## Tuesday, 11 December 2018

### 11/12/2018

29:10處我就超想拿去做成海報。

## Sunday, 25 November 2018

### 青春豬頭史萊姆不會夢到哥布林殺手穿大人的防具繼續奔跑向上司傳遞微熱的夜晚

「哥布林衝過來了！」

－－就在大家都快要絕望之時，一陣白光籠罩在城門上。沐浴在白光下的守軍就像剛泡完溫泉一樣士氣大振，聖壁也因強化的精神力而變得牢固起來。同一時間，一隊人馬帶著自己的裝備過來了。他們是平時在夜市擺攤的小販，聽到城防有難後趕忙收攤過來支援。

「我在出征時給受付娘留了個紙條說，我一定會回來的」英雄王在勝利演說如此道：「現在，阿北回來了！」

**

## Sunday, 18 November 2018

### DDR, the 4.5th year

Some references:
[5/2016] DDR the 2nd year
[2/2017] DDR the 3rd year
[5/2018] DDR the 4th year

IX down.
Max period down.
Schrodinger's cat? Who cares.

Over the period and ENDYMION are the last two challenge that stands before I clear all the 18s (oh and of course A4A but that is never a problem as soon as it is made available). What I lack can basically reduced to 3 classes.

1. The ability to hit slow streams (BPM160-) consistently

With most 17-18s sitting at the 170-200 range, it is natural for players to hit too fast on these streams. Two typical examples are the two Saber Wing remixes

- SABER WING (satellite silhouette remix) CSP, BPM 138 Lv 15
- SABER WING (AKIRA ISHIHARA Headshot mix) CSP, BPM 158 Lv 17

But two more relevant examples are

- MAX 300 (Super-max-me-mix) CSP, BPM 160 Lv 16
- 嘆きの樹 ESP, BPM 160 Lv 16

In particular, the highly repetitive streams makes it hard to concentrate and to master. Comparatively Max period ESP has a long BPM 150 stream at the end but that is never a problem.

It might be even harder when more weird things got mixed in, where you often hit too fast too hard and damage your performance and stamina. 嘆きの樹 CSP (BPM 160 1/4+1/6) and max period (BPM 160 section in a BPM 205 song) are two example where you need to stay clam and hit in a slower speed.

And of course, over the period has the super-max-me section and that is not easy to master.

2. Stamina/consistency on hyper streams (BPM210+)

The orthodox way to make maps harder is to produce faster songs, and that occurs naturally as we have countless BPM 200 songs already. But we also get songs exceeding BPM 200 like

- Over the period (BPM 205)
- Neutrino (BPM 205)
- Prey (BPM 210)
- Elemental Creation (BPM 212)

And now, BPM 220 seems to be the norm for the hardest songs -- EGOISM440 and ENDYMION are both BPM 220. They also contain streams more complicated than those in EC. To pass those the highest standard of stamina is necessary. Maybe I should start playing consecutive Lv 17s?

Oh and of course the stupid ~eternal love mix~ section at the end of ENDYMION is definitely a Lv 19 thing. Or rather the whole diff should have been a Lv 19.

3. Ability to handle slow sections

Well that's always a problem to players started playing in the new era because they are never trained to read slow shits. Some maps allow extreme speed adjustments that you can survive while reading the slow part properly like

- Neutrino (racking up to BPM 825/900 to read the slow part)
- Valkyrie Dimension (Use BPM 3.5x and recite the slow section)

And for some you can use sudden+

- IX (BPM 600 with sudden+ worked for me, but I guess BPM 700 without sudden+ should also be fine)
- max period

But these tricks meet their limit when it comes to lv 18+ to lv 19 maps. Either the fast section is too long to be recited or you have no proper chance to remove the sudden+ screening. I can't the middle section of max period with the screen off so I have to turn it off during the 6th notes, and that is extremely risky. Imagine that I need to do the same in over the period and that must be painful.

It's really weird that you thought you can focus on the upper part even without the screen while your legs tell otherwise. And from here I slowly understand why high end Osu! players always complain about low AR...but well if you want to stick with DDR I guess this is something you need to adapt eventually.

With these 3 things in my mind hopefully I can get through all 18s before the introduction of lv 20.

Oh and maybe I will have the chance to have a glimpse into the 8th KAC...

