As long as it is unranked, I'll support this.
I too would love this only if it was unranked. Would make practicing a whole lot easier.Mithost wrote:
As long as it is unranked, I'll support this.
Big issue here is that a map with say od6 being upped to od8 changes pretty much nothing for a lot of good players and they would simply be getting free points. CS again suffers from the exact same issue, on some maps it simply won't make a difference at all.vantheman wrote:
I first came to the forums today to request something like the OP, then I found this thread and the linked-to threads within, and learned about all the issues involved, lots of discussion has taken place already.
But I still have a relevant question:
Is there any harm in giving incremental multiplier increase for a user selected increase in OD and CS?
AR increase can make a map easier, is a thing that was said. I don't think OD increase can make a map easier in any way, and CS increase might make a deliberately clustered map easier to read, but maps aren't supposed to be deliberately hard to read, so it won't make any correctly made map easier.
I ask because the case of myself specifically, I'd love to be playing everything set to CS7 and OD9 for ranked play without playing harder maps, I like to aim and I like to time accurately, but HR sets any map harder than normal to AR10, which is unplayable at my skill level. There aren't a lot of HR scores compared to the other mods - and my guess is because once someone can do AR10 they just go to higher level maps(which usually still don't have a high CS). And when I save as new diff just to have a thing that's undeniably the same but a little harder, I can't help but wonder why my scores are landing in the realm of "Doesn't count".
My question is if this "customization" is only allowed on CS and OD and they're only allowed to be increased and no option for anything to be decreased, would that be an acceptable feature?
This is a good point that was made, please notice this!vantheman wrote:
Sorry, but I don't believe "free points" to be true at all.
It's the same thing to a better player because the better player is better. So yes they should be able to earn a little more, because they can do something a little tougher. With ease or not doesn't matter. DT is worthlessly easy to me on an easy map, a completely negligible increase in challenge, but it's still given credit for being DT.
Please don't, the player gives the same performance they always would have no mod and gets more points? Absurd. If they want more points use HR.Bites wrote:
This is a good point that was made, please notice this!vantheman wrote:
Sorry, but I don't believe "free points" to be true at all.
It's the same thing to a better player because the better player is better. So yes they should be able to earn a little more, because they can do something a little tougher. With ease or not doesn't matter. DT is worthlessly easy to me on an easy map, a completely negligible increase in challenge, but it's still given credit for being DT.
Akai Kyoko wrote:
For example, AR9 is a very important level for all CtB players. When I need to practise AR9, I have to search AR9 maps, but the easier maps, even AR8-insanes are not enough. So I should edit them, change to AR9, flip the notes and play them.
Also, AR10s are too hard to play ><
Otherwise, 'osu!' top players like change hard maps to AR10 but keep other property, such as CS and HP. Some map were uploaded to server but can never be ranked.
I wish there can be a custom unranked mod.
it can change the map difficulties, flip notes (horizentally or vertically) freely.
Also, in MP, it can be used like DT and HT to control global difficulty.
I believe it can make the game more fun.
Problem with this mod is that you can pick which stats to increase. So people that can aim well but have terrible accuracy can just raise CS but not OD, the accuracy players who have very small error can just raise OD up until it becomes a problem, etc. It doesn't affect how they play at all but still gives them bonus.vantheman wrote:
Since you repeated yourself last time I figured I'd play for a while and think about it rather than repeat myself back at you. Seemed like decent etiquette. I realized I can't really speak about high level play since I can't do it, so I'll infer you're right about what you said before, so to restart my argument,
I think us casual players need something to make [hard] maps more interesting besides hard rock(as it exists right now), since AR10 is way beyond me even when I can do AR9. I'll play the whole way down my sort-by-difficulty on nofail, but the maps I can actually clear bore me so much that I've dropped the idea of playing for rank at all, let alone make anything like "meaningful progress" on the pp system. If "ranked small circle play" is the thing that interests me, I shouldn't have to push the difficulty off a 200 foot cliff via an unrelated setting to get it.
Maybe there's a better solution to the dilemma I describe then the one proposed in this thread. If you could point me there, it'd be helpful.
If you feel that people who aren't after the top margin of ranks don't matter at all in this community, or rather, shouldn't take any concern with the player ranking system, then I've got no further argument with you about this particular issue, since we disagree at the root of it.
