How about making rolls and spins not count in the pp system?
From what I'm gathering, the converted maps feature far more of these.
From what I'm gathering, the converted maps feature far more of these.
They are still readable (4:3) just like how 16:9 is. At least for me though. HRHD is much easier to manage than pure memorization just like HDFL, but you shouldn't say FL should be nerfed, since the hugest enemy FL players usually face is accuracy than the patterns itself, (also remember there's no OD change at all, and to be honest I am always amazed at people who can HRHDFL a map with over 97% accuracy) I still find HD easier than HR, maybe it's because I'm more used to HD. I have something on DT, where as long as the BPM is over <inserts BPM here, 140 for me>, extra pp should be given. I can't stand slow maps, anything below 140BPM, and I'd rather use DT with them, even with a lesser accuracy. And as for my standpoint,Nashmun wrote:
I do not agree with your comment on HDHR @Gezo, it's only readable if you play with a widescreen resolution.
DT < HR = HD < FLAs for coverted taiko vs. taiko only maps, I'd say give converted maps way lesser weights than taiko only maps. As skills increase, you can purely hit for taiko-only maps for pp instead of ranking on converted maps, as they are way easier to get ranks with. You can even get to the Top 50 even with a C rank.
I like what Tom94 says here.Tom94 wrote:
Converted vs. Taiko-specific
I plan to weight converted maps just as much as Taiko-specific maps and present you all with a list of beatmaps together with their respective difficulty. If it ends up working well I don't see a reason to exclude converted maps. If it won't work they won't be included (or by a small margin).
dddkkkddkkdkdkkkkdddkkdddkkkkkdkdkdkdddkdkdkkkdkdk = ddd kkk ddkk dkd kkkk ddd kk ddd kkkkk dkdkdk ddd kdkd kkk dkdkYou can't just say that streams are nothing more than a combination of these patterns and only marginally harder than the added value of all of them.
I play full alternate and I encourage all other players to learn full alt so you won't get any problems with hand switching. While patterns are a difficulty based on a person playing and his style, it is still not that much of a factor compared to SV(Speed of your eyes), OD(Precision of your tapping), BPM(Speed of your hands), Length of a pattern(Your stamina), Length of a song(Your stamina) and mods which increase or decrease the difficulty.Luna wrote:
Addressing the post above:dddkkkddkkdkdkkkkdddkkdddkkkkkdkdkdkdddkdkdkkkdkdk = ddd kkk ddkk dkd kkkk ddd kk ddd kkkkk dkdkdk ddd kdkd kkk dkdkYou can't just say that streams are nothing more than a combination of these patterns and only marginally harder than the added value of all of them.
If you split it this way, you need to keep in mind that hand switches occurr. Assuming you start the stream on your right hand, that equates to:
That's a LOT more complicated than you make it sound.
Yes but no, each player has it own way of dividing them. I differentiate them in a totally different manner than you and EBAWER. But I do agree with both of you that patterns shouldn't be taken in consideration for long stream, because one pattern that seems easy for a players is hard for another and vice versa.OnosakiHito wrote:
Hm. I have to agree with EBAWER123 post. I never thought in this way. That's interesting.
Luna, he is right I think. For example: ddd kkk d is nothing else than dddkkkd. You play it in the same way. Just with the difference, having a gap between a pattern.
Example:
ddkkdkddkd ≈ dd kk dkd dkd
kdkkdkkdk ≈ kdk kdk kdk
ddkkddkdk ≈ ddk kdd kdk
When alternaiting, you play it in the same way. One pattern just has a gap or not, that's the difference. And I think he is right with his opinion, that there shouldn't be a value for certain patterns. That was one of our biggest problems before, but in the way he mentioned it, this problem would be solved. Especially because the BPM would define what is harder or not(E.g.: BPM 240 ddddkkkkd > BPM 150 dk kd dk kd d (?)).
@WemadeFOX-solo: See it as proto-typ. It will change later for sure.
