinking??
Well they have to differentiate them somehow. Without the variable timing they are just a bunch of regular star notes with lines drawn between them.
 
Well they have to differentiate them somehow. Without the variable timing they are just a bunch of regular star notes with lines drawn between them.

They needed to do this like they needed to shoot your dog in the face.

The entire series, they've basically trained players to look at three things:
  • The target, which remains stationary and provides a clock-hand timing reference.
  • The moving note, which falls toward the target at a predictable speed.
  • The distance between targets, as a guideline (but not an absolute) to how notes are grouped.
Link scratches, unlike every other type of input in the game, throw two of these three out (leaving the target reference as the sole predictable factor in reading one) - and the speed and formations of some of the link scratches in the game make reading the clock hands near impossible, forcing the player to guess what the game wants the player to do. It's genuinely bad design, punishing the player for no reason other than giving note charts the ability to draw pictures on the screen.
 
The worst usage ever of link scratches is in Knife, where they are used to simulate sword slashes by having two linked scratches with super fast interval, but located on opposite sides of the screen. On your first play of the song you have absolutely no chance to respond in time. This is genuinely wrong, I still can't believe it.

Love everything else about F 2nd though, it's fun times so far.
 
The worst usage ever of link scratches is in Knife, where they are used to simulate sword slashes by having two linked scratches with super fast interval, but located on opposite sides of the screen. On your first play of the song you have absolutely no chance to respond in time. This is genuinely wrong.

I still say the end of erase or zero is worse.
 
Why is the PS3 version 100 bucks now. :(
Sorry, it shouldn't be! That's because the PS3 physical version has pretty much completely sold out, including on Amazon. Those are other people selling their own physical copies at much higher prices. (Like $89 or $99.)

Currently, it's not certain if we'll make more physical copies in any large capacity, so the price may continue to rise if the demand is there.

Personally, I would recommend just grabbing it on PSN for the original $49 price, if you don't mind getting it that way.
 
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