This. It multiplies by 1.4 and rounds down, as well. It caps out at 10 and 0 - and 0 is a case in which it will not change it at all since 0x1.4 is 0.JesusYamato wrote:
hardrock is *1.4 and not +2 according to Lybydose.
This. It multiplies by 1.4 and rounds down, as well. It caps out at 10 and 0 - and 0 is a case in which it will not change it at all since 0x1.4 is 0.JesusYamato wrote:
hardrock is *1.4 and not +2 according to Lybydose.
Is OD*1.4 too with hardrock?Lybydose wrote:
hardrock is *1.4
caps at 10
Everything except circle size *1.4, i believe.Gomo Psivarh wrote:
Is OD*1.4 too with hardrock?Lybydose wrote:
hardrock is *1.4
caps at 10
Thisthisthisthis!OzzyOzrock wrote:
EasyMod should let you choose the diff settings. That's it.
Makar8000 wrote:
Thisthisthisthis!OzzyOzrock wrote:
EasyMod should let you choose the diff settings. That's it.
Rename "EasyMode" to "EasierMode". The new name shouldn't be misleading since it's just certain part that is made easy, right?Lybydose wrote:
4) Something else?!
I'm guessing it won't take too long before it's here. Can't be more than a year.My1 wrote:
what do you mean osz2 is around the corner?
did I miss anything???
How about reducing the AR by only 1 or 2 points? (i.e. AR 10 -> 9 or 8)HakuNoKaemi wrote:
strange thing is that "Easy" make things harder.
Especially AR IS selected to make the map playable .... so yeah changing the divisor (option 2) seems a good idea
ETA is as vague as it ever was. It'll still take a long time, so don't hold your breath.theowest wrote:
I'm guessing it won't take too long before it's here. Can't be more than a year.My1 wrote:
what do you mean osz2 is around the corner?
did I miss anything???
That's a pretty apt description of my response to trying Easy on my first day. I would have loved to see controls... that would have (a) helped and (b) not required trying to figure out the editor on my first day in order to tweak things (I had a good idea what I wanted... Easy just gave way too much of everything). I pretty much warn newbies to avoid Easy, as it's pretty much worthless for newbies... every reasonable use of it I've seen has been by experienced players.D33d wrote:
They would shit themselves.
I like these ideas so much! User definable AR with easy mod would make sense, though maybe it should be added as "New Easy mod" to maintain the old scores, and maybe increase the bonus depending on how hard the map is. (like when there are a lot of patterns increase bonus, when there are a few, decrease(not sure if possible))Lybydose wrote:
2) Rework Easy mod to actually make things easier. How about letting the player choose their approach rate when Easy is enabled? How about dividing all the difficulty settings by 1.4 instead of 2.0 so it isn't such a massive change, or maybe just subtracting a static number? Reworking the "3 life system" so that the song backs up a couple sections so the player can get back "into the beat" when they resume?
3) Make the current Easy mode a difficulty increasing mod with a score multiplier (lol). It would certainly be harder than Hard Rock, Hidden, and even Flashlight on a lot of maps.
Makar wrote:
Support~ Would be nice if things were user-definable
The reason you say it's "imbalanced" is because of osu's quadratic score system which allows you to beat Cookiezi's nomod score with EasyMod on maps like Shotgun Symphony+. The real flaw here isn't in EasyMod, it's in the score system. If the standard score system was more similar to taiko you wouldn't be able to beat nomod scores on long maps with difficulty-reducted-by-mods FC plays (this would also solve stuff like HTs on Freedom Dive, etc).MillhioreF wrote:
The huge hitcircles and the incredibly low OD already make easy mod worth playing... take away the AR that makes it hard to read and it's totally imbalanced...
I actually really love thisDevochka wrote:
I like these ideas so much! User definable AR with easy mod would make sense, though maybe it should be added as "New Easy mod" to maintain the old scores, and maybe increase the bonus depending on how hard the map is. (like when there are a lot of patterns increase bonus, when there are a few, decrease(not sure if possible))Lybydose wrote:
2) Rework Easy mod to actually make things easier. How about letting the player choose their approach rate when Easy is enabled? How about dividing all the difficulty settings by 1.4 instead of 2.0 so it isn't such a massive change, or maybe just subtracting a static number? Reworking the "3 life system" so that the song backs up a couple sections so the player can get back "into the beat" when they resume?
3) Make the current Easy mode a difficulty increasing mod with a score multiplier (lol). It would certainly be harder than Hard Rock, Hidden, and even Flashlight on a lot of maps.
that was what I once thought. A mirrored hard rock. It was like hard rock but it made things easier instead of harder. However, nobody liked the idea.BeatofIke wrote:
To be honest, I was thinking something like "soft rock" mod or something XD.