This is the way it SHOULD be. The old way was stupid as hell because if you weren't around when the mapset was ranked, you weren't going to get #1 because you KNOW there's gonna be one player who will 100% DTHD / DT / HR / HD the song. Just because they're the first person to do it doesn't mean they should get more points for it as BOTH tied plays took equal amount of skill to perform.- - - - - wrote:
It become second(third,fourth,fifth...) #1 = first #1.
for mod, this is so hot to the correct answer imo.OnosakiHito wrote:
Mods
Doubletime
The slower the song, the less pp you gain.
The faster the song, the more pp you gain.
Hidden
The slower the song, the more pp you gain because, you have to remember more notes for some periode of time.
The faster the song, the less pp you gain because, you have to remember less notes for some periode of time.
HardRock
The slower the song, the less pp you gain because, density becomes higher and notes are less clustered. Easier readable.
The faster the song, the more pp you gain because, the density becomes really high and hard to read.
Flashlight
Should be disabled or give no points. Too often there was a problem with this mod.
Most people do not play it and it has been often abused (HD+FL+HR). That's my opinion.
Of course, we have to take care of OD and SV here.
well, some people actually have fun through FL. It gives players with lesser raw skill (considering legit ones in this case) an opportunity to compete evenly with higher raw skill, non-FL players (although memorization itself is already a skill imo; only some people can actually do it in fewer tries than anyone else/do hardcore, non-repetitive stuffs. Take baka_baka_Koishi, for example. Regardless, it's not really raw, but still). Although I haven't tried it at all, I think it's NOT impossible to actually train your reflexes with FL, but then again it's much more tedious to train than with other mods, thus making people not go through it. Just my opinion.WemadeFOX-solo wrote:
This, flashlight may be an challenge to the player but shouldn't influence in the ladder at all, people are just abusing of it to raise pp.OnosakiHito wrote:
Flashlight
Should be disabled or give no points. Too often there was a problem with this mod.
Most people do not play it and it has been often abused (HD+FL+HR). That's my opinion.
THIS. I didn't train my accuracy, deserving me a lower rank; but trying mod combinations that other people (or, to say the most, anyone) don't/can't (talking about individual song-wise, not overall) clearly helped me raise a lot.EBAWER123 wrote:
The whole ranking is about becoming better, not hiding in the corner and playing only in your comfort zone. Playing higher BPM, increasing your stamina, your reading skills, trying new mods, increasing your accuracy; striving to be better - isn't this the whole point of having a higher rank than someone else?
my agreements are highlighted in red._Gezo_ wrote:
Loctav wrote:
Basically I see it like (vision based mods. HD/HR/FL only affect vision): (HD = HR) < HD+HR < FL < FL+HR < FL+HD < FL+HD+HR
DT is an extra factor, increasing OD and BPM and therefore should be calculated into the difficulty where note density calculations happen.
HR affects OD as well. Else, well you'd see many more HRDT scores on average BPM songs (that is 110-140 bpm range no more)
HRHD is not impossible to read, it's very tough and playable at a very limited range !
FL+HD+anything is "memorization", FL+HR is also memorization (except when BPM gets abusively low) as you have a ridiculous reading timespan.
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yes, since this thing itself is obviously subjective.LunaticP wrote:
anyway actually different people may divide stream in different way, hard to say who is right
1. But then the game will be basically accuracy-oriented instead of skill-oriented.- Yuuka Niya - wrote:
Something I want to say:
① OD of course higher OD means higher pp
②mod I think DT>HR=HD>FL of course. Or you can just let FL≈0.(HR+HD) should not be more than( HR)+(HD).So is HDFL and HRFL and HDHRFL
③of course Taiko only maps far more than converted maps.From pp now I think 3 times is not enough.Maybe it should be 5 timers or more.
④The difficulty of the map itself. I think this is the most important.There are many points.
(1)BPM this BPM is the REAL BPM but not what the mapper give us. For example, the big black should be calculated as 180BPM but not 360.
