you seem to not get it, nvm
I wouldn't want half time to be changed in any way.Aqo wrote:
:|
The worst part in this discussion is that every single person who does not support unranking halftime is a person who's currently not interested in ranking on maps above 210bpm and if one day they'd try to do it I'm sure that at that very moment they'll instantly change their mind and throw a vote into unranking it.
more like you seem to not get itsilmarilen wrote:
you seem to not get it, nvm
what silm basically meant: tapping 41 circles on 250 BPM 1/2 (or 125 BPM 1/4) is not easy.Aqo wrote:
more like you seem to not get itsilmarilen wrote:
you seem to not get it, nvm
most maps in this game are designed to be easy and playable by planning ahead a little instead of actually playing at their speed. when a map comes that actually requires the player to play at its speed (again, sousei and atama are good examples) suddenly nobody is able to play them. there's a god damn good reason for this.
the halftime mod simply BREAKS those maps, and converts their speed into small segments that can be planned ahead on and followed easily by anybody. a halftime FC on those maps comes nowhere close to the level of playing those maps at all on normaltime
The mod causes the flaw. It doesn't change anything apart from the maps that you call "flawed" and they're flawed because of halftime.TheVileOne wrote:
If you guys want to make the argument that super difficult maps support those who prefer to play super difficult maps and thus contribute to the supporting of all skill levels, you must also agree then that rankable mods should exist that gives other players a fair chance at beating that map as well. If you can't beat the Half-time scores which have 0.3, then you're obviously not skilled enough to play that map, and are not one of the people targetted by the map, which is really like 5- 10 people or noone at all in the case of TAG maps.
The reason that certain maps get more Easy tier mods in the top spots is that there is simply not enough players who can play it well enough without easy tier mods. This problem is inherent to the difficulty really. It's not something that can be fixed. It's a flaw of the beatmap, not the mod.
Why even play competitively if people who are 50x worse than you get a 50x better score than you?TheVileOne wrote:
Tell me how halftime negatively affects your playing experience. I mean noone forces you to play with it, or watch a replay with it. It only gets 30% of the max score in a map, and even with halftime, it's not a walk in the park to hit the notes. It's not like it's downgrading the difficulty below an Insane tier level, it's still insane tier.
How is it unfair? Extreme tier > insane tier
It's the difficulty that is the problem. If you are incapable of beating the map without mods, and you consider yourself a top tiered player, then it's a problem with the map. If you're not a top-tiered player, why does it even bother you? You are the type of people that would use one of these mods to beat the map or use no fail, but if you use that, you need to keep your combo up like any other player.
I think No fail's 0.5x is more problematic than Half time's 0.3x.
IMO nofail should 0.5 or so, it doesn't make the map any easier.TheVileOne wrote:
Tell me how halftime negatively affects your playing experience. I mean noone forces you to play with it, or watch a replay with it. It only gets 30% of the max score in a map, and even with halftime, it's not a walk in the park to hit the notes. It's not like it's downgrading the difficulty below an Insane tier level, it's still insane tier.
How is it unfair? Extreme tier > insane tier
It's the difficulty that is the problem. If you are incapable of beating the map without mods, and you consider yourself a top tiered player, then it's a problem with the map. If you're not a top-tiered player, why does it even bother you? You are the type of people that would use one of these mods to beat the map or use no fail, but if you use that, you need to keep your combo up like any other player.
I think No fail's 0.5x is more problematic than Half time's 0.3x.
On what basis must someone agree? Neither opinion implies the other unless you build your argument on a nice fat stack of bad assumptions. These super hard maps are made for people who can play them as they're presented. Players without the skills have no right to pass these maps. The lesser-skilled players are the majority, and there are thousands of other maps suited to their skill level.TheVileOne wrote:
If you guys want to make the argument that super difficult maps support those who prefer to play super difficult maps and thus contribute to the supporting of all skill levels, you must also agree then that rankable mods should exist that gives other players a fair chance at beating that map as well.