Maybe a penalty of 90% would be better?MillhioreF wrote:
I once supported this, but... I think this just opens up a whole new venue of beating scores (everyone's gonna make huge circles, OD0 and unchanged AR) and get FC on crazy maps like airman and big black without too much problem D:
Nah, it's not THAT bad... either make it scale to how much you change the settings or give it a static 0.40x rate or something.Saten wrote:
Maybe a penalty of 90% would be better?
This'd be fantastic.MillhioreF wrote:
Nah, it's not THAT bad... either make it scale to how much you change the settings or give it a static 0.40x rate or something.
Actually, I'm in favor of making this a new mod, the "main" Easy mod, while the old one gets renamed but stays the same (as an alt mod to Easy, like Perfect/Nightcore)
You forgot OD, I guess?Hanyuu wrote:
For nowadays in my opinion the ez mod should decrease the life drain and give a second chance only.
Oh yeah i forgot about OD lolWinshley wrote:
You forgot OD, I guess?Hanyuu wrote:
For nowadays in my opinion the ez mod should decrease the life drain and give a second chance only.
I'm suggesting about AR cap or something, instead of halving the map's AR settings. Like AR8~AR10 will be lowered to AR7 while the others stay as is. (or perhaps cap the lowest AR too?)
Hm do you mean another unranked mode? multiply by 0 is 0. Well free play sounds like for testing purposes only and could be done with editing the map, since its unranked it will make no difference anyways. If its a ranked mode its too abuseable lol.Oinari-sama wrote:
IMO for administrative's sake, It's a lot easier to leave the old easy mod alone and make a new "Free Play" instead.
In "Free Play" you get x0 multiplier, in exchange for full customisation of CS, AR & OD.
dunno if this is worth the effort though. Personally I don't use Easy at all .
Oinari-sama wrote:
IMO for administrative's sake, It's a lot easier to leave the old easy mod alone and make a new "Free Play" instead.
In "Free Play" you get x0 multiplier, in exchange for full customisation of CS, AR & OD.
dunno if this is worth the effort though. Personally I don't use Easy at all .
You know what...I didn't notice until you brought it upWinshley wrote:
Oinari-sama wrote:
IMO for administrative's sake, It's a lot easier to leave the old easy mod alone and make a new "Free Play" instead.
In "Free Play" you get x0 multiplier, in exchange for full customisation of CS, AR & OD.
dunno if this is worth the effort though. Personally I don't use Easy at all .You know that it's *technically* possible to get ×0.00 multiplier and still ranked with some score, don't you?The multiplier only multiplies your score when you starts building up combos. Having ×0.00 multiplier means that you don't get combo bonuses, you get only pure hit scores (300, 100, 50, 30 (slider start/repeat/end), 10 (slider tick), 100 (spin score), and 1000 (spin bonus score)). This is where the score you get from AutoPilot and Relax mods come from.
Anyways, that can be done by making a duplicate of the map with customized settings, so I'm not sure if this is a good idea or not.
I think your describing something akin to an unranked practice mode.Oinari-sama wrote:
IMO for administrative's sake, It's a lot easier to leave the old easy mod alone and make a new "Free Play" instead.
In "Free Play" you get x0 multiplier, in exchange for full customisation of CS, AR & OD.
dunno if this is worth the effort though. Personally I don't use Easy at all .
BRBP wrote:
Bump, easy mod makes no sense at the moment.
That's illogical.nxthxn wrote:
Easy mod a Difficulty Increase mod.
How does that make sense though? It makes most maps easier...nxthxn wrote:
Couldn't agree more.
I would make Easy mod a Difficulty Increase mod.
Quote taken from a rather small request by me t/255315MillhioreF wrote:
Hahaha, yeah, this really does happen to a rather ridiculous degree.
That said, it's probably too late to fix it, since it does affect replays rather significantly.
There's a lot of misinformation in this post.CustomMods wrote:
I know this post is 4 years old but.
Just wanted to say this is a great idea.
Making Maps Harder to play should be rewarding.
Making maps easier to play should make them less rewarding.
Easy should increase / decrease PP and Score based on factors, maybe basing off of "if map AR = 7 or lower, INCREASE , if AR = 8 or higher, Decrease PP"
and the same for Doubletime. If a map is really slow and using doubletime can make the song easier, you shouldnt be rewarded for needing the extra assistance.