Statistics, end of 2018:
55 times played since 26/05/18; 1416 songs played
Lv 17: All cleared / 24A
Lv 18: 35 cleared / 6A
Lv 19: ???

## Friday, 19 October 2018

### TWEWY Final Remix: a mid-term review

My thoughts on TWEWY 10 years ago (in Chinese)

10 years has passed...

I finally got the English version after mistakenly bought the Japanese version. Took me ~40 hours to finish the main 21 days + secret reports, which is basically most of the old material. It would be good to have a mid-term review here.

Note that this is a review from the perspective of a TWEWY veteran who have already finished the original game and at least one version of the in-between remixes designed for pads. The game has already received enough praises -- I want to highlight my thoughts on the differences between the versions.

Gameplay:

Took me around 25 hours to finish the traditional story line and 40 hours for the secret report. I cleared most boss noises at ultimate - would be significantly easier on hard.

I skipped all possible conversations as I know them inside out anyway. It's easy for me to find a suitable pin set as well. I expect new players to clear the main story line within 40 hours and secret report within 60-80 hours.

Control:

It's good to have a grip-based control. It is naturally very hard to use, but it is good to have one at least. The only problem is the conversion between the two control method easily get stuck in the grip detection screen. Not sure if that's a problem from switch directly.

One may notice that with the HD battlefield the character now has a greater flexibility, and as a result a few blind spots occurred in some boss battles (neo cantus especially).

Mechanics:

With MPP completely taken away from the game, one problem occurs: BPP seems too easy to get while getting SDPP is too slow -- are there any compromise between the two? Old players eagers so much to finish the mastery collection swiftly.

The main game play is basically the same, but there's another bug around: in conversations when you have more than 3 choices the first option is always shown as uncompleted even if you read through that part. Not a big problem though.

Tin Pin Slammer:

I expect a multiplayer mode but meh. AI still suck as hell except the battle against the prof and the wizard which is hard as hell. AI's full potential to react is even better and they can hit you harder without getting you stunned. They can put you in very hard situation if they want, but they does not seem to happen frequently.

It seems like in high quality battle the hammer is simply unreliable. I start taking meteorite as means of escaping [when hit by AI without getting stunned] and spikes the practical way to stun opponents. That seemed to work in many different situations, but unfortunately we do not have a chance to test that in a PVP situation.

Music:

The new tracks are not very noticeable in the first 21 days. I liked the option that you can choose between the original OST set or the switch music set, but so far the difference is small. I think we will get more new songs in the new days.

Of course, all the old songs are great.

A new day:

Errr...despite the extremely messy chaotic Shibuya map, the new part is quite disappointing to play, at least on the battle part.

It is fine to have extra battling conditions, but having every battle to be a split battle is simply stupid. That forces players to choose penetrating attacks or otherwise the player would easily be flooded by the swarm of noises -- the new gem-currency, split-generated pp and new pins are also likely to break the original system in the sense that `everything in the old system is now useless just go ahead and grab all those new stuffs' --- that's a big no from me and probably also from other old TWEWY fans.

I'm kind of expecting an explanation throughout the 7 days, not something in a parallel world but having the full explanation in the secret report. That is not a good way to complete a story.

*

Well...I haven't really finished the new story line so I should not say too much about those. However I am really expecting more.

As usual I am not that kind of players taking the most recent standard on every single game, but you got to admit that the way they present things, and the depth of the context is no longer at the top using the 2018 standard. From the best RPG in the DS-era to a very well made RPG in the switch store, TWEWY final remix is still a good game that I would definitely recommend to every one of you.

## Saturday, 13 October 2018

### Thoughts on Simon Marais 2018

This is the second time I am involved in this competition...and again of course, not in the role of contestants. Here are some short comments.

A1. Very good -- it is not that kind of idiotic question like last year. However I read the question as "find n for one can tile a n*n square with non-congruent dominant rectangles". This is another question, of difficulty in another dimension.

The main problem is still very easy. You can either look for family of solutions mod 3, or family of solutions mod 4. Both can be easily found.

Difficulty rating: Easy [2/10]

A2. A very nice setup. Once you realize everything can be scaled you can lower the dimension and the rest is simple by drawing some graphs.

