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Author Topic: The iDOLM@STER: One For All (PS3)  (Read 361620 times)

Setsuna

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Re: The iDOLM@STER: One For All (PS3)
« Reply #435 on: May 20, 2014, 02:08:27 pm »
I'm waiting for my streaming PC to reboot before I go back to streaming, and playing the game hardcore, but I thought I'd add some things I've observed.

Well, in theory it is possible to reach rank A3 by the end of the second autumn season, barely. I wouldn't try it if you like winning comfortably though.

Getting into A3 (and the really juicy stuff) is a literal brick wall. The unit is worse than Touma, since they score like mad.

Oh and in fun notes for problem characters:

If you're having trouble with Shouto (961), your best bet is to get to burst just before he does, then when he bursts, do your notes until you can burst with someone who has counter burst (Ritsuko has it, I definitely can confirm).

As long as you do it just before he finishes his burst, you basically get the right to beat him up on the stage. Do it twice and you should win.

Touma (961) is also a significant problem, because his burst depletes yours, so your best option is to just basically counter appeal, then burst before he does, preferably with someone who can recover appeals during their burst (Azusa can do this with her burst skill).


Essentially that there should describe two of the most significant problems you'll normally have with the game.

I haven't figured out what to do against the A3 qualifier though.

As well, ideally have two idols 1 rank or less (eg, if your idol lead is C3, try to have your supports on D3) although once you start getting into the mid B and low As, you want to have two supports and two to switch in, because during Rankup Festivals, you can switch people halfway through.

Among other things, you can switch out exhausted appeal characters with fresh ones.

And if you're centering around visual, I should note that Tonari ni... is an absurdly overpowered song. I think they made a mistake in coding it, because it's easily one of the best FES songs to use.
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DeviantProtagonist

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Re: The iDOLM@STER: One For All (PS3)
« Reply #436 on: May 20, 2014, 03:36:48 pm »
So I've noticed. BPM balancing aside, by every right Tonari ni... should've been one of the worst songs as far as iM@S2 standards go. :P I'm just thankful it isn't DLC to begin with so I can use that to haul ass~.
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ZetaFlare

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Re: The iDOLM@STER: One For All (PS3)
« Reply #437 on: May 20, 2014, 05:39:10 pm »
From what I heard about Tonari ni..., it sounds like the BPM could have been set to double time (goes from 88 to 176). Kind of reminds me of an idea I had when iM@S2 was still releasing DLC (the time I had hopes that Yakusoku would be released and set to double time) Sadly, I don't think that was the case for 9:02pm since I still have yet to see it used in actual gameplay (68 could have become 136, which still isn't too good considering iM@S2 standards).

Still, I wonder about Futari no Kioku (easily my favorite Iori song). From what I've seen on videos, the speed didn't change (still 117 BPMs), but it sounds like the recent balancing allows it to score/combo a lot better than My song could have in iM@S2.

Okayu

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Re: The iDOLM@STER: One For All (PS3)
« Reply #438 on: May 20, 2014, 06:38:04 pm »
I noticed Never say Never was added to the One for All page song list, was this announced somewhere?

Setsuna

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Re: The iDOLM@STER: One For All (PS3)
« Reply #439 on: May 20, 2014, 08:17:03 pm »
From what I heard about Tonari ni..., it sounds like the BPM could have been set to double time (goes from 88 to 176). Kind of reminds me of an idea I had when iM@S2 was still releasing DLC (the time I had hopes that Yakusoku would be released and set to double time) Sadly, I don't think that was the case for 9:02pm since I still have yet to see it used in actual gameplay (68 could have become 136, which still isn't too good considering iM@S2 standards).

Still, I wonder about Futari no Kioku (easily my favorite Iori song). From what I've seen on videos, the speed didn't change (still 117 BPMs), but it sounds like the recent balancing allows it to score/combo a lot better than My song could have in iM@S2.

They made two mistakes.

The first is the fact they probably doubletimed it, to make it straight up the fastest mechanical song in the game.
THEN they forgot to code the AI to be able to deal with the doubletimed speed.