What? I don't understand why you said that. When I play a map with 40k scores on it, and a tiny difference throws me ahead several thousand ranks, the more variety there can be in the scores(such as through the incremental changes proposed) the better. Do you think scores below the top 50 don't matter? If so then the game shouldn't even give any rank at the end unless you get one of those. There's your 50 rungs on a ladder, but I play for the altitude on a mountain.-[Koinuri] wrote:
And casual players don't even need any score boosts; competitive players do.
I believe CS, AR and OD should be the only factors affecting score. Ideally to me, this feature request should be viewed in the angle of splitting the HR and EZ mod up into smaller segments. As HP provides no hindrance to players who are going for high accuracy FCs, however can make the map much easier than intended to be, HP should instead be an unranked change. OD, AR and CS make the map more difficult; OD making it much harder to have a high accuracy, AR reducing the amount of time provided to react to the circles and CS making it harder to aim the circles.-[Koinuri] wrote:
I meant casual players don't need boosts as much as competitive players. Bad wording >.>
Someone going from 1000th place to 900th on a map means significantly less than someone going from 50th to 49th, so it's natural to favor competitive players over casual players for score boosts.
The non-linear scaling would still break scoreboards. You have to realize that people going for score aren't looking for ways to make map difficult, but just ways to increase their score. HP, for example, means almost nothing when fcing with high accuracy (unless the spinner is too long), so people going for high score would favor HP 10 with this mod over HR despite the fact that the difficulty didn't increase from no mod in terms of fcing with high accuracy. Eventually the scoreboard becomes how much difficulty they can raise without making maps difficult, and people playing no mod will be forced to use this mod to do absolutely nothing in order to get more points to be on scoreboards. It'll be treated like HD, they just put it on because they give more points even though it doesn't necessarily make the map difficult.
yep. too many variables to consider unlike mania where it simply changes the amount of buttons you can pressjesus1412 wrote:
This can never work as a ranked mod.
Increasing HP drain without point increase is already in the game. Sudden Death, Perfect.-[Koinuri] wrote:
First, the HP getting unranked will upset many casual players because no matter how difficult the map is, raising its HP and passing it will give no boost at all. Then the value of OD also becomes a problem.
Accuracy only starts to matter when you can fc the map since the multiplier from combo gives way more points than getting high accuracy, so in casual player's point of view, assuming they're only passing and not comboing much, OD is more of a free point.I don't think I understand this sentence, the way you've phrased it. A casual player sees getting a higher multiplier for making the hit timing stricter as free? That doesn't make sense. Since that's what OD does, it makes FC harder, it makes passing harder, it makes any score at all harder.
Those are used mostly to make restart process easier for people that want to fc/ss the map, completely different purpose from HP increase which is to make the map more difficult.vantheman wrote:
Increasing HP drain without point increase is already in the game. Sudden Death, Perfect.
HP Drain is an extremely meaningless aspect of the game, imo, could we not talk about it? The concept of "passing" a song is just an arbitrary performance milestone, separate from either total accuracy or combo length, I think the change would be negligible if passing/failing songs was removed tomorrow.
A performance meter and a graph on the score screen showing your weak spots does make sense, but I feel that "dying" in a game is something a majority of games implement but whole genres of them don't need it to function.
vantheman wrote:
I don't think I understand this sentence, the way you've phrased it. A casual player sees getting a higher multiplier for making the hit timing stricter as free? That doesn't make sense. Since that's what OD does, it makes FC harder, it makes passing harder, it makes any score at all harder.
Aqo wrote:
You do realize that in other rhythm games you literally get nothing for non-perfect hits.
For instance the beatmania standard is
Glowing Great (called PGreat in short)
Great
Good
Bad
Poor (a miss)
You get 2 points for PGreat, which is OD11, 1 point for Great, which is OD10, and zero points for Good, which is OD8, anything below is also zero points.
Osu is lenient as hell in accuracy.
So what you're saying is that you want the ability to make maps easier with no penalty.Ash Marley wrote:
What I would really love is the ability to raise approach rate on any map, but not lower it (not talking about ones you create yourself).
Example:
- A beatmap at AR6:
- Ability to raise it to AR7, AR8, AR9, AR10
- NO ability to lower the AR.
- NO change in points by changing AR.
