Do you support user-definable AR in ranked play?
Poll ended at
Yes 50%  50%  [ 96 ]
Yes, with a negative multiplier 21%  21%  [ 40 ]
No 28%  28%  [ 53 ]
Total votes : 189
This is a feature request. Feature requests can be voted up by all users a limited number of times per month.
Current Priority: +703
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Combo Commander
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Since everyone has their own unique best AR for themselves, is there any point to keep AR on mappers side?
Readability Problem? Map is Art? Everyone have their own thought and eye/ability for such kind of game.

I want to know many opinions from mapper/players side :D

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表題-アプローチレートをユーザー側で調整できるオプションにしない?

十人十色というように、大体の人は自分に一番いいアプローチレート=AR(わっかが閉じる速度)がありますが
それをMapperサイドに置いておく意味ってなんだろう?
見やすさの問題? 譜面は芸術かな? 誰でも自分の目や能力にあったARが有るし自分の意見もあるよね。

マッパーとプレイヤー両方からの意見、なるべく多く聞きたいので日本語でもいいので意見があれば書いてください。
もちろん反対意見も求む、というより反対意見の方が大事。

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每個人都有自己能夠讀的最適AR,是否該讓mapper握有AR的控制權?
讀譜的問題或是map本身的藝術感問題?每個人都有自己的一套想法吧?

我希望能得到mapper/player們的各方意見

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각자 자신에게 알맞는 AR이 따로 존재하기 때문에 꼭 매퍼가 AR을 정하지 않아도 된다고 생각합니다. / 가독성? 맵의 예술성? 이들의 기준은 개개인에 따라 모두 다르다고 생각됩니다. / 매퍼 그리고 플레이어 모두의 입장에서 다양한 의견을 들어보고 싶습니다 :D

(thanks KRZY)

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หัวเรื่อง : ทำให้ฝ่ายผู้เล่นปรับความเร็วของ วงแหวน AR ได้ดีมั้ย ?
แต่ละท่านก็มีความถนัดไม่ตรงกัน และแต่ละคนก็มีความเร็ว AR ที่ตัวเองถนัด
แต่มัเหตผลอะไรที่ต้องวางระบบตั้งไว้ที่ฝั่งคนทำ MAP อย่างเดียว ?
เพื่อความชอบ ? เพื่อดูเป็นผลงานศิลปะของคนทำ ? แต่ว่าแต่ละคนก็มีความเร็วที่ตัวเองถนัดใช่มั้ยล่ะ ?

(thanks S i R i R u)
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Spinner Sage
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It's a really interesting idea.

Some players always say AR9 to hard for them, but on the other hand I find AR9 is much easier than AR7 or AR8 for me.

It will allow me play more maps with AR9 if I can choose it myself.
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Chat Moderator
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This is actually quitee an interesting idea...although would players be able to choose their own AR even with DT or HR?
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Combo Commander
368 posts
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Maybe not, there should be mapper's default AR and HR will based on that = static one.

AR change enable for no option only is solution?
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Rhythm Incarnate
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Interesting idea, but horrible in retrospect.
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osu!dev
4,478 posts
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Approach circle speed is open to such a possibility, but the advanced time a circle spends on screen before you hit it needs to stay as it is, or unintended problems in maps such as overlaps may be introduced.

You also have to consider that faster circles means circles that start larger, which makes Flashlight easier.
Gameplay, cosmetic, remark, badly applied mods, ranking guidelines.
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Chat Moderator
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私のマッパー側としての意見

自分の譜面でこの曲、この配置、このリズムだからこの AR がマッチングする。
だからこの AR で作成したいしプレイして頂きたい。

もちろん自分がこの曲、配置、リズムがこのARとマッチングするから
他の方もそう思うと言うのは思っていません。

個人差あるので理解は出来ます。

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私のプレイヤーとしての意見

譜面作成側の意見もわかるけど、確かに個人差あるので
このAR9譜面は出来るけど、あのAR9は出来ない。
などと言うパターンもそう少なくは無い。

と言う事でこのアイデアは良い案なのかもしれない。
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Rhythm Incarnate
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Quote:
You also have to consider that faster circles means circles that start larger, which makes Flashlight easier.


This is my main concern regarding this...
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Combo Commander
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It isn't hard to make AR change option for none//no-option only.
Mod play (+/- multiplayer) use AR which mapper set is solution for FL/HL become easier.

also about overlap/readability, everyone have unique brain/eye or not ?
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Rhythm Incarnate
592 posts
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I ONLY support that you can customize AR and the custom AR will neutralize score bonus from mods.
Beatmap Appreciation Team
2,074 posts
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most of old beatmaps created with ar lower than 8

and i used to ar 8-9

if this idea be true, i think i can get more score from old beatmaps
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Rhythm Incarnate
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that's how it should've been from the start, but currently it will break the set game balance
My opinion > your opinion.
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Rhythm Incarnate
1,574 posts
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Omg yes i'll play with AR10 all the time!
In most rhythm game you can set the speed without affecting the score I don't know why osu wasn't made this way..
But make this possible only for nomod otherwise people will set low AR and DT+HR everything.
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osu! Alumni
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MetalMario201 wrote:
Approach circle speed is open to such a possibility, but the advanced time a circle spends on screen before you hit it needs to stay as it is, or unintended problems in maps such as overlaps may be introduced.


If the "fade-in" time of circles remains unchanged, it would be largely pointless to customize approach rate. Why? Most players read maps and determine "hit order" based on watching the circles themselves appear, not based upon approach circles. This is why low AR Hidden is incredibly difficult, why very few people can play Flashlight (while those that can are often found hitting notes in the wrong order or hitting notes early enough to result in a miss), why Hidden is so easy that it's almost "no mod" on AR 8 or so, why there are people who hate overlapping notes, despite the approach circles still being completely visible.

So, if the advanced time a circle spends on the screen must remain the same, what about Hard Rock and Easy mods then? These both alter when circles appear and can cause stack leniency and readability issues that weren't previously present in the map. It's especially noticeable with Easy mod because most maps that aren't already "Easy" become completely unreadable. Maybe I should post a feature request to remake the Easy mod, I've been meaning to do that for a while.

Also, I believe the doubletime mod should have been set to retain the approach rate setting of the map, rather than increasing it as it does now. As it stands now, DT is difficult because it increases approach rate to be incredibly high on many maps, not because it forces you to play faster.
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Cymbal Sounder
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マッパーはランクさせるのに苦労しているわけですし、「これは絶対AR9でやってほしい!」
というのがあるかも知れません (mappingはしないので分かりませんが)
なので、作ったマッパーがAR8でも9でも遊べるように設定できるならいいと思います
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