Difficuly rating: Easy [3/10]

A3. Not very hard but tricky to write down a precise proof since the DE does not seem to have a short analytical solution. One would like to estimate and bound the solution curve by extending bit by bit on the interval 0
Difficulty rating: Moderately easy [4/10]

A4. The recurrence relation is easy to obtain, while the sum is hard to get. Partial credit is still better than nothing for an A4 even if this is not Putnam.

Difficulty rating: Hard [7/10]

B1. Oh come on standard linear algebra. One replaces min by max and it could look a bit more intimidating...

Difficulty rating: Super easy [2/10]

B2. High school surd exercise? One can make simpler and much stronger claims using density.

Difficulty rating: Super easy [2/10]

B3. The speed of the two slower spiders is a strong hint on how you should use them. Otherwise this is really a non-trivial claim.

Difficulty rating: Moderately hard [6/10]

B4. Comparing with the one last year, the object of interest this year seemed...not very useful at all. It's just like an ad hoc matrix just for fun...whatever.

If you looked for the case m=2,3,4 then you should be able to see through what's happening with m=5, and more importantly why is it a mess for m>5. Easy partial credit, but who dares to take the open problem?

Difficulty rating: Moderately easy [4/10] for partial credit + ???

*

Much harder than last year, and it is closer to what it should have been. The spreading of part A is desirable, while that for part B is dreadful. Would really appreciate if they decide to add more questions to widen the breath and difficulty spectrum.

## Sunday, 7 October 2018

### 18夏番短評

Persona 5 (7) (未完)

Phantom in the Twilight (5.5)
Island (5)

18夏基本上沒有甚麼聲勢浩大的作品，從結果來看也確實如此。然而這季也有各種精於單一方面的作品可以滿足不同觀眾的口味，我這季一共有十幾套看到最後足以證明上季新番的多樣性。以下是一些簡單評點。

## Saturday, 22 September 2018

### Some nostalgia(c) stuffs

[上圖不代表本人目前實力，我已經把隅田川A掉了。]

http://web.archive.org/web/20070323090931/http://r_akky.at.infoseek.co.jp:80/flash.html

*

Alfy版Pang同樣在web archive中能找到，包括了遊戲本體.jar和config碼，不知道有沒有有心人來試試把遊戲復刻出來？

22/9/2018

## Sunday, 26 August 2018

### 夢．十夜 (2) Training the little red hood

「啊啊啊我撿到尾刀了！」少女突如其來的喊聲把其他二人都嚇了一跳；此時她只顧著在屏幕上狂掃，大概是尋找自己的最新排名。從她笑容滿臉的反應來看想必進補不少。

「這遊戲的ping太玄了……我們也不好放給你，好在你剛好撿到呢。」
「這下要衝1000位應該穩了吧？不想收藏想轉手記得找我啊～」

「呃啊……我、我不是來等位子的……外面還有好多空位我先出去了……ごめんなさい……」

「咦不對，我聽說今天有個強力隊員會加入我們，說的該不會就是你吧？」

「我沒有，我不是－－」
「別管那麼多了啦～反正你現在正好有空，不如坐下來一起玩遊戲吧！」

「等等……這張不是排名獎勵嗎？現在就能送我了？」

「我現在可是排第1050位，前三千名都能拿到小紅帽呢。這個活動還有一個半小時就結束，我這張小紅帽可說是穩到不行呢。不過想衝上一千名拿吸血鬼可就有點難度了，大家都在最後衝刺的話能不能把五十個玩家擠下去實在很難說……」她一邊回應著我的問題，手上刷活動的步伐也沒落下，旁邊的人也在適當的時候給予支援。

「……晚安。」

「啊……還是不行呢。」小雨驚喜的表情維持了三十秒就消失無縱。

「現在從差50名變成差35名不是好事嗎？還有一個小時多點，足夠我們衝進一千名內了吧？」

「你在最後衝刺，別人也在衝剌啊。在一千名附近的玩家全都在拼了。分數線上的人不想掉下去，分數線下的人想爬上來。要進一千名不光要刷分，還要比別人刷得快呢。」

「那你平均有刷得比人快嗎？」

「唔……是比平均快一點，不過能不能在活動結束前趕上還是未知之數呢。」

「……等等，你們衝分的速度是固定的嗎？如果怪物的等級一直升上去的話衝分的速度應該是線性成長才對。」每隻怪物所得分數可以理解成[常數x怪物等級x隨機系數]，如果等級上升的話每次得到的分數應該會長上去才對。