In short? It's entirely possible to just note rush your way up to burst with this song without the AI even noticing half the time. It's weird, but the song does something very strange to the AI.

It's straight up broken as a song, and I'm fairly convinced it's deliberate, as a little bit of irony.

And I've just hauled multiple idols (all leapfrogging their 2 and 1 divisions) to rank A. Funnily enough, it doesn't get easier after you get someone to rank A3 to get someone else from B3 to A3.

... And the amount of power you can unlock at rank A is absurd. There's a very, VERY good reason why they made it so hard to break through (Okay, I imagine if I had B1 supports instead of B3 supports, and I actually didn't fail so hard at communications it wouldn't be so nailbitingly hard. And maybe not trying to get in winter 2nd year might help too.)

It makes double and triple bursts practical, and once you get special skills to max level, 2 appeals can net you a burst that has 3 idols effects all at the same time. (A duo burst will also do it for 2, but you need them in the right order and the scoring bonus is less.)

As an example, Azusa + Takane + anyone else at rank A skills on a triple burst will literally have a 12% chance per burst note to get back an appeal (Max 3 at any time), and Takane's burst attack restores a set amount of your bar after your burst is done. (At max level about 33%)

I haven't figured out what everyone else has for burst skills, but I can already tell that it could get very, very bad if you manage to burst first with a triple. Or if I could figure out a third person with a scoring specific one, to use her and basically massively score my way out of everything.

Anyway, off to bed, and probably going to start getting more idols to A3 (I have 3 at A3 already, and all of them require nailbiting.)

It IS annoying that even though I'm way past needing lower ranked stuff, my producer quests involve doing C rank stuff. I have E ranked idols (well one, since most of them are B3) eating those alive.
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Saturos

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Re: The iDOLM@STER: One For All (PS3)
« Reply #440 on: May 21, 2014, 03:16:11 am »
There's this.
http://www.nicovideo.jp/watch/sm23585957
She's also in the drama CD a good amount.

I've listened to that multiple times already. T-T
MAKO MAKO RIIIIIIIIIN!!

Chance4U

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Re: The iDOLM@STER: One For All (PS3)
« Reply #441 on: May 21, 2014, 03:41:41 am »
I noticed Never say Never was added to the One for All page song list, was this announced somewhere?

Sorry, I was just trying to balance the table so the sides matched. I was planning on changing it when the next rival was announced...
"An idol's job is to carry everybody's dreams. They're supposed to use song and dance to make people happy. When the famous idols I know appear on TV or do concerts... That alone makes the audiences watching them smile. THAT'S WHY I WANT TO BE AN IDOL TOO..."
   - Ai Hidaka, THE IDOLM@STER DEARLY STARS Splash Red

zeda12123

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Re: The iDOLM@STER: One For All (PS3)
« Reply #442 on: May 21, 2014, 06:47:17 am »
I can't figure out how to get the free DLC outfit to work. I downloaded and installed it and everything but it doesn't want to show up, is there a requirement i'm missing?

SakuraMaxX

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Re: The iDOLM@STER: One For All (PS3)
« Reply #443 on: May 21, 2014, 06:50:00 am »
Did you log into your Japanese account, go to the store page ingame, and click on the outfit in the catalog?

zeda12123

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Re: The iDOLM@STER: One For All (PS3)
« Reply #444 on: May 21, 2014, 07:37:12 am »
Did you log into your Japanese account, go to the store page ingame, and click on the outfit in the catalog?
Oh ok i think I was doing it all on the wrong account, thanks!

Setsuna

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Re: The iDOLM@STER: One For All (PS3)
« Reply #445 on: May 21, 2014, 07:51:19 pm »
Well, from the trenches of the idol supergroup Boingboing...

I'm rank 14, and I currently have I think 9 A1 idols waiting to crush Leon to complete their campaign, an Iori that's at A3 waiting to make her way to A2 then A1, Makoto at C3 going to B3, and a Yayoi that's just joined up and needs fans.