(2)Change of the colors. I only have a theory of calculate the difficulty of a stream.I'm trying to translate it to English.
(3)Rhythm change. 1/6+1/4 is harder than 1/4 only of course.
(4)Note density. I think this one needn't be explained.
(5)Star rate. That's really means nothing in Taiko. So many wrong examples.
if you have any questions about what I say u can ask here or just PM me.
well, I'm actually a 4:3 fullscreen player, but I like playing HR on that reso (and just a friendly reminder: utterly EVERYONE can adjust the reso like I did without having more than ONE monitor). Yeah, the "half a note" thing is really bugging, and people wouldn't even try to adjust their monitor's brightness/contrast/both for that. My (own) suggestion is to increase the visibility by a bit (not large enough to make Taiko scoreboards look like STD's), although we don't know if that will ever be implemented.Nashmun wrote:
But you're an extra widescreen player, the area where you can actually see the notes is way higher than others players. Seeing only half a note IS NOT playable at all. As long as HDHR isn't fixed and playable for everyone, there is still a big issue with that mod.
About FLHD, yes we do have some legit players, but it's too easy to DS and the majority of the FLHD scores are DS. Do you prefer to advantage the non-legit plays just to reward the minority of legit plays ?
can't agree more XDTKSalt wrote:
osu!taiko compete for the "memorize skill"!
ahhh im so noob.... yes..
..yeah, this is wrong.
Can't agree this more.If HD+FL=HD,how about HDHRFL and HDHR? maybe all of them can be same as HR?OnosakiHito wrote:
Hm. Some of you used the term "unfair" in the last hours due to differences between players and their gameplay.
But if you ask me, the main gameplay is already(or if not, can be) determinated:
Keyboard: kddk
→ As I said before, Taiko is a drum game. And kddk is the authentic gameplay for this game. Not because TNT does so. Rather because the drum is designed in this way - the rim and the centre.
Screen: Widescreen
→ Some of you might disagree with me, but I say that the Widescreen is the main-option here. At this point I might be old-fashioned, but TNT is using this option even with a higher scroll range. In general, HR becomes easier readable and the mod HD+HR is up to a certian extend possible with WS*. Yes, the impact from HD 4:3 to WS is bigger than the one from HR, since the range you have to "memories" in HD becomes bigger while in HR you have more time to see the upcoming notes. But HD-Players can compensate this better than HR player from WS to 4:3.
Additional to this, I want to add what XK2238 said before: Those who can't play HR+HD on 4:3 can change to WS to be able to play it. Reasons like "they are not used to it" or something like that is rather up to the person and shouldn't be taken into account in such discussion.
FL+HD
If some of you really want to keep this mod, a possible solution would be to count HD+FL as HD play. I still say that this mod is too dangerous, but those of you who really like to play it can still do so and be marked as FL+HD player in the ranking. Just with the difference that your HD+FL points = HD points.
That's my opinion again. I see it from a technical way - what is the most beneficial one. Not what a single user wants to see, since this can lead easy to unfair decisions I think.
* Widescreen
Ono was referring to the Doron mode for HDFL = HD. HRHD also works as Doron, so does HRHDFL.- Yuuka Niya - wrote:
Can't agree this more.If HD+FL=HD,how about HDHRFL and HDHR? maybe all of them can be same as HR?
If you are meaning the "authentic" thing, I would like to clarify that all of the stated playing styles by me are capable with your model, they are all possible play styles with the orientation kddkOnosakiHito wrote:
^ http://osu.ppy.sh/forum/p/2834015
While this is true, it's a moot point since the default (and should I say main?) input type for a computer is a keyboard (and a mouse), and not a drum. While our taiko is based off TnT, it's not TnT.OnosakiHito wrote:
→ As I said before, Taiko is a drum game. And kddk is the authentic gameplay for this game. Not because TNT does so. Rather because the drum is designed in this way - the rim and the centre.