Actually, if you can pass a map without mods, as originally presented, that kind of means you're skilled enough to play it. The target audience is probably these people and not the halftimers. How many maps do you see where the author states that it was designed for halftime?TheVileOne wrote:
If you can't beat the Half-time scores which have 0.3, then you're obviously not skilled enough to play that map, and are not one of the people targetted by the map, which is really like 5- 10 people or noone at all in the case of TAG maps.
The map's fine. It's a flaw of the scoring system. If the scoring system wasn't broken as hell, halftime at 0.3x would be much more fair than it is now.TheVileOne wrote:
The reason that certain maps get more Easy tier mods in the top spots is that there is simply not enough players who can play it well enough without easy tier mods. This problem is inherent to the difficulty really. It's not something that can be fixed. It's a flaw of the beatmap, not the mod.
The role of HP drain is another discussion entirely. Not sure I have a well-enough-formed opinion on my own to agree or disagree with changing Nofail's multiplier.TheVileOne wrote:
IMO no fail should be 0.8.
The original vision of osu!, however, did include a broken scoring system that scales horribly to longer maps regardless of the difficulty. Being original makes it original. It doesn't make it right, and it doesn't mean it should never be changed.TheVileOne wrote:
The original vision of osu! didn't include super top-tiered maps.
TheVileOne wrote:
Now you're saying noone but top-tiered players should be playing them? And you're forgetting it's a matter of combos made... You're kind of just overlooking the fact that this issue only happens with these maps. It is the maps themselves that create the problem. If you want to play and support the continuance of these types of maps, then you should at least accept the flaws that come with them.
I'll give you a slightly different take on my example. AR 10 breaks Hard rock, making it easier to play. These types of maps imbalance the mods, it's not the other way around.
For further reading, see Aqo's first post all the way back on page one. He had this shit figured out already.The handsome fellow writing this post wrote:
The map's fine. It's a flaw of the scoring system.
That about sums it up.jesus1412 wrote:
We need a system built for now, not 3 years ago.
You better start believing. Anybody who can pass atama/sousie/4d with normaltime has absolutely zero trouble of FCing those maps in halftime.Marblehead wrote:
Personally, I don't believe that. Furthermore, I doubt everyone that passes such a map is able to easily FC it with HT.
How is it better? Please elaborate.Aqo wrote:
much better normaltime score.
Can't tell if serious.RaneFire wrote:
How is it better? Please elaborate.
That's the thing, your ability to play the map is better, but your score is rubbish. You are confusing the two. I am being serious, and yes I have played those maps, I've made it half-way through FD 4d with mouse-only nomod.Aqo wrote:
Can't tell if serious.RaneFire wrote:
How is it better? Please elaborate.
Please try playing those maps yourself and you'll get your answer.
This argument has been brought up over and over again in this thread, and, tbh, it's completely ridiculous and unrelated to the discussion.Marblehead wrote:
Since when has osu been limiting its users to play only maps that are targeted to them?
Marblehead wrote:
Furthermore, I doubt everyone that passes such a map is able to easily FC it with HT. Because if they could, they would do it to get a better rank. Unless they don't care about ranks and therefore they don't mind HTs being above nomods.
there are only about 6 maps which are easier with easy mod than halftime, those maps are actually fine as it is - halftime and easy are balanced along with all the other mods for the most part, which is great. The newer maps are longer and faster which is why halftime begins to warp the scoreboard.MillhioreF wrote:
Look at Shotgun Symphony+ and StrangeProgram - I massively outranked Cookiezi, White Wolf, rrtyui, and a whole ton of other pros, even though I'm nowhere near their skill level. Those maps are exceptional because they're actually easier with Easy than they are with halftime, but on most crazy hard maps halftime allows beating virtually everybody else with a fraction of the skill.
I'm quite sure that val and rrtyui don't care about the HTs that are higher ranks, cause they know the can FC HT+HD+HR and get to #2. They're just not interested in that.GoldenWolf wrote:
Marblehead wrote:
Furthermore, I doubt everyone that passes such a map is able to easily FC it with HT. Because if they could, they would do it to get a better rank. Unless they don't care about ranks and therefore they don't mind HTs being above nomods.