Just as the OP stated, Easy mod does the complete opposite of what it says.baraatje123 wrote:
I like it, as it creates difficulties
Every ranked map that's less than 5 minutes long has to have at least an easy or a normal diff. Diffs specifically designed to be easy are made to help new players get into the game, not EZ mod (and EZ mod barely changes those diffs at all). EZ is simply another mod that you can turn on to make a map play differently and that's exactly what it does. Yeah, it's not named very well because without practice it just makes most maps harder. How about instead of using a bad name to justify taking away a mod that a lot of players enjoy playing and spend hours and hours practicing and that some very skilled players can set some very impressive scores with, we change its name? Or, better yet, how about we just leave it as is! I like this plan.Nabile wrote:
Just as the OP stated, Easy mod does the complete opposite of what it says.baraatje123 wrote:
I like it, as it creates difficulties
Besides, it probably wasn't peppy's intention to target players such as you, who seek difficulty, but instead was made to help new players get into the game.
The purpose of this thread is to try and fix this contradiction.
Also, custimisable map-settings are a different requestGhostFrog wrote:
no
Lybydose wrote:
There are a number of reasons for this:
1) The approach rate. This is the biggest reason. Most players, even new players, find faster approach rate easier than slower approach rate (to a certain point around 6-7 or so). Cutting the approach rate in half on harder maps is a HUGE change. Most Hard/Insane maps become completely unreadable because there are SO MANY circles on the screen at once.
It took me a while but I have learnt how to play EZ mod and I believe that the low AR is the main reason why I play it.
2) Increased circle size. This usually makes it easier, but in a lot of situations it causes really confusing overlapping. Coupled with (1), the map is even more difficult to read.
Once again once you adjust to it the notes do get easier to hit imo.
3) Decreased overall difficulty. Yes, really. In osu!, you can't hit a note until the previous note either been hit or missed. By "missed", I mean that too much time has passed that you are no longer in the hit window to get a 50 on the note. A massive decrease in overall difficulty on harder maps makes the hit window for a note overlap with the "exact timing" of the next note in many cases. What this means is that if you misclick a note, yet hit the next one perfectly, you often miss it too because the previous note is still "active" and the note you clicked just "shakes", even though you hit it perfectly. You end up missing an entire chain of notes because of one misclick.
Agree
4) 3 life system. This doesn't actually make it harder, but it isn't implemented very well. It's incredibly difficult to resume playing after starting on the next life. Why? There's a completely unrhythmic amount of time spent waiting for the life bar to fill up again; it's impossible to tell exactly when you're supposed to start playing again. I think there's a button to skip this, but I have no idea what it is. The only reason I think this is because sometimes it immediately starts playing again without a wait. I've tried just about every logical button to intentionally skip it, and I've never managed to trigger it. Usually if I "fail" a map with Easy the first time (which is common thanks to (1) (2) and (3), I just immediately fail another 2 times.
Agree but in most scenarios you dont use the 3 life system because of the low HP drain.
5) Changes Insane maps far more than Easy maps. The Easy mod divides all the difficulty statistics by 2. This means that on an Insane (with AR/Drain/OD 8+), it makes a huge change. On easier maps (which it's probably intended for), it barely changes it at all. OD 1 ==> OD Half? Might as well not do anything at all.
Don't really understand what point you are trying to prove. I think I understand the last 2 sentences. The OD and AR change won't be that noticeable, but the hit circle is definitely larger which makes it easier for them to hit it.
So why am I bothering to post this? The "Easy" mod is misleading to new players! It makes things more difficult!
Basically, my feature request is to do one or more of the following:
1) Remove Easy mod completely.
2) Rework Easy mod to actually make things easier. How about letting the player choose their approach rate when Easy is enabled? How about dividing all the difficulty settings by 1.4 instead of 2.0 so it isn't such a massive change, or maybe just subtracting a static number? Reworking the "3 life system" so that the song backs up a couple sections so the player can get back "into the beat" when they resume?
3) Make the current Easy mode a difficulty increasing mod with a score multiplier (lol). It would certainly be harder than Hard Rock, Hidden, and even Flashlight on a lot of maps.
4) Something else?!
I believe another option could be to create a new mod that halves the AR of the map with a score multiplier of x1.00 just call this 'new mod' cant think of a name.
5) A mix of point 4 and 5. Add the mod request I made in point 4 and rework work the EZ mod to let the player choose their AR. In that way people who can't read low AR don't immediately start with half their usual AR and instead can work their way down or work their way to reading high AR (this way EZ mod will literally become easier). Then EZ mod players can choose to continue playing EZ or go to the 'new mod' to give themselves more of a challenge. This is the best way I can think of for everyone to benefit from the change.If you got a better way pls tell me.
All the points I made is all my personal opinion and some of it may be different for other players.If I made any grammar mistakes ignore it. On a side note ignore my earlier post. My opinion has changed after learning EZ mod.
Samevitail wrote:
i agree with this