jesus1412 wrote:
Riince wrote:
even if FL gave dt amounts of pp people would still look at FL players as randoms
Pretty much this. People ignore FL for a reason. When you look at things like this https://osu.ppy.sh/b/155929?m=0 the last thing you care about is the fact that someone FL'd it (although that rank 1 is fairly impressive, no one cares about it).
https://osu.ppy.sh/b/154889Yeah but looking at plays like this makes me rock hard. Which gets less pp than the HD+DT SSs of course. Despite the fact Dungeon coulda gotten an SS on the map way over 25 times with the amount of plays he put (and his accuracy wasn't bad at all).
Although combo after 200 should affect the pp FL gives, I think the speed of the jumps and the map itself should be a much much bigger factor, which it sort-of is currently, just not enough in some cases. If a long map has slow jumps, it's really just patience in order to FL it, there's not much rectum squeezing. It's sometimes unfair, however, because people tend to have the mindset that FL players played the map so much that it's so embedded into their muscle memory that FL barely makes a difference to them after their practice. But on a map that's really difficult to FL, they'd probably only FC it 1 or 2 times total. Basically, when they finally get the scores, there's like too much of a focus overload to hit an extremely good accuracy, which matters more than the aim bonus. They could, of course, play it 1000s of more times until it requires much less focus to aim so they can focus on accuracy, but not everyone has as much patience as
this guy.
FL does take skill, people can get better at it, and people like loli_milk were able to FL scores fast because of the fast reflexes and jumping with fast recall he had. How to measure FL for PP? I have no clue, it's too much mental skill rather than physical, but just keep in mind that when someone manages to FL a song that's difficult with it on, they're probably having a focus overload and pissing their pants, especially by the end. Unless they're used to it like BluOxy. The difficulty FL adds is so much greater as the difficulty increases, and I think it would be fair if scores such as
Mesita's score here was worth
slightly more, or at least around the same as the DT+HD SS scores, because scores like this aren't really whore-able to 99.999% of players. You can't really decide "oh I'm gonna DT+FL something like this for the pp" because it would take so much conviction and dedication for the average non-autistic person,
and you would need to be able to FC it somewhat consistently without FL.
Tess wrote:
Granger wrote:
In my opinion it would be a idea to slightly lower the base score bonus and have a scaling bonus for combos past 200.
Why is this so hard to agree with or implement? In my opinion, it would be much better if the score bonuses were:
HD: 1.06x
HR: 1.08x
FL: 1.10x
DT: 1.12x
It's a mod in the game and you can't tell me that HR is harder than FL. FL should be worth it on longer maps. That requires a hell of a lot of skill and not just anyone can memorize an entire 2000-combo map and get high accuracy on it. You can call any FL score easy - that doesn't make it so. That reminds me of the guy who played a map I recommended to him as a hard map, and he went "LOL this is easy LOLOL" but when I asked him to FC it he couldn't do it, and said it wasn't worth it because it would take too many tries.
I've suggested something like this in the thread that wants PP to act as score instead, but nobody seemed phased. (I think my idea was actually 1.03 for HD, 1.06 for HR, 1.09 for FL, and 1.12 for DT or something...)