In my opinion, this would create too many variables in the ranked statistics and the scores could become skewed because of it. If you want to make the map easier or harder in a ranked fashion then the mods available already provide that.Bobbias wrote:
As far as I'm concerned, any changes to these outside the HR/EZ mods should be unranked.
You used to get bonus pp for AR greater than 10 or AR less than 8. The recent change made it so you need AR greater than 10.3 or less than 8 in order to get bonus pp.haha5957 wrote:
Just mentioning that now the pp system takes AR (although, needs to be 10.3 or higher) to grant extra pp but not for most of common ARs.
why don't we make AR customizable?Most rhythm games do allow you to choose your own value for their equivalent of approach rate, but I think it makes sense for osu! to be different. osu! is only 50% rhythm game. The aim component of the game is what makes it unique and the aim is influenced pretty heavily by AR in a way that doesn't factor into other rhythm games. Choosing an AR for a map is essentially placing a pivot point to balance out two different types of reading ability. On one side (lower AR), you have a type of reading that's more or less specific to aim. On the other, you have ability to identify notes fast/to react quickly (high AR). When rhythm games allow players to choose their AR-equivalent, players end up choosing the highest value they can read and the same would be true in osu! (for sufficiently difficult maps, anyway) because it makes playing the map easier. You say that you don't think that AR7.5 to 9.7 require 'actual "skill" ', but do you realize just how arbitrary those numbers are? To someone who can read AR10.3 fluently and never plays anything much lower, reading AR10 might not require actual skill, whereas anything below 9 will be horrifyingly difficult. Reading any map, regardless of AR or object density, requires some amount of skill, with the amount of skill varying depending on the AR and the map and with there being some balance between the two types of reading skill required. It can be said that AR adds "artificial difficulty" to a map and I think that might have been what you wanted to say. If so, that's a fair opinion, but I disagree with it. The ability to play a map at a certain AR is so closely tied into aim that reading different ARs is a real measure of difficulty in osu! imo. At the values we normally see for the maps we normally play (for example, between 7.5 and 9.7 for you), this is a little less obvious, though I think you'll really start to notice it around the lower end of that range.
TL;DR Changing any values to bend to your whim is ridiculous unless you receive 100% penalization for it.haha5957 wrote:
Bumping?
Just mentioning that now the pp system takes AR (although, needs to be 10.3 or higher) to grant extra pp but not for most of common ARs. Bonuses to pp for AR are for AR>10.33 and AR<8 (not inclusive).
CS and OD directly effects map's pp reward but AR doesn't effect PP in pretty much every case other than DTing 9AR maps, and for HP, adding a nofail mod will grant you 10% less pp (which isn't too much to be honest imo). CS affects pp the way it does because it directly increases the difficult, aiming is harder so keeping combo is harder, hence higher CS results in more pp. OD effects pp the way it does because it makes timing a perfect hit genuinely so much harder (and hence it rewards the player for managing to hit the notes correctly, rather than for just holding combo). The only reason AR doesn't effect pp as drastically as the others is because figuring out why lower/higher AR would be difficult on a map and determining the caliber of the reward deserved is very hard (if possible), not just because the difficulty of AR is so subjective but also because understanding why anything to do with reading is difficult is beyond what we currently know how to do.
So here's the question : while pp being the primary ranking system (and the pp system pretty much disregards every AR between 0~10.2), why don't we make AR customizable? We understand the effects of higher/lower cs a lot better than we understand the effects of AR numerically on difficulty, if we can have different approach rates on songs then we should also be able to have select other values. AR is the LEST UNDERSTOOD difficulty modifier, it's difficulty can be very subjective from person to person BUT there is a huge general consensus on certain ARs that are harder than others on given maps. If popular opinion says that something is hard then pp should say that that thing is hard.
Just give it a same amount of penalty when the AR goes below 10.3 because of this feature. "Just give the same penalty when you change the CS."