And we ground the gatekeeper to A1 9 weeks in a row, mostly cause we could (and we were lining up since we had nothing better to do.)

Chihaya, who's the last one, will not show up for another half year (we just hit autumn), and we beat up S3s and A3's All star was knocked over without a second thought (scored 200k for that, and scored 99.6k with a single song).

I imagine a fully levelled team could clear 110k if they put their minds to it.

To hit rank 23, we have to wait another 10 seasons. I suppose I could spend it on promotion, or something.

I think we're about 2 years ahead of where the game expected us to be by now. Even if you have trouble with the game, since the game's designed to be so sloped, it's more a matter of time than any actual difficulty.

But to be fair, I abused the game beyond belief to get so far ahead of the curve, it wasn't funny.
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Currently accepting Platinum Stars requests: http://forum.project-imas.com/index.php?topic=2575.0

http://forum.project-imas.com/index.php?topic=2415 - My technical notes on good quality recording.

DeviantProtagonist

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Re: The iDOLM@STER: One For All (PS3)
« Reply #446 on: May 21, 2014, 11:39:00 pm »
It's been quite the steamroll, yeah... particularly if you've went ahead and crushed the dreams of our R i o l a opponent roughly 10+ times for those juicy A rankings. More onto the upside, you've finally conquered the vending machine after the longest time ever~! :P

In addition, S4U was browsed just to see how things work. Does anyone know how to assign different item sets to each idol for a single performance?

Speaking of crushing said dreams...

Chihaya, who's the last one, will not show up for another half year (we just hit autumn)

Obligatory reaction. :U

Suddenly, bow-wow-wow~. :3

nyachan

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Re: The iDOLM@STER: One For All (PS3)
« Reply #447 on: May 22, 2014, 12:23:44 am »
In addition, S4U was browsed just to see how things work. Does anyone know how to assign different item sets to each idol for a single performance?
I did actually find it on a Japanese wiki, how to set different co-ords. It's under the options menu (second tab, final option (set it to する)), but you can't use it until after clearing the Idol Extreme at least once. Dunno how to set it for S4U but that should allow it easily for produce mode at least.

I've been going a bit slower than Setsuna, but I'm in Y3 Spring now, just barely winning the C3 all star live last winter. Added Yukiho to the line-up. Also got a revival on Ready, though now that leaves me wondering how you get the Gold status since that one gets an achievement... Gold and Break status aren't explained very well in the manual but I can't seem to find them on the two Japanese wikis either.

As an aside, most of the base work I had to do to get the english wiki going is finished. I have to fill in charts more and such, but the initial tediousness is finished. There's a lot more I want to add though.
« Last Edit: May 22, 2014, 12:25:58 am by nyachan »

Virgofall

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Re: The iDOLM@STER: One For All (PS3)
« Reply #448 on: May 22, 2014, 01:13:03 am »
I did actually find it on a Japanese wiki, how to set different co-ords. It's under the options menu (second tab, final option (set it to する)), but you can't use it until after clearing the Idol Extreme at least once. Dunno how to set it for S4U but that should allow it easily for produce mode at least.
Perhaps that's the entire point? S4U is based on save files, too, so perhaps, once you clear that event and use the respective file you beat the IU on, maybe... considering in this game, you don't have to run trash files for goodies as far as I can tell, this is the file-complete reward in its stead.

More onto the upside, you've finally conquered the vending machine after the longest time ever~! :P
I think that vending machine's out for revenge from those of us who disliked/skipped that segment...

More random than much else, I did notice Hibiki's burst got nerfed a little from 2, trading in one Dance appeal for one Vocal for a 5 Dance/2 Visual/3 Vocal burst. 5/3/2s seem to be the most focused bursts available now.

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Re: The iDOLM@STER: One For All (PS3)
« Reply #449 on: May 22, 2014, 07:10:48 am »
My copy of one for all should come tomorrow, does anyone know whatd be the best(and preferably cheapest) way to set up the posters they come with? would poster tape be good? i want to be able to take them down without damaging them if i ever need to.