Hello.
Here are some things which aren't explained in-game but valuable for the more dedicated players.
Score multipliers
As you hit consecutive notes, you accumulate a score multiplier displayed in the action bar.
There are different "stages" of multipliers, each requiring a certain number of notes to get.
"Weak..." : 0 notes, 1x multiplier
"Not Bad." : 3 notes, 2x multiplier
"Cool!" : 5 notes, 3x multiplier
"Super!" : 5 notes, 4x multiplier
"Craaazy!!" : 8 notes, 5x multiplier
"MANIAC!!!" : 10 notes, 10x multiplier
If you observe the list, you can notice that the game heavily favors keeping a high multiplier.
While using the juice, your score multiplier is doubled, up to a max of 20x if you're maniac.
If you miss a note or play an extra one, your ticker for your current streak is reset to 0.
If it's already 0, you climb down one multiplier stage.
This is to give a fair chance in case of inattention or lag spike.
Song awards
At the end of each song you get an award based on your performance. The award gives you a certain amount of stars used to unlock new songs.
The award is not based on the notes hit %.
It's based on your the % of your score over the total numbers of notes x 10.
In the above screenshot, my score % is (2234 / (221 * 10)) = 101%.
It's over 100% because of the juice and the average multiplier is <10x because you don't start with maniac.
"None": 0 stars, 0% score
"Wood": 1 star, 4% score
"Iron": 2 stars, 25% score
"Gold": 3 stars, 80% score
"Diamond": 5 stars, 100% score + all notes hit + 0 mistakes
Tips for dealing with latency
Blockband is sensitive to network latency. This is a limitation because user input is handled server-side.
We did everything technologically to limit the impact and tried to design the songs accordingly.
The game is literally unplayable if you have a latency > 200ms.
Above 100ms, it's playable but you might have troubles hitting notes which are right after another.
To help compensate, the game accepts notes which are hit one over and one under the line. If you consistently can't hit double notes, try aiming for the first note one over and the second note one under.
Playing the six last songs of pro mode may still be frustrating, sorry.
Grinding for diamond
In your quest of getting diamond on every song, here's an exclusive tip:
You can use /wuss during a song to go back to song select.
If you have a tips of your own or feedback, feel free to submit them in this thread.
Here are some things which aren't explained in-game but valuable for the more dedicated players.
Score multipliers
As you hit consecutive notes, you accumulate a score multiplier displayed in the action bar.
There are different "stages" of multipliers, each requiring a certain number of notes to get.
"Weak..." : 0 notes, 1x multiplier
"Not Bad." : 3 notes, 2x multiplier
"Cool!" : 5 notes, 3x multiplier
"Super!" : 5 notes, 4x multiplier
"Craaazy!!" : 8 notes, 5x multiplier
"MANIAC!!!" : 10 notes, 10x multiplier
If you observe the list, you can notice that the game heavily favors keeping a high multiplier.
While using the juice, your score multiplier is doubled, up to a max of 20x if you're maniac.
If you miss a note or play an extra one, your ticker for your current streak is reset to 0.
If it's already 0, you climb down one multiplier stage.
This is to give a fair chance in case of inattention or lag spike.
Song awards
At the end of each song you get an award based on your performance. The award gives you a certain amount of stars used to unlock new songs.
The award is not based on the notes hit %.
It's based on your the % of your score over the total numbers of notes x 10.
In the above screenshot, my score % is (2234 / (221 * 10)) = 101%.
It's over 100% because of the juice and the average multiplier is <10x because you don't start with maniac.
"None": 0 stars, 0% score
"Wood": 1 star, 4% score
"Iron": 2 stars, 25% score
"Gold": 3 stars, 80% score
"Diamond": 5 stars, 100% score + all notes hit + 0 mistakes
Tips for dealing with latency
Blockband is sensitive to network latency. This is a limitation because user input is handled server-side.
We did everything technologically to limit the impact and tried to design the songs accordingly.
The game is literally unplayable if you have a latency > 200ms.
Above 100ms, it's playable but you might have troubles hitting notes which are right after another.
To help compensate, the game accepts notes which are hit one over and one under the line. If you consistently can't hit double notes, try aiming for the first note one over and the second note one under.
Playing the six last songs of pro mode may still be frustrating, sorry.
Grinding for diamond
In your quest of getting diamond on every song, here's an exclusive tip:
You can use /wuss during a song to go back to song select.
If you have a tips of your own or feedback, feel free to submit them in this thread.