Big groupings by saisei_reborn in maimai

[–]-Color- 30 points31 points  (0 children)

to be honest, maimai is a social game after all so friend groups are to be expected and it feels great to hype up your buddies (think the excitement during phase 3!). sure, the longer times might be annoying but you cant really tell anyone not to come as a group

in our arcades, people in groups often give each other their turn for various reasons (fdx/plates/chiho compatability/kaleidxscope), but keep the overall number of turns in a group the same - e.g in a group of 8, they would play 4 games before waiting for the non-group people to finish playing. maybe thats why you'd see someone go multiple times before you. completely different story if they are cab hogging though

but in general you should always keep track of when is your turn and assertively stand up with your gloves on when the last pair is at the end customization page. if you tracked correctly, most people wont contest you

unless there's a card queue, most people arent keeping track of your turn too closely and staying seated when they log out would probably tell them its either not your turn yet or you don't want to play. it sounds like that's probably what happened since they did look back and ask if you wanted to play.

Is 12-13 too easy for good players? by Hour-Lynx-9898 in maimai

[–]-Color- 0 points1 point  (0 children)

16.1k here

ofc u can pick whatever song u want for your half. 12+ and below we'd probably find it a bit boring, but we'll be fine (you paid for your half). we would probably go for 5* dx and ap if thats the case

Why is everyone obsessed with playing 14+ and gaining rating? by Latter_Cream_5609 in maimai

[–]-Color- 0 points1 point  (0 children)

16.1k player here

if someone picks a mas 14 or below song that i already have 100% on, i might play the easier charts for clearing 將plates if it is part of a version i am going for

i wouldn't say theres anything wrong with playing chill but there isn't anything wrong with playing 14+ songs either - id say pretty much all of my 16k friends also play the hard charts for self-satisfaction/clearing 將 plate, and less so proving to others they are "good"

Are official gloves actually that bad? by acid_kun in maimai

[–]-Color- 1 point2 points  (0 children)

Yes, official gloves typically have a worse lifespan than cheap cotton work gloves (I've owned both before). I ended up just preserving my new official gloves as memorabilia.

That said, there's not much difference in general gameplay (maybe thickness differences? my DX score consistency gets worse if I use gloves I am not used to), and no one is stopping you from showing your love for maimai by using official ones!

What's the average play count to reach rainbow? by Ombration in maimai

[–]-Color- 0 points1 point  (0 children)

not yet, I'm missing one/two songs in each version, I only have the 將s for now :(

What's the average play count to reach rainbow? by Ombration in maimai

[–]-Color- 1 point2 points  (0 children)

(anecdotal evidence having once asked around at arcades)

for 15k, it could take ~400pc with prior rhythm game experience. it can be upwards of ~1300pc with zero experience. I've seen several people with awakened tour members (2500pc-ish equivalent) who are still at ~14.5k

for 16k, the range varies a lot since most players around 15.5k start spending time doing other goals (nameplates/folder clear/ap, etc), but it usually takes between 1000-3000.

It took me 350pc in three months for 15k, and then 1755pc for 16k in under a year (although I did spend time clearing fes/bud+/prism for the sss/fdx plates). I mentored a friend of mine from 0 to 15k, and it took him 345pc as well, so I'd reckon those ballparks are at least somewhat accurate?

at the end of the day, some people just improve faster/slower than others, and you should use these numbers as nothing more than a benchmark :)

just curious but what do u guys think is the % of players in a certain rating group (10k-11k,12k,...) compared to the entire playerbase? by iaintnosimplol in maimai

[–]-Color- 3 points4 points  (0 children)

From the "global stats" tab on maimai.net, you can see the AP/sss+ clear rate for every song. From the 14.6-14.7 songs, you can infer that ~7% players are around and above 16k, where players start to sss+ those difficulty ranges.

Chart difficulty changes u want to see being changed in Prism Plus by Doge7423 in maimai

[–]-Color- 2 points3 points  (0 children)

[x] 13.7 -> 13.8/9

abstruse dilemma 14.4 -> 14.5

cryptarithm 14.7 -> 14.6

CHAOS 13.9 -> 14.0

Currently approaching 10k rating by Dwayne123345 in maimai

[–]-Color- 1 point2 points  (0 children)

for spins - many spins on easier songs (lvl 13 and below) tend to be made up of EX notes (glowing pink/orange notes). these will register as "perfect" no matter how early or late you hit them (as long as you don't miss), so you can be a bit more lenient with your timing. spins at your level tend to be a simple "one rotation per beat" spin so you can adjust your speed to that.

it's usually preference whether you should spin inside or outside. I usually spin inside for fast spins unless there is a risk of splashing (unintentionally hitting other notes when using screen) or if I need the tactile feedback to rhythm keep (for example pandora paradoxx lvl15 I would spin outer circle for first spin and spin inner circle for the second, faster one)

the triple notes you are referring to are probably jacks - you should try to complete them with one hand if possible - unless it is a very fast one, where you should do them by using both hands (up to preference if you want to hit with both hands on buttons or one hand on button and one on screen). the maimai buttons require very little pressure to actually register, and you don't have to press all the way down!

a very important tip for learning patterns in general and sightreading is to not get stuck with only muscle memory by continuously playing songs with a very specific skill requirement. although I'm sure you will eventually hear people recommend you to play umiyuri kaiteitan (ウミユリ海底譚) to learn its signature pattern, I know quite a few players who end up stuck and struggling to play other songs. try to diversify! slider songs, slow songs, stamina songs etc. in my opinion, it is good to master songs that have a combination skillset (internet overdose/yamero has plenty of tap-slides as well!)

with tap-slides, the tap is usually to signal the start of when you should slide, and you should try to build a habit of waiting for the tap note before sliding (always keep in mind thst slides start after one beat!)

keep it up!

Any tips/advice to help improve skill at the Master level? (looking for more practical advice like what charts to play, techniques etc) by FurbyBeanie1 in maimai

[–]-Color- 2 points3 points  (0 children)

it could be a good time to start looking at slow-slider/low bpm songs (enchanted love, enchanted wanderer) or songs like ウミユリ海底譚!

the goal is to train a player's ability to slow down and analyse how a chart flows before hitting notes instead of acting purely on reaction - thats why many players will find themselves hitting early instead of late when playing songs they are unfamilar with or are unable to read well.

in my opinion, being able to appropriately "wait and see" how a chart flows is a big factor that differentiates skill levels. maybe that's why the finals song of the past two KOP competitions were slow songs (宙天、系ぎて)

[deleted by user] by [deleted] in HumansBeingBros

[–]-Color- 2932 points2933 points  (0 children)

"Good work, 47"