「沒有呢。首先小雨能衝的等級已經到頂了。如果我們沒法四輪擊破怪物就會逃掉，那我們就拿不到分數，所以我們會停在這裡一直刷分。其次就算我們能應付更高等級的怪物，我們所得分數的速度還是固定而非線性增長的。這是因為怪物的分數與等級成正比，等級又與血量成正比，所以我們打出的傷害與我們所得的分數也成正比。等級提高了，我們用更多時間去取得更多分數，平均算下來效率還是不會變。」Alex給出了一個詳盡的解釋，似乎他對這位新人對遊戲優化的重視感到很滿意。

「……」一時間甜品店陷入寂靜。前面的情侶已經結帳離去，蛋糕師傅消失在廚房的深處，白髮少年偷偷地把給客人享用的大吉嶺茶葉舀出來給自己泡一壼茶；rain正專注於眼下的活動，Alex跟阿飛也一動不動地盯著她的手機……或者她本人。我則低頭望向甜點的殘骸，努力地用叉子把那僅餘的綠茶慕斯刮出來放進嘴巴，然後靜靜地想著提升效率的方法。

「！」靈機一動。

「小雨，你這等級一般都是四次打通嗎？如果每次你把菜單拉下去選戰術上最強角需要多花幾秒？」想從細節提升效率就必須從玩家的的習慣開始。不知道本來如何玩就不可能知道從何改進。

「唔。這個等級我打四次剛好清完，之後我就要手動掉級了。剛掉級的時候大概剛好是三次打不完、第四輪秒殺的程度吧。要我從角色列表拉下去選角的話大概一隻會花我三到五秒這樣吧。」當玩家認定自己沒法刷過某個等級的怪物時可以選擇手動投降，這樣下次遭遇到同樣怪物時怪物的等級會降低。玩家會一口氣從極限等級降到比較好刷分的等級方便刷分。小雨選擇的是在四次能清完的等級範圍刷分。她不加思索就給出了答覆，顯然她已經考慮過各種不同的衝法策略。

「要不要試試降級後拉一隻強角出來爭取三次清完？降級後第二次改用兩隻強角應該也能三次清完吧？這樣會不會比較快？」我拋出一個聽上去頗為複雜的建議，她卻心領神會地點了下頭：「我試試。」

「哇喔～」怪物比剛降完級後又升了一級。小雨下拉菜單放上了兩隻強角，三次通關。其實我想吐糟一下，玩家動輒幾百張的卡庫，用表格檢視真的好嗎？每次選別的角色要拉下去都覺得很痛苦……

Alex見狀也鬆了一口氣：「嘛，既然追上去只是時間問題，那我們輕鬆一下好了。吃好喝好才有辦法進行最行衝刺嘛！嗨～卡羅，我要追加一份柚子千層、一份法式蘋果派。還有一開始那壼果茶再來一壼吧。」

(*: Very Autumn為Mariage Freres旗下果茶之一。以青蘋果、梨、榲桲等秋季水果加上橘系風味而成。)

「噹～」鐘聲標示的是晚上十點鐘，也是活動的完結時間。遊戲彈出伺服器維修中的字眼，無間斷刷了老半天的小雨終於把手機放了下來。她一邊把留給她的柚子千層蛋糕掃進口裡一邊向我道謝：「多虧了你呢！我最後把刷分速度降了下來還是順利穩定在980名前後了，這下吸血鬼跑不掉了啦！」五飛則冷靜的提議道：「我剛看reddit不少人想搶都搶不到想高價收呢。我猜這樣大概能賣40美金吧，要不要先賣掉以後收回？」「不要！難得辛苦刷回來的卡當然是自己收藏囉。你開100美金的話我就考慮賣給你再去外面收回來，哈。」

「啪」一聲Alex拍了下手掌打斷了大家的對話：「難得今天大家這麼開心，不如趁時間還早轉戰拉麵店再吃一回？我知道附近有一家雞白湯做得很不錯，大概還有45分鐘last order，要去的快就要趁現在了。」甜點之後是拉麵嗎？真是奇怪的組合。不過這樣也好，剛來的時候小炒店看的到沒的吃，那種纔吃多少甜品都補不回來的。