I honestly think ARs are now more like preferences. While I do have to agree that AR10 somehow requires "reading" ability, I don't think AR7.5~AR9.7 requires actual "skill". See here we again have another diverging opinion, AR10 in my opinion requires absolutely 0 reading ability to me while AR<=9 require godly understanding of the map. CLEARY we can see that high and low ARs require different skills, why should someone who has mastered all of the approach rates over multiple years of playing have their ability essentially made irrelevant just because some other people don't want to take the time to learn a variety of approach rates?
setting a ironed AR value for a "Extra" difficulty map makes it harder for players to fully enjoy the map. Especially between AR 8.5~9.7, it's more like preference (some like higher, some likes lower.) If the map has lower AR and you don't like it that's completely YOUR fault for not being capable, PLAY MORE just like everyone else did to get comfortable at low AR. The mapper made the map with a given approach rate in mind, just like they selected the CS and the drain and the placement of notes, it is part of the experience, changing the AR of the map can completely change the intensity of it.
For some old extremely hard maps with AR9, they feel too slow. However AR10 on some maps(talking about the material, big black, fd, etc) seems to be too much, while they still fit better than AR9, but I'm pretty sure that maps would had AR9.1~AR9.9. If the option was available at the moment. I can almost guarantee the majority of people can play those maps properly would want ar10 on them, it just makes reading them easier. If they prefer the lower AR? Great they have a skill that's beyond all of the other top players, let's not take their skill and tell them that because no one else wants to learn it we're going to make it an avoidable skill to learn.
This will not only help players to enjoy the game more by using AR of their preference, but it will also increase the value of old maps with AR7(which most of people do not like these days) and maps that didn't have decimal AR values as option(like i mentioned above). People may prefer having the ability to change AR yes, but they would also like the ability to slow down the map or shrink jumps. People want to change the AR because it feels easier to them, that's not okay. People should not be given the luxury of making the map easier at will with no penalties when other people struggle through on the more difficult settings and get no rewards.
although I called it "preference" there definitely are lots of maps that doesnt not have their best AR due to various reason(like AR7 being mainstream, AR 8 being mainstream, mapper choosing AR of his/her own preference, decimal ARs not being available). "Best AR" is just the AR that you personally find easiest, I guarantee there are maps you play now and you think "wow I'd like a lower AR on that" but in a few months you will think you were crazy. There is no "best" AR on a map, there is the set AR and it's an obstacle you have to tackle.
Because HR already gives me a choice and I like my small-ass circles.Blue Dragon wrote:
why can't you just accept that mappers want you to play the map this way
That's only true for changeable ARs, because it wouldn't be clear how to give it a score multiplier, and I don't support that.[-MrSergio-] wrote:
If this gets implemented mappers can start mapping with crazy values since the player will use his/her own values.
^ this kind of reasoning is really stupid. What osu!'s mappers do is to grant a good standard for beatmaps. With this feature they will lose some of their merits, which I find really unfair, beacuse mapping isn't easy (try it and you'll see)
I completely disagree with this, sorry
And how do you think OD would be increased in mania for example? Do you think peppy will magically create something that would let the game add LNs AND make them logical and playable?[Aibou] wrote:
If this is made, AR should not modify score at all.
HP can change your score, but it only by decreasing it. Increasing HP shouldn't increase your score.
CS should change your score if you're increasing CS, and decreasing it if you're lowering CS.
OD should increase your score if you're increasing OD, and decreasing it if you're lowering OD.
Since people often argue that higher AR is easier to read, we shouldn't reward that.
For HP, the map difficulty isn't really being increased, you're just punished more for mistakes, so it shouldn't increase score either.
CS can increase difficulty, so it should modify score.
OD can increase difficulty as well, so likewise, it should increase score.
LNs? I don't play osumania, so I could be completely oblivious when saying this, but we could just make it more difficult to hit 300s.Transformau5 wrote:
And how do you think OD would be increased in mania for example? Do you think peppy will magically create something that would let the game add LNs AND make them logical and playable?
[Aibou] wrote:
If this is made, AR should not modify score at all.
HP can change your score, but it only by decreasing it. Increasing HP shouldn't increase your score.
CS should change your score if you're increasing CS, and decreasing it if you're lowering CS.
OD should increase your score if you're increasing OD, and decreasing it if you're lowering OD.
Since people often argue that higher AR is easier to read, we shouldn't reward that.
For HP, the map difficulty isn't really being increased, you're just punished more for mistakes, so it shouldn't increase score either.
CS can increase difficulty, so it should modify score.
OD can increase difficulty as well, so likewise, it should increase score.
