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![]() osu! Alumni 2,682 posts ![]() |
something like...
"At 130 or higher BPM, spinners of 3000 or shorter should have a 1/1 recovery period for circles/sliders, and minimum lenght for spinners should be 1000." ? I agree with this, though we should define a different limit for the easiest diff of the set. Both on recovery time and minimum lenght. To get my modding services, right click the following link and choose "Save as"
Rules and Agreements.docx Love eases it's way into every fiber of your being Breathtaking images of the Chilean Patagonia May you be in peace. With Love, Krisom ~ |
![]() osu!dev 4,469 posts ![]() |
![]() osu!dev 4,469 posts ![]() |
If the spinner itself is long enough, no recovery time (or no more than a 1/2) is necessary. I think these spinners work fine: http://osu.ppy.sh/s/25365
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![]() osu!dev 4,469 posts ![]() |
![]() Global Moderator 3,142 posts ![]() |
We can't use auto to make a full judgement on this issue since auto is computer controlled, not human. The other factors that can screw with the spinner length issue is the Overall Difficulty level settings. I would still stick with no lower than 2000 unless there is a true exception to it I've never heard of. And about the recovery time thing..... I seriously agree about counting in seconds than in beats since as it was said, the BPM varies, and if I did try to count by the beats, what about maps with doubled or halved BPM?
Project "Firestarter"
"If you don't try, you won't learn. If you don't learn, you won't progress." *~ Universal Offset 0 User ~* |
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Beatmap Appreciation Team 2,010 posts ![]() |
Overall difficulty is factored into Auto's score bonus, so that's irrelevant.
Time between the end of the spinner to the next note is a poor metric to use, because it also depends on where the next note is. A time period after an Auto+1000 spinner as short as 350ms is very easy to hit as long as the next note is near the center. Any note in a corner after a spinner is far more difficult to hit because spinners restrict your cursor movement and force it towards the middle. Auto+1000 spinners are very easy to hit, and only require a speed of around 300 spm. Isn't cool enough to have a signature.
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![]() Global Moderator 3,142 posts ![]() |
Lybydose wrote: Overall difficulty is factored into Auto's score bonus, so that's irrelevant. Time between the end of the spinner to the next note is a poor metric to use, because it also depends on where the next note is. A time period after an Auto+1000 spinner as short as 350ms is very easy to hit as long as the next note is near the center. Any note in a corner after a spinner is far more difficult to hit because spinners restrict your cursor movement and force it towards the middle. Auto+1000 spinners are very easy to hit, and only require a speed of around 300 spm. We ALL know Auto can easily spin +xxxx amount of bonus points, but if you can actually pay attention, you can also see how much effort auto still has to put out to spin before those bonuses. And I did say that Auto play shouldn't be a true measure on making judgement calls for "good" and "bad" spinners. If you forget to apply the factor of human error then the logic wouldn't make sense. Project "Firestarter"
"If you don't try, you won't learn. If you don't learn, you won't progress." *~ Universal Offset 0 User ~* |
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Beatmap Appreciation Team 2,010 posts ![]() |
Yes Auto can be a factor of how hard a spinner is to hit, because it always spins at the exact same rate every single time. If that's not a usable benchmark, then clearly nothing is. Spinners that have Auto getting 1000 bonus points are 300'able by humans. Period.
Isn't cool enough to have a signature.
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![]() Global Moderator 3,142 posts ![]() |
Lybydose wrote: Yes Auto can be a factor of how hard a spinner is to hit, because it always spins at the exact same rate every single time. If that's not a usable benchmark, then clearly nothing is. Spinners that have Auto getting 1000 bonus points are 300'able by humans..... With the right settings and no harsh "trade off" moves like a short spinner with a note just a few 100 ms away. Also, Auto provides a *constant* spin compared to a human player which is another reason to not just say "okay, Auto can do it". Project "Firestarter"
"If you don't try, you won't learn. If you don't learn, you won't progress." *~ Universal Offset 0 User ~* |
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