「嘛～相信很快你就會享受在遊戲裡玩優化的樂趣了。說實話你的解法我完全沒料到呢。將餘數最小化，相當於打三輪還是四輪都能維持一樣的效率。我本來還以為你最後會借Alex手上的六星活動卡衝一波呢。」沒看清Alex手上的卡組真是抱歉，我根本不知道他有六星卡。「他們經常會有這樣的聚會，不過這種事讓他們直接邀請你就好了啦。至於下次我們倆的約會－－就由我親自帶你玩遊戲吧。」

「妳一定會同意的吧，小紅？」

----

## Sunday, 29 July 2018

### FE Heroes: Arena Tiers 2.0

A year ago I analysed the tier distribution in FEH and now with the v2.8 update we are going to have a twist, with the new tier 21 [a.k.a. the WHALE TIER] introduced. It is no more than a simple application of queue theory and matrix diagonalization....well no, just solving linear equations to get the new distribution. Just a quick reminder, we can generate the ratio by the following equation

$p_{k+1} = r_{-1, k}^{-1}(\sum _{d =1,2,3} r_{d,k} p_{k-d} - (1-r_{0,k})p_k)$

from the bottom, where $r_{d,k}$ stands for the ratio of going up by $d$ tiers from tier $k$, and $p_k$ stands for the proportionality constant of players at tier $k$ in an equilibrium state.

Quite surprised that they looked extremely similar, right? If you look deep into the chart you will found that to be unsurprising at all. You may even wonder why are they different...

...that's because tier 20/21 are the only tiers with $r_k$ changed, after all.

(Apology for the stupid y-axis.) Numerically with the introduction of tier 21, players moved upward by 2%. There will be 2% more tier 18+ players [tier 18 is important due to the 4 orbs reward], and 2% more tier 20 players, which we, infantry lovers, do not care at all.

So here is the counter-intuitive part: why is there a difference on tiers below tier 20, given that the parameters were not altered? If we hide the flow between tier 20-21 and call the two tier 20+, this new tier actually has the same parameter as the old tier 20:

Old tier 20: 30% stay - 70% down 1

New tier 20: 20% up 1 - 10% stay - 70% down 1
New tier 21: 30% stay - 70% down 1
New tier 20+: 30% stay - 70% down 1

...or is it?

For sure that's not correct - by combining two tiers we brake the memoryless feature of the promotion system: if one stays in tier 21, he will 100% stay in tier 20+ in the next season, and that is not consistent with the global parameter for tier 20+. We can't really solve a set of linear equations correctly without the memoryless feature so the idea of tier 20+ does not really work. One simply go back to tier 20/21, do the math and 2% is really an existing difference.

...but why?

Even though the idea of tier 20+ does not help mathematically, it is true conceptually. Players are allowed to stay in tier 20+ longer [for those in tier 21] comparing with the old tier 20, hence expending the capacity at the top.

And, well, for me I do not bother getting top ranks anymore. I'm happy with my tier 19.5, or even 18.5 teams...

## Wednesday, 25 July 2018

### 25/7/18

～10年後の私へ～

それとも悲しみで

2008-2018，不多不少就是十年。最近在我身邊剛好出現了各種以十年為單位的懷舊復刻；

## Saturday, 26 May 2018

### DDR, the 4th year

Some references:
[5/2016] DDR the 2nd year
[2/2017] DDR the 3rd year

Oh my. Just take a look at the screenshots in the above entries and look at the scores that I have now...

ちくわパフェだよ☆CKP Challenge Lv14
2016 - 881970 1 miss [That's really a fluke - I can't even consistently 4 miss Lv14 maps]
2017 - 918640 1 miss [That's more like regular performance]
2018 - 938370 GFC [without proper warm up so that's an underperformed play]

MAX300 Expert Lv15
2016 - ~890000 (ITG converted into DDR A scale) [again fluked somehow]
2018 - 912380 [not like I seriously grinded since I play 12-14-16+ these days... didn't even bothered to screenshot that]

2017 - 557020 Failed [Can't even make it to the laddery stream part]
2018 - 833420 [I think I'm hitting that stream too fast nowdays]

2017 - 780660 [After playing BPM200 for a whole day]
2018 - 884020 [Playing BPM200 is almost natural for me now]

Oh and of course, I can barely handle some 18s now.

