BRBP wrote:
Bump, easy mod makes no sense at the moment.
BRBP wrote:
Bump, easy mod makes no sense at the moment.
That's illogical.nxthxn wrote:
Easy mod a Difficulty Increase mod.
How does that make sense though? It makes most maps easier...nxthxn wrote:
Couldn't agree more.
I would make Easy mod a Difficulty Increase mod.
Quote taken from a rather small request by me t/255315MillhioreF wrote:
Hahaha, yeah, this really does happen to a rather ridiculous degree.
That said, it's probably too late to fix it, since it does affect replays rather significantly.
There's a lot of misinformation in this post.CustomMods wrote:
I know this post is 4 years old but.
Just wanted to say this is a great idea.
Making Maps Harder to play should be rewarding.
Making maps easier to play should make them less rewarding.
Easy should increase / decrease PP and Score based on factors, maybe basing off of "if map AR = 7 or lower, INCREASE , if AR = 8 or higher, Decrease PP"
and the same for Doubletime. If a map is really slow and using doubletime can make the song easier, you shouldnt be rewarded for needing the extra assistance.
Just as the OP stated, Easy mod does the complete opposite of what it says.baraatje123 wrote:
I like it, as it creates difficulties
Every ranked map that's less than 5 minutes long has to have at least an easy or a normal diff. Diffs specifically designed to be easy are made to help new players get into the game, not EZ mod (and EZ mod barely changes those diffs at all). EZ is simply another mod that you can turn on to make a map play differently and that's exactly what it does. Yeah, it's not named very well because without practice it just makes most maps harder. How about instead of using a bad name to justify taking away a mod that a lot of players enjoy playing and spend hours and hours practicing and that some very skilled players can set some very impressive scores with, we change its name? Or, better yet, how about we just leave it as is! I like this plan.Nabile wrote:
Just as the OP stated, Easy mod does the complete opposite of what it says.baraatje123 wrote:
I like it, as it creates difficulties
Besides, it probably wasn't peppy's intention to target players such as you, who seek difficulty, but instead was made to help new players get into the game.
The purpose of this thread is to try and fix this contradiction.
Also, custimisable map-settings are a different requestGhostFrog wrote:
no
Lybydose wrote:
There are a number of reasons for this:
1) The approach rate. This is the biggest reason. Most players, even new players, find faster approach rate easier than slower approach rate (to a certain point around 6-7 or so). Cutting the approach rate in half on harder maps is a HUGE change. Most Hard/Insane maps become completely unreadable because there are SO MANY circles on the screen at once.
It took me a while but I have learnt how to play EZ mod and I believe that the low AR is the main reason why I play it.
2) Increased circle size. This usually makes it easier, but in a lot of situations it causes really confusing overlapping. Coupled with (1), the map is even more difficult to read.
Once again once you adjust to it the notes do get easier to hit imo.
3) Decreased overall difficulty. Yes, really. In osu!, you can't hit a note until the previous note either been hit or missed. By "missed", I mean that too much time has passed that you are no longer in the hit window to get a 50 on the note. A massive decrease in overall difficulty on harder maps makes the hit window for a note overlap with the "exact timing" of the next note in many cases. What this means is that if you misclick a note, yet hit the next one perfectly, you often miss it too because the previous note is still "active" and the note you clicked just "shakes", even though you hit it perfectly. You end up missing an entire chain of notes because of one misclick.
Agree
4) 3 life system. This doesn't actually make it harder, but it isn't implemented very well. It's incredibly difficult to resume playing after starting on the next life. Why? There's a completely unrhythmic amount of time spent waiting for the life bar to fill up again; it's impossible to tell exactly when you're supposed to start playing again. I think there's a button to skip this, but I have no idea what it is. The only reason I think this is because sometimes it immediately starts playing again without a wait. I've tried just about every logical button to intentionally skip it, and I've never managed to trigger it. Usually if I "fail" a map with Easy the first time (which is common thanks to (1) (2) and (3), I just immediately fail another 2 times.
Agree but in most scenarios you dont use the 3 life system because of the low HP drain.
5) Changes Insane maps far more than Easy maps. The Easy mod divides all the difficulty statistics by 2. This means that on an Insane (with AR/Drain/OD 8+), it makes a huge change. On easier maps (which it's probably intended for), it barely changes it at all. OD 1 ==> OD Half? Might as well not do anything at all.
Don't really understand what point you are trying to prove. I think I understand the last 2 sentences. The OD and AR change won't be that noticeable, but the hit circle is definitely larger which makes it easier for them to hit it.
So why am I bothering to post this? The "Easy" mod is misleading to new players! It makes things more difficult!
Basically, my feature request is to do one or more of the following:
1) Remove Easy mod completely.
2) Rework Easy mod to actually make things easier. How about letting the player choose their approach rate when Easy is enabled? How about dividing all the difficulty settings by 1.4 instead of 2.0 so it isn't such a massive change, or maybe just subtracting a static number? Reworking the "3 life system" so that the song backs up a couple sections so the player can get back "into the beat" when they resume?
3) Make the current Easy mode a difficulty increasing mod with a score multiplier (lol). It would certainly be harder than Hard Rock, Hidden, and even Flashlight on a lot of maps.
4) Something else?!
I believe another option could be to create a new mod that halves the AR of the map with a score multiplier of x1.00 just call this 'new mod' cant think of a name.
5) A mix of point 4 and 5. Add the mod request I made in point 4 and rework work the EZ mod to let the player choose their AR. In that way people who can't read low AR don't immediately start with half their usual AR and instead can work their way down or work their way to reading high AR (this way EZ mod will literally become easier). Then EZ mod players can choose to continue playing EZ or go to the 'new mod' to give themselves more of a challenge. This is the best way I can think of for everyone to benefit from the change.If you got a better way pls tell me.
All the points I made is all my personal opinion and some of it may be different for other players.If I made any grammar mistakes ignore it. On a side note ignore my earlier post. My opinion has changed after learning EZ mod.
Samevitail wrote:
i agree with this