im sure they're tagging guch DLC packs works. The export is just another DLC pack with a specific name.Looks like their double coins system is more flexible than I thought. Only applies to Green Day songs released as DLC so far, and not the rest of the export.
im sure they're tagging guch DLC packs works. The export is just another DLC pack with a specific name.
Since launch we’ve been keeping a close eye on the trends in player behavior in Rock Band Blitz. As we expected would be the case, in the weeks post-launch, we found people leaning more heavily on certain Power-up loadouts than others, and falling into pretty rigid playstyles. In response to this, we have rolled out some tweaks to our power-ups this week that should help level the playing the field a bit for some of the previously under-powered items. We hope this will give you a greater range of power-ups and playstyles to try out and play with, thus also further extending the time you spend with Rock Band Blitz!
Allow me to allay some worries right off the bat. We’re only tweaking these things in the positive. That is, your favorite power-up is not being maimed or gimped in any way. You just may start to see a little more competition for your top leaderboard spots from some folks, so keep a look out!
Power-Ups Affected:
-Point Doubler
-Bottle Rocket
-Shockwave
-Pinball
-Instrument Bonuses (including Synchrony)
Play around with try these out now, you may find you have a new favorite loadout! We’ll continue to keep a look out for any play anomalies and work to keep right the ship in such cases that it’s deemed necessary. Thank you all, as always, for being our eyes and ears on the frontlines. I hope this will bring an air of freshness to your RB Blitz play sessions! See you on the Leaderboards!
Agreed on the commentary on the tweaks and game stuff...I tried some different loadouts, and was not impressed. Went back to my usual (Road Rage/Bottle Rocket, Blast Notes, Super X) and was doing well again.
I think the nature of the other powerups (Flame and Runaway especially) encourages poor playing, unless you have crazy fast reflexes anyway. I should try Jackpot + Synchrony, but does Synchrony compare to Super X even now pointswise?
Up to 246 individual songs. I can't imagine how you nuts got to 300 in a week. I don't know if the game will last that long, but I have to admit I enjoy just listening to music I like and having something to do with my hands. I guess I could, like, try playing guitar along with the songs, but that gets depressing pretty quickly.
By the way, keyboards ruin most songs for Blitz. I swear it's impossible for more than half the keyboard songs to level up the keyboard tracks with long slow held notes AND level up the other tracks as well.
I tried some different loadouts, and was not impressed. Went back to my usual (Road Rage/Bottle Rocket, Blast Notes, Super X) and was doing well again.
I think the nature of the other powerups (Flame and Runaway especially) encourages poor playing, unless you have crazy fast reflexes anyway. I should try Jackpot + Synchrony, but does Synchrony compare to Super X even now pointswise?
Up to 246 individual songs. I can't imagine how you nuts got to 300 in a week. I don't know if the game will last that long, but I have to admit I enjoy just listening to music I like and having something to do with my hands. I guess I could, like, try playing guitar along with the songs, but that gets depressing pretty quickly.
By the way, keyboards ruin most songs for Blitz. I swear it's impossible for more than half the keyboard songs to level up the keyboard tracks with long slow held notes AND level up the other tracks as well.
Just popped the game in, maybe the sustains are now giving more points? Not quite sure.http://www.rockband.com/forums/showthread.php?t=232028
edit: I can't tell the difference in the Super ___ powerups but Synchrony went from 100 points if you switch with no notes around to 500, and 1000 points if you switch with notes.
But no matter how you put it, it's still highly song dependent. And at the worst case would still be a 4 lane jump.They should have put Keys on the far left. When they're over on that far right, they reside next to another sparse track (vocals) so if you're over there trying to level up, there's not many points to be had to switch between both lanes.
If it were next to drums, you could get more points and get the track leveled up while working on keys. Basically, have the most likely density of notes more towards the middle, and put the sparse tracks out on the ends.
I should write my review up for this thread...
But no matter how you put it, it's still highly song dependent. And at the worst case would still be a 4 lane jump.
Also doubleposting, but whatever. Has anyone else figured out that you can play notes next to each other on a track without Synchrony?