Great improvement comes from consistent targeted practicing just like what happened in 2016. In 2 months I improved from being able to marginally pass 16s to clearing some of the nastiest 17 [Tohoku Evolved, Spanish Snowy Dance] and even some 18s [Egoism, Mei, and almost Dead End Groove Radar mix].

I think that comes from a general theory that I believe to be true in explosiveness demanding sports: strength comes first and accuracy follows. Strength and accuracy is the eternal dilemma in sporting and improving one will inevitably sacrifice another expert for those chosen geniuses. Now you are an ordinary player and you have to decide which is more important to be focused and I will definitely go for strength.

Since we are not talking about pure fitness that puts excessive muscles into no use, we can generally say that greater strength allows stronger explosiveness and hence a larger margin for flexibility. That means you can sacrifice your strength [speed] to gain higher accuracy [firmer stepping that gives higher accuracy]. And more importantly you have the stamina to keep your performance and strength to fix your mistakes whenever necessary. It does not work the other way round however. Stamina and strength is the correcting factor while you do not get either if you focused on accuracy only.

It's not surprising to find players who can often pass 15-16s focused on steamrolling 12s regularly and never gain the ability to clear high 16 or 17s. Strength based players however, managed to raise their accuracy naturally by adopting their ways of advanced maps onto easier maps that are more stable and more easily corrected. Wind Fairy is a good example: it's a very simple Lv15 but with some serious 1/3 streams. There's even a vertical stream at the last which is extremely hard for Lv15 newcomers. Higher players however, can apply the dense jumping skill they gained by playing maps like MAX period or London Evolved [I hate this thing so much] so get it passed.

This theory is general in the sense that it applies to more sports other than DDR - and baseball is my favourite example. While weaker CPBL pitchers are still trying to pitch slower in order to pitch into the zone, MLB is exhibiting why the other way round is the correct way to grow a prospect: throw hard, throw fast. That's your true potential and you should try your best to grind the best out of it.

So that's my little thoughts on how to get better when you play these games/sports. I'm not saying that keep on AAA 12s are bad, nor that people have to do it in that way to be good. There are all different kinds of players in the world and there are millions of optimized way to improve the skills -- but I will keep my way playing DDR while enjoying all the songs you get there.

Statistics, mid 2018:
409 credits accumulated since DDR A
20 credits per week
Clear attack: 14~15-[2016] → 15+~16[2017] → 17~18-[2018]
AA Attack: 11~13-[2016] → 14~15-[2017] → 15~16[2018]
Lv 16: 29 Cleared / 4AA
Lv 17: 25 Cleared / 10A
Lv 18: 3 Cleared

## Tuesday, 22 May 2018

### 10 years of Osu! 雜談(2) - pp篇

$p = P(|Z|\leq \theta _{300}/\sigma )$

$q = P(|Z|\leq \theta _{100}/\sigma )$

$\theta_{300} = 31.5, \theta_{100} = 75.5, n=500$

$LR(\sigma) = \frac{p}{500(q-p)} = 1 \Rightarrow \frac{p}{q} = \frac{500}{501}$

$P(r\times 100, 1\leq r\leq k) = \sum _{r=1}^k C^n_rp^{n-r} q^r \approx \sum n^r p^{n-r}q^r = p^{n-1}n(q-p)\frac{p^k-n^k(q-p)^k}{p^k-np^{k-1}(q-p)}$

$LR(\sigma) = \frac{p}{n(q-p)}\frac{p^k-np^{k-1}(q-p)}{p^k-n^k(q-p)^k}$

$n^{k+1}(q-p)^{k+1} -2np^k (q-p)+p^{k+1} = 0$

$f(x) = n^{k+1}(1-x)^{k+1}-2nx^k(1-x)+x^{k+1} = 0$

$f(\frac{n}{n+1}) = n^{k+1}(\frac{1}{n+1})^{k+1} -2n(\frac{n}{n+1})^{k}(\frac{1}{n+1}) + (\frac{n}{n+1})^{k+1} = 0$

$f(\frac{2n}{2n+1})=(\frac{n}{2n+1})^{k+1}-2n(\frac{2n}{2n+1})^{k}(\frac{1}{2n+1}) + (\frac{2n}{2n+1})^{k+1} < 2^{-k-1} \to 0$

$\sigma = (\theta _{300} - 0.4)(\log (dn+1))^{-0.605}$

TL;DR SS所給予的PP獎勵在連續性和數據上毫無意義，夠準的話SS就自然會出來 佛系SS

wmfchris
21/5/2018 [剛好十年又兩個月]

## Sunday, 18 March 2018

### Recent gaming status: FEH, DDR and TWEWY2

It seems like there are more gaming content than ever on this blog, and this entry is no exception. I planned to write something about travelling some time soon...eventually (like undertale on switch).

