pieguy1372 wrote:
Perhaps it could be so that your HP drain goes down a lot faster if you don't hold the slider (but only with tick rate 0), so it would be like missing
How is this different from silenced ticks? (Which I approve of)
pieguy1372 wrote:
For me at least it's easier to hold a 2/1 slider than to hit twice.
Now that depends on the shape. Consider this:
With tick 0.5, you can just casually move your cursor from one cap to the other rather than going in a circle. What's the point of using a slider like this on a tick 0.5 map?
pieguy1372 wrote:
so what, you're saying that having a tick is never out of place, ever? There are many cases where tick rate 1 is indeed disruptive and/or puts a tick where one doesn't fit... You just can't say that in all 100% of cases, tick rate 1 will work.
Yes I can. Read:
http://en.wikipedia.org/wiki/Beat_%28music%29If the music has a beat, it makes sense for a tick to land on it.
pieguy1372 wrote:
Take away the "seldom" category and it's 27%, and I think especially after the next point we can agree that those cases are when speed changes aren't used right...
The seldom category is important because it's representative of what actually makes sense.
I would place myself in the seldom category. In a perfect world, ticks are read seldomly because the map offers enough other cues to make them irrelevant.
pieguy1372 wrote:
the modding system should catch these cases so they don't exist, then. I agree that people should never need to use ticks to read speed changes though.
This is exactly why I wrote those 3 rules limiting how speed changes can be used. I wrote them before tick 0.5 was banned in the hopes of targeting specifically unreadable sliders, which appear very frequently in tick 0.5 maps for some reason.
So tick rate 2 was added for that purpose also, and look how widespread it is now. If we remove tick rate 0.5 purely because it's a workaround that is now obsolete, we might as well do the same for tick rate 2. Tick rate 2 might be used a lot, but I claim that 0.5 also has uses, and thus isn't "just" a workaround.
No it wasn't. Tick rate 2 was added based on how sliders are used in Ouendan, which is the reference for this game's design. In Ouendan, ticks are timed according to the fastest consistent rhythm found in the music--that is, the highest possible setting which doesn't clash. This provides the most accurate judgement of sliders and carries the rhythm.
Alace wrote:
can you read my post by few months ago in the tick rate thread XD
Do you really want me to go through that post and find reasons for every map why tick 0.5 is incorrect? That would take hours.
Normally, it breaks down to one of a few reasons:
1. The mapper doesn't like the tick sound. Find a different one or make them silent. If you hate the sound in any map, you probably don't like this part of the Ouendan formula. Consider using a custom skin.
2. The mapper doesn't like the tick sound for this music. Same solution.
3. The music has lots of offbeats and syncopation. If this is the case, tick 2 is probably a better choice. If tick 2 clashes with the rhythms, try placing sliders more carefully, or otherwise learn to accept syncoticks. They're not so bad and can sound cute.
4. The map has some very long sliders which begin on offbeats. This tends to flow poorly anyway. Try beginning the slider on the following downbeat and placing a circle on that offbeat.
yongtw123 wrote:
etna sliders
Etna sliders are identical whether the tick rate is 0.5, 1, or 2. Lowering the tick rate because most of your sliders are 1/2 anyway is a bad reason, and only adds inconsistency when a >1/2 or >1/1 slider does appear.
Having 1/1 sliders without ticks can disrupt the flow in an otherwise 1/2 heavy map.