LNS= long notes.[Aibou] wrote:
LNs? I don't play osumania, so I could be completely oblivious when saying this, but we could just make it more difficult to hit 300s.Transformau5 wrote:
And how do you think OD would be increased in mania for example? Do you think peppy will magically create something that would let the game add LNs AND make them logical and playable?
Never thought about this, this is definitely something we'll need to factor in. Maybe when DT and AR mods are used in combination, score is decreased?Gunsillie wrote:
Modifying AR should definitely unrank, else it would make DT so much easier.
Oh, alright. Care to elaborate as to how it's impossible to implement though? Aren't LNs already in the game? If LNs are the same as sliders in osu, make it so holding the notes have a tighter release time.Transformau5 wrote:
LNS= long notes.
LNs are in the game, the game can't create them itself, though. Osu! doesn't have a magical sound recognition system, it doesn't know whether adding a long note here or there makes any sense, it can't tell the difference before making a jackhammer on spacebar or a trill on 2 rightmost columns OR a long note beginning in the same point another one finishes. That's a thing that was screwed up on autoconverts and would likely be screwed up here too.[Aibou] wrote:
Never thought about this, this is definitely something we'll need to factor in. Maybe when DT and AR mods are used in combination, score is decreased?Gunsillie wrote:
Modifying AR should definitely unrank, else it would make DT so much easier.Oh, alright. Care to elaborate as to how it's impossible to implement though? Aren't LNs already in the game? If LNs are the same as sliders in osu, make it so holding the notes have a tighter release time.Transformau5 wrote:
LNS= long notes.
How can you respect the mappers' choice when you use 100% dim? Stop being a hypocrite. Visual settings killed mappers' choice.Blue Dragon wrote:
why can't you just accept that mappers want you to play the map this way, you're the player, you shouldn't be able to edit it in any way
some may argue that in guitar hero/ddr/stepmania you can change the speed which notes come
but osu! is a different game and you should deal with it
respect the mappers' choice
also, don't ruin old maps, please.
to fix stupid problems with maps? How can you seriously say that? If you're not good enough to hit a tricky spaced single pattern in a map and use bigger circles to allow you to play it in a straight line, are you fixing stupid problems with the map? If you're completely incapable of playing squares and need to raise the AR in order to see the individual circles, are you fixing stupid problems with the map? If you can't pass a map because your accuracy sucks and you need to lower the OD, are you fixing stupid problems with the map? No, you're entirely changing how the map plays. While it's honestly probably a good thing that HR exists, it's an awful mod. The increased OD is good. It helps to separate people who can SS the map normally because osu! hit windows are pretty damn huge. Smaller circles are a mixed bag. It makes some patterns fucking impossible and barely changes some others, but people can just avoid using it on maps that have hellish patterns so it's okay. Increased drain is kinda stupid for HR to have with the way drain works in osu!, but meh. Increased AR on it is awful. It gives a non-map-dependent you-must-be-this-tall sign for any insane or above map (aka AR10 reading) that makes the map easier if you can read it. Flipping the map vertically is similarly awful. It doesn't make the map any more difficult objectively, while in some cases it can make difficult parts of a map easier for players. Flipping the map vertically switches the clockwise/counterclockwise orientation of patterns, which is a horrible thing for a difficulty-increasing mod to do when players have varying strengths and weaknesses in each direction.ziin wrote:
How can you respect the mappers' choice when you use 100% dim? Stop being a hypocrite. Visual settings killed mappers' choice.Blue Dragon wrote:
why can't you just accept that mappers want you to play the map this way, you're the player, you shouldn't be able to edit it in any way
some may argue that in guitar hero/ddr/stepmania you can change the speed which notes come
but osu! is a different game and you should deal with it
respect the mappers' choice
also, don't ruin old maps, please.
I see no problem with this as a ranked mod. 0.3x score, plus/minus any gains from difficulty change and 10% PP, plus/minus any PP gains from the change in difficulty. Players who do not care about ranking (a small minority) will abuse this mod to enjoy the game and they will not affect any rankings other than having a ridiculously deflated rank. Players who do care about ranking (pretty much everyone else) will use this mod to practice/fix stupid problems with maps.
I already said why it's an abomination.ziin wrote:
Fixing stupid problems with maps is exactly that: making the beatmap enjoyable to the player by removing the aspects of the game they don't like.
you may see 100% dim as a red herring, but there are plenty of maps designed to blend in with the background, and I certainly didn't intend it to be a red herring since I see no moral difference in dimming backgrounds/removing storyboards and changing difficulty settings. Backgrounds and difficulty settings add artificial difficulty to a map.