So again, here goes my thoughts on 3 of my beloved games.

Fire Emblem Heroes

The best way to comment on this self-evolving game is to count the major changes over the past two months...

Main plot development: it's certainly good. We get longer and deeper story that describes the characters in a better way (redditers are certainly worrying about the general who knows nothing when her sister was captured). And we get many good banners (that sucked our money) too. We got lots of good banners: fallen heroes created a shit ton of memes on literally every characters (Grima who is afraid of children of course), and the Morgans are too adorable for every Fire Emblem players (including those who have never played Awakening). (oh. who's Chrom? I don't even know he's here...)

Blessed garden: ok I got the idea that IS wants people to utilize the elemental mechanism, but giving out more of the blessings is not going to work super effectively because it's relatively restrictive to use. You need to be on the right season, you need to bring another legendary hero (which you don't always like), and the whole process is pretty much irreversible. It's a pain for me to assign blessings to characters so that they can enter the garden -- I ended up assigning into characters that make a balanced team and benefits from the associated bonus stat of that elemental type. I will just take the bonus as it is right now, but I am also looking for some more meaningful features as one of the "big 6" on the battle menu --- for example --- the town!

Tap Battle: well...that's interesting. The game design is certainly good -- it has a widespread difficulty spectrum and a rather relaxing rewarding system so that all players can enjoy the event in the way they liked. In the MUG aspect some may complain those randomly wandering wyvern knights but those are nothing compared to the W-shaped hitting zone in MUSECA (which then got fixed in the 1 1/2 gen). The timing difficulty is alright, though the setting that late hit is more favorable than early hits itches me slightly.
What can be improved is the storyline. They definitely filled some memes into it (Bartes and Fir; and Fae) and the spring reactions from bonded heroes are super adorable, but is it possible to have some minimal conversation pre-/post-event? That would improve the event significantly. Even a random masked Marth bullshit request works -- some is always better than none.

Rival Domains: that could be a turning point on the development of this game. This is much closer to the original franchise which I called the battle royle - a much larger map with forts and camps included as game target. Whether it's permanent or not it widens the possibility of the game and I now have even higher expectation on the game.
Controversy appears when official announcement told players "to try autobattle if you can't do it". Some thinks that the mode is flawed if the game tells players to autobattle. Well for sure the complexity is a lot higher (particularly with all those teleportation), so why not learn from the AI before battling fluently?
It sounds like another ideological battle between authentic FE players and FEH players -- the AI (both player and the enemy) showed that forcing a clear with 8 units is difficult; on the other hand playing aggressively and sacrificing units when needed turned to be an effective strategy. To FE players this is unacceptable as a no death clear is an essential part of the game, in contrast to repetitive, exhaustive usage of characters in FEH. The death of characters is worthless -- you know that since day 1 of assault-type missions are pushed into the game. It's just the official announcement and the elevated concentration of deaths from 20 in 7 battles to 20 in 1 battles that triggers the flames on reddit. Solving such dispute could be a big plus for me, though I doubt if there's any real solution, given the nature of handheld games.

Dance Dance Revolution

The biggest news in the town must be the brand new DDR A cabinet in Auckland which seemed to stay for a large period of time. And damn I never meet such a large group of DDR players here, some of which can play the 15-17 range proficiently.

I finally recharged my e-amusement card and get my 573 subscription going. It's extremely disappointing that you can't even find the DDR pentagon with subscription...while I am now fully confident to get some 100+voltage plays going I can never access my own pentagon again.

With limited practices I managed to tip-toe a bit better and hopefully I can steadily tackle most 16 now (except those stupid BGM changes like Pluto, Osaka evolved, Fascination ~love mix~...).

The World Ends with You 2

Oh.
My.