Example:
If I play the note on the Vocals track then IMMEDIATELY switch to guitar and press the correct button to hit the note on Guitar, the game will allow me to 'hit' it even though it's behind me. I've gotten good enough at this to maintain combo on two side-by-side tracks on certain songs and 100% both of them for an entire phrase. It's a total mindfuck to keep it going, though :lol
I guess 300 was easy if you had the exports and do those RBW goals. >_> But that's supposed to be the grindy, "you play this a lot" one anyway.
Yea, that's thanks to the note hitbox stretching a bit behind the visible note. The downside of it is switching into another lane right after the note and breaking combo when it doesn't visually seem like you should have.
New goal type! Now we can set goals with specific Rock Band Blitz Power-ups! Get 80,000 points on Paul McCartney & Wings' "Band on the Run" with the Bandmate Power-up to complete this one!
edit: there's a bunch of new ones with specific powerups requirements.
And they're a bit tough. That score they specify is how many points that powerup has to earn you in a single run. Pinball Wizard wasn't too bad, but Message in a Bottle was a bit rough to pull off.
I had to do two tries on Pinball, since the first one I was too attached to trying the song normally, second time i just kept the ball in play. Then I got lucky with the placement of the.. whatever the thing you hit notes with is called, and it bounced off the theater 4 times at the end.
edit: bug report: It seems completing these challenges just keeps the goal up with the countdown, instead of moving down to Completed Goals. Shows completed and everything when you click on it, but still says "6 days remaining" with the full bar.
Moved fine for me. Might just be taking a bit to propagate.
Triple post. Yeah, I know, but this fits more in here than the Rock Band DLC discussion thread even though this is fairly dead now.
It's possible to play too much Blitz:
http://rockband.scorehero.com/forum...3&start=0&postdays=0&postorder=asc&highlight=
hmxhenry said:To recap, what's happened is that affected users have generated a save data file that is larger than the servers are able to gracefully process. This file size is loosely tied to the number of unique songs played in Blitz (as many of you noticed it around the 1,020 song mark), but that's not a hard set number as there are other factors contributing the the save data file.
What we've done is roll out a server side fix that eliminates some of the burden on the save data file. This should allow previously affected users to play and log scores just as they had been able to previously. The only drawback is that affected users will no longer be able to see their in menu star count. At first glance it may appear that star data has disappeared, but rest assured that your stars, scores, leaderboard rankings, career score, coins and cred should all be exactly as they were previously.
Your star count should still be fully visible on Rock Band World on Facebook, and your score should still display in the Global Ranking pane to the right of your setlist. All that data is still being stored server side and should still be viewable everywhere except as stars in your setlist.
For those of you that have already been affected, you should be able to sign in and play again now. Give that a shot, let me know how it goes and I'll pass feedback along. Next steps for those of you unaffected or soon to be affected should be pretty painless: just wait. At around the 950 songs played mark [ED : later he says it's more like 875] you'll receive an inbox message letting you know that you're approaching this save data issue. You'll receive another message around the 1,000 song mark informing you that we've applied the server side fix to your account. That should mean no further interruptions in game play for anyone else creeping up on this.
What we've done is roll out a server side fix that eliminates some of the burden on the save data file. This should allow previously affected users to play and log scores just as they had been able to previously. The only drawback is that affected users will no longer be able to see their in menu star count.
HMXHenry said:Hey all, thanks for your patience. As you may have seen, yes, we are planning to launch a series of tournaments for Blitz via RB World. The intent was to announce both the tournaments and the flame note re balance in the same announcement, but due to a scoring bug in the tournament system that's been further delayed. But, rather than make those affected in this thread wait any longer, I wanted to post some additional clarification here. Below is an excerpt from the announcement that will go out when tournaments are officially launched:
Before digging in any deeper, I want to highlight the beginning of that last paragraph: we have done re balances like this before and it's possible we will again. Nothing is set in stone and we are 100% ready to listen to feedback from users of all experience levels. Please keep that it mind before reading on.HMXPope said:Weve rolled out a small, targeted Power-up rebalance in conjunction with the Tournament system that will tone down the Flame Note Power-up. We want these Tournaments to be as level a playing field as possible so you all feel compelled to join, and this is a step towards that.