This can absolutely NOT go for unranked because it encourages players to play maps without it affecting their score at all. This is what spun out used to do and why peppy made it ranked. If you have a valid reason why having this as a ranked mod is such an abomination (who does it hurt? who does it help?) then I'll listen to you.
As far as AR/aim: I disagree and I still haven't realized why so please enlighten me. Last time I checked, osu's motto wasn't [b]aim[b] is just a click away.
because AR and backgrounds affect the gameplay in the same way :^)ziin wrote:
How can you respect the mappers' choice when you use 100% dim? Stop being a hypocrite. Visual settings killed mappers' choice.Blue Dragon wrote:
why can't you just accept that mappers want you to play the map this way, you're the player, you shouldn't be able to edit it in any way
some may argue that in guitar hero/ddr/stepmania you can change the speed which notes come
but osu! is a different game and you should deal with it
respect the mappers' choice
also, don't ruin old maps, please.
I see no problem with this as a ranked mod. 0.3x score, plus/minus any gains from difficulty change and 10% PP, plus/minus any PP gains from the change in difficulty. Players who do not care about ranking (a small minority) will abuse this mod to enjoy the game and they will not affect any rankings other than having a ridiculously deflated rank. Players who do care about ranking (pretty much everyone else) will use this mod to practice/fix stupid problems with maps.
I guess I want an answer in one or two sentences. You write a story explaining why a ranked mod sucks but didn't explain why the ranked mod is OK (you just said it's OK because it's consistent). It's also a bit strange that you want a mod that is an abomination in your opinion added to the game.GhostFrog wrote:
I already said why it's an abomination.
I don't understand this point at all, sorry. Can you be more specific? For example: Ranked Difficulty Mod would ensure that players' accuracies, play counts, and score are accurately recorded. It discourages players from playing unranked which will generally cause skill level to increase without increasing recorded stats, resulting in inaccurate scores. It will not affect the majority of the top 100000 players rankings due to severe PP cuts. Unranked Difficulty Mod (which you support) would promote players to play without adding to their stats. It would essentially bring back spun out as an unranked mod, which was removed for a purpose. Personally I think relax should add to your accuracy, playcount, and total score.GhostFrog wrote:
Relax is unranked but adds to your playcount (I just checked to make sure) and I assume this would do the same thing - and if it didn't, would that be a problem? To use your words, who does it hurt? This would actually encourage the opposite of what you're saying though - using this mod would be easier than making a diff with altered difficulty settings, so people would have more of their plays count towards their playcount rather than less.
Real difficulty is Aim and Rhythm. Everything else is artificial difficulty in my opinion. I think we fundamentally disagree here so it's useless to continue this line of discussion.GhostFrog wrote:
"Artificial difficulty" is a fun little buzzword.
Yeah, that was a red herring. Aim to me is the ability to move your mouse to the position of the next note. It is strictly 2 dimensional and entirely physical. When your "mental" component affects the ability of a player to see the next note it is made more difficult by a non-physical difficulty, and thus is artificial.GhostFrog wrote:
Let's get on the same page first though. Your "aim is just a click away" thing seems to indicate that you don't think osu! is about aim, but I hope we can agree that it's a legitimate component of osu!.
Please don't use sarcasm (I'm assuming), especially when citing intelligence. That's not an intelligent way to debate.Blue Dragon wrote:
because AR and backgrounds affect the gameplay in the same way :^)
Calls me an hypocrite then proceeds to make one of the... least intelligent posts I've seen.
Let's take Banned Forever to annoy BD:GhostFrog wrote:
Having this as a ranked mod would be a mess of choosing just the right difficulty settings to take advantage of exactly where difficulty spikes either objectively or for that specific person
1) It skews the difficulty curve towards reading moreso than rhythm and accuracy. AR7 extra is not a balanced difficulty, just like easy mod is not a balanced mod.haha5957 wrote:
if AR is also a skill why is AR7 extra diff not rankable?
if AR is just matter of personnel taste why is it not toggle-able?