I'm sure val or rrtyui can very easily FC 4D with halftime, but they prefer to show their nomod scores, because it's wayyy better than FC with HT.
This map is so hard that less than 10 players passed it. I can't see how a FC with halftime is any better, it makes those crazy maps ridiculously easy.
Of course it's unrelated. It's just an answer to what buny wrote and loseri QFT'ed, which is equally unrelated.Luna wrote:
This argument has been brought up over and over again in this thread, and, tbh, it's completely ridiculous and unrelated to the discussion.Marblehead wrote:
Since when has osu been limiting its users to play only maps that are targeted to them?
We're not trying to limit users to PLAYING only maps geared towards their skill level, we're uncomfortable with them RANKING HIGHLY on maps above their skill level due to a broken scoring system. Play maps with HT all you want, nobody's attempting to take that from you. But don't act like it's right to outrank every single top-skill player when you're not even really playing the same map, just because of how scoring works.
Here's another point of view. I don't argue that rrtyui's 700x combo nomod score on FD[4D] is not impressive, however, by the rules of this game, it's not good enough to beat HT FCs. As a bit farfetched example, if a basketball player steps on the 3-point line even by half an inch, his basket counts as 2 points regardless if it was more difficult than any other 2-pointers. The 3-point line in osu! (i.e. passing FC HTs with nomod) is set at a combo around 45-50% of an FC (about 1100-1200x on FD[4D]). Asking for HT to become unranked its like asking for any basket inside the 3-point line to not be awarded any points while stepping on the 3-point line still awards 2 points.loseri wrote:
Doesn't that just mean the play is better, but the score isn't? Since the PLAY took more skill, though the same player can get a higher SCORE with halftime.
I read the solution you proposed and I don't argue with it. Actually, I think it's quite good. However, most people don't side with you, while they say the scoring system is broken and ask for HT to be unranked. I even reread the whole thread and I believe only bwross kind of agreed with the solution in the OP. Again, I'm not arguing with the OP, I'm arguing with all the other extreme solutions proposed in this thread.jesus1412 wrote:
Again you don't read the thread and seem to think that the only solution is to unrank it. That analogy is pretty terrible too, the solution we proposed doesn't even fit into it. Basketball is also a team game, which osu! isn't.
On nofail: yes a nofail score that beats a nomod score IS WAY BETTER than the nomod score, only and idiot would argue against that.
um, hello?Marblehead wrote:
rrtyui's 700x combo nomod score on FD[4D] is not impressive, however, by the rules of this game, it's not good enough to beat HT FCs.
Limit the combo affects of HT to 500 for any map (or say 1/6 of the maps maximum combo), as in any combo > 500 only counts as a note with a 500*multiplier.Marblehead wrote:
As I said before, I think scoring is fine. I've also said that if you want to lower the multiplier, I won't mind. However, there has to be a line where nomods don't beat HT, like there is one for EZ and NF, and even SO. The reason Relax and Auto Pilot are unranked is because they automate a part of the gameplay. HT doesn't belong in that category. If you want HT to become unranked the so must NF and EZ. They're a family. But then the discussion becomes a lot different with different arguments.
I don't know if the coding supports this kind of scoring and how easy it is to implement without breaking something else. However, limiting the combo just reduces the max score achieved by HTs like a multiplier reduction would. It's just more sophisticated and maybe more accurate. I still find the solution in the OP to be better.jesus1412 wrote:
Limit the combo affects of HT to 500 for any map (or say 1/6 of the maps maximum combo), as in any combo > 500 only counts as a note with a 500*multiplier.
Maybe that's too drastic but it would fix a lot of stuff.
Glad we can agree.Marblehead wrote:
I don't know if the coding supports this kind of scoring and how easy it is to implement without breaking something else. However, limiting the combo just reduces the max score achieved by HTs like a multiplier reduction would. It's just more sophisticated and maybe more accurate. I still find the solution in the OP to be better.jesus1412 wrote:
Limit the combo affects of HT to 500 for any map (or say 1/6 of the maps maximum combo), as in any combo > 500 only counts as a note with a 500*multiplier.
Maybe that's too drastic but it would fix a lot of stuff.