As you probably know, we've already deployed a rebalance like this before, and it's possible we will again in the future. Doing this is all in service of keeping the game as fair and competitive as possible, but also to prevent everyone from settling on one single loadout for their Blitzing pleasure.
So, why is this happening? We've tracked a ton of user feedback (here, on Twitter, on Facebook, in email, etc) and a ton of in game data, and it became clear that Flame notes were overpowered. Compared to other power ups, compared to scores logged using other power ups, compared to the regularity with which users selected other power ups... it wasn't as balanced as it should be.
Why is this happening now? With Tournaments planned to launch this week, we were looking at a string of leaderboard driven competitions with real world prizing with a significant cash value. It was essential to us that these tournaments were as balanced as possible for those participating. Leaderboard bragging rights are one thing, but with consistent prizing on the line as well, we wanted to ensure a more level playing field.
Why weren't other power ups raised instead? The launch date for tournaments left us with a rather narrow margin of time to implement in game changes. Add in the holiday, and that leaves significantly less time. In game changes aren't as simple as flipping a switch, and every change means additional rounds of testing, additional errors to consider, additional side effects in other areas, etc. That means implementing a re balance on 10+ power ups, versus a re balance of 1 was a huge timing issue for us to consider.
What about leaderboards? We're aware of potential leaderboard / high score / gold star / score dependent Goals side effects and we're actively discussing that with the dev team. We don't want to leave any goals unattainable / any songs un gold starrable / any Goals impossible to complete, etc. There are a number of possibilities, and as I mentioned above we are totally open to feedback.
I hope that helps shed some light on the reasoning behind this change. There's nothing sinister going on and we're not looking to ruin Blitz game play for anyone. We'll likely be posting more in the coming days once tournaments are fully online, we can track participation, and Pope is back in the office to help steer things a bit. I know that people have a lot of time and emotion invested in this game and that can lead to a lot of passionate feedback. That isn't lost on anyone here at Harmonix. But rest assure that Blitz isn't broken, and nothing is broken that can't be fixed. That's one of the advantages of having Blitz so connected on the server side, being able to react to community feedback on anything ranging from the in game economy to Goals to power ups. We'll continue to track feedback in this thread and in the usual venues for discussion, so please keep posting.
So, necrobump, and I have no idea if anyone is still even thinking about this game anymore but I grabbed it since it was on sale. So how exactly does the economy work? You need to link up to Facebook to get more coins in order to use power ups that let you get more than 3/4 stars in a song?
I unlocked Synchrony, but I have no idea what it means - do you get points every time you up the multiplier and then switch tracks?I still play it daily, but the community is fairly low population.
You don't need Facebook to get coins, but it helps you get more coins via goals. most of which require DLC or exports. Coins are slow at first. Stick to the Blitz tracks while unlocking the starting powerups.
Every new song will give you double coins for the first play.
The powerup you can most easily get high stars/gold stars and only with that one powerup is Synchrony. It'll give you 1000 points per activation, so if you stay on top of doing that especially on shorter songs, easy gold. The second is Pinball, Pinball will give you 1000 for each time you bounce it back, then 2000, 3000 etc the longer you keep it going.
Once you get a good enough coin buffer and get your brain around the game, you should never really run out of coins again. It does suck though when you're starting out. Should have been addressed more than they did.
I unlocked Synchrony, but I have no idea what it means - do you get points every time you up the multiplier and then switch tracks?
Also, the 360 pad really is the worst thing to use for this game. Using the sticks or the d-pad doesn't feel good unfortunately.
I don't think I understand what's going on in there - he seems to just stay on the rhythm track for the entire song and gets points for basically doing nothing?There's other button schemes you can try.
Synchrony means you look for the little switch arrows at the end of each measure and switch to the next track. You'll see a "1000" "1500" "2000" or "2500" pop up if you did it right.
Example of synchrony abuse:
http://www.youtube.com/watch?v=-fSZZjVd9YU
You can play this entire song switching at the arrows and playing NO notes and will get gold.