You're talking about 2 entirely different groups of people. You will find almost no one who realizes that reading is an actual osu! skill and yet doesn't want ranked maps to be allowed a wider variety of approach rates.haha5957 wrote:
>unranks AR7/8 map because it doesn't make sense
>calls AR a skill thus should not be toggle-able
good contradiction going on in this community.....
Guess we should just unrank all aim-heavy maps since they skew the difficulty curve towards reading moreso than rhythm and accuracy.ziin wrote:
1) It skews the difficulty curve towards reading moreso than rhythm and accuracy. AR7 extra is not a balanced difficulty, just like easy mod is not a balanced mod.
lol I'm one of those peopleGhostFrog wrote:
You're talking about 2 entirely different groups of people. You will find almost no one who realizes that reading is an actual osu! skill and yet doesn't want ranked maps to be allowed a wider variety of approach rates.
Only the qualified ones. Ranked ones have to stay, but the acceptable difficulty of AR is much lower than the acceptable difficuty of rhythm/aim. Rather than tell me why I'm wrong you could explain why ar7 extra isn't rankable. Remember that you don't rank any maps.GhostFrog wrote:
Guess we should just unrank all aim-heavy maps since they skew the difficulty curve towards reading moreso than rhythm and accuracy.
Don't put words into my mouth. We don't disagree that this mod should exist.GhostFrog wrote:
Now if you could be rational enough to stop insisting that you be given tools to get points for never playing anything below AR15, it would be greatly appreciated.
Unranked mods can add to playcount now. Check your playcount, play a map with relax, check it again. I thought playcount was the issue with spun out back when it was unranked.ziin wrote:
GhostFrog wrote:
Literally the only thing that matters is that unranked mods are bad, and that topic has been beaten to death with spun out.
Lower AR on insane+ diff means hard to read. right? Bascially, AR is there to help you play if you see AR as just a tool to balance the difficulty out. like, extreme hard maps should have at least 9.0AR or even 9.5AR, and lower diffs should have low ARs. Correct?ziin wrote:
1) It skews the difficulty curve towards reading moreso than rhythm and accuracy. AR7 extra is not a balanced difficulty, just like easy mod is not a balanced mod.haha5957 wrote:
if AR is also a skill why is AR7 extra diff not rankable?
if AR is just matter of personnel taste why is it not toggle-able?
2) It's not just a matter of personal taste. The powers that be want to assign a score to AR which they can change based on how well the community reads said AR. Any outliers are rewarded.
your 2 options are not mutually exclusive, so I think that most people in osu say neither. Also your logic that if I agree with A, I should agree with B is flawed.haha5957 wrote:
What are you?
I say 0.3 because Ez is 0.5. Ideally easy should just let you choose difficulty settings with the defaults set as the current Ez mod.GhostFrog wrote:
ziin, what would you suggest as the score multiplier for this mod if it were ranked? You mentioned a flat .3x multiplier, but that seems pretty unfair when you can, for example, use this mod exactly the same as EZ which has a .5x multiplier (but of course setting it to .5x would be bad because you can easily choose settings that would make the map easier than EZ mod). Probably some sort of scaling depending on how much you change map settings? What do you think?
Just to clarify, if this was ranked then the player would get MORE pp for increasing od/cs/ar. Some of these things may in fact be making the map easier for the player. I don't know if you follow pp much or the ideology behind it, but it's intention is to be absolute (as in any set of circles will always give the same pp regardless of the mods applied). This mod would make abuse of the pp system relatively easy. Alternatively you want a new sub par mod that receives huge incursions for it's use for pretty much no reason other than "it's breaking ranking"; in which case it might as well be unranked, arguing that accuracy from having it be unranked matters is wrong because to make this mod fit in there would have to be pp reduction for it's use, in the case that the reduction is so adequte then the mod will never provide enough pp to significantly alter people's accuracy.ziin wrote:
It was play count and accuracy. Since Accuracy is based on pp, then it only affects ranked score if ranked and would only be in the top 50 on maps people don't want to play because of the difficulty settings.
I don't care anymore as it doesn't matter. I just know that in the past unranked mods were requested and always denied.
Extremely hard AR8 maps looks little weird these days. Insane diffs should have high AR, easy diffs should have lower AR because AR is to balance difficulty out, pretty much to help people. (I mean, AR9 on easy map is hard and AR6 on insane map is even harder!)AR shouldn't be adjustable BECAUSE ranked maps are already fitted