Hitsound is much more important in Taiko since it directly affects difficulty and gameplay. That is why we prefer normal hitsound set than soft. Soft one has too quiet volume to us. I personally don't want to set a restriction in here, but I guess some players want it.mm201 wrote:
Soft sampleset:
The volume issue is a problem with the Taiko skin which needs to be fixed there. osu!'s standard samplesets only have about a 20 to 30% volume difference, and this difference should be persisted in the Taiko skin. Since some osu!standard maps change Soft's volume to compensate for this difference, it could create a weird effect if the difference isn't dealt with in a similar way.
At least I no longer talked like 'hey it is authentic so we need to accept it!'mm201 wrote:
"Authenticity," to me, doesn't mean cutting out new features.
In usual setting it is considered as annoying. I guess you've seen several times in here already?mm201 wrote:
Mixed big/small streams:
Should be okay if the SV and snap used make all the notes visible.
Breaks in Taiko is almost non-functional except showing O/X like thing for now cause lots of elements in breaks of osu standard removed from Taiko. Not that important whether remove it or not to me, to be honest.mm201 wrote:
Breaks:
See my previous post. If osu! autocreates a break, there's probably more silence there than would be conventional for Taiko anyway.
At least one thing: next note shouldn't be too close, like 1/4 gap.mm201 wrote:
Rolls:
Shouldn't be regulated. Mod them like anything else.
I said standard is 1.4, but rasing or lowering, I don't care, it's mapper's choice.mm201 wrote:
SV:
I agree with raising the SV for very slow BPMs and lowering it for very fast BPMs.
The problem is, in usual case, it is not.mm201 wrote:
A pattern like DdkdDdkdD could make sense if it's readable and slow enough to complete.
Interesting, we made this thread to make our rules, but why osu standard players / mappers want to challenge our rules and recommendations this much?