This is the sole reason of buying a brand new switch with no games (not even kirby -- unless it's a mirror labyrinth remake). It is finally coming after 10 damn years.
I am of course a big fan of it, which can be seen from my praise/comment entry on the blog 10 years ago. I now disagree with some of what I wrote, but my rating on the game only raised with time.

Solo remix is the reason I bought my first pad, and I went hard to get the game finished in no time. I again managed to complete 100% pin collection on the pad even with all those stupid controls without a second monitor. I saw hype-chan and got hyped since 2015, and till 2018.

I visited Shibuya and traveled around the first time with no difficulty, just as being a JK visiting all the trendy shops twice or thrice a week, My local friend even got surprised when I show unusual familiarity to the area.

And now, it's the time for the final remix.

To me, TWEWY is the best ever RPG fully exploiting every single possibility as provided by the console (DS here). That did not ended well while exporting to pad, but I have very high expectation on this final remix. I call TWEWY ARPG of the DS generation -- and I want TWEWY2 to reach the same bar. Labo is probably better when it comes to possibility exhibition, but we can still fight for ARPG of the generation :D!

And please, don't make "available in 2018" into "available in December 2018" lol - we have been waiting too long.

## Thursday, 18 January 2018

### The development of Fire Emblem Heroes

The identity problem of FEH as raised in reddit.

A very interesting and critical viewpoint that explains perfectly on what happened. Not going to analyse in detail (because you can see some wise comments on reddit already), but this is what I think as a FEH player since launching.

-Past-

I joined FEH because of my love on the FE series as well as the advertised low-effort gaming as compared to other well-known CCGs (FGO, Fantasica etc). Things came better than what I expected (I liked their overall money-attracting strategy as expected). Didn't really feel the salt from reddit but what started to itch me is the Ayra pool (although I wanted her much and got her eventually), and IS really underperformed before the v2.0 change.

-Present-

The first Tempest trial is interesting as it's also the hardest consider and without considering powercreeping. It was then just a matter of endless grinding and pain in selecting the right seal to give out.

The two arenas are definitely much of a pain. The two meta units B!Lyn and Rein not only destroyed the balance but more importantly diversity within the battlefield. In the past Takumi was once considered a meta but you don't see them that often and you have multiple and creative ways to counter him. B!Lyn and Rein, on the other hand, is damn annoying to counter if you meet them consecutively in the assault. As much as you don't much to give out easy defense point, it's more like an offense for me to use those annoying units to steal a defense victory.

Voting gauntlet...this is the most interesting one that I have ever seen. It worked in big teams (instead of scattered teams like Fanta) yet super balanced with extremely balanced mechanism making it tense and fun (see my previous entries on the mathematics behind). And ever better, it gives out super generous prizes with less effort required comparing with the TT mode. Judging from the tier composition as from the reddit survey reddit players definitely represents a large chunk of top players from the west --- and the tactical battle against the will from the East (i.e., Japan) is simply delicious. The only downisde is perhaps the choice of the participants knowing that there are too many popular characters. (Or bias on male characters. But well...)

The difficulty of the game is alright as they keep adding hard challenges, in which some are really challenging without using those metas/+10 units. (Got to admit that Genny is destroying every GHB/BHB recently...). Chapter 11&12 is of course the hardest and takes a lot of tactical consideration due to the turn limit -- those alternative goals can sometimes be interesting and challenging, and we might find more later.

-Future-

What do I want from the game?

It's very interesting that they asked as for that straightaway, i.e. they probably had nothing to serve right away, but that allows greater flexibility as well. Idle game is of course my favourite, but I don't mind trying out other modes as well.

Bias in characters pushed out is definitely one of the main problem to be resolved. While promoting new games, it is important for IS to realize that a major part of the fans came from the GBA era where they played the first 7 franchises of the series (by means of emulator etc) and old heroes is highly welcome. Not only that they tame those old fans, but it also solidifies the big picture of the FE history which is certainly attractive to new comers.

And more good artwork please. FE Chiper set a high standard in illustrations, and yet FEH somehow come short -- some are certainly cute/moe/lewd/sexy/pretty/... (Ayra!) but some simply failed to illustrate the character of the characters. Lachesis and Ursula are two obvious examples, and they are unfortunately two of my favourite heroes from the original series.

But well. Again I'll put my faith on IS and FEH, who won the 2017 best game award :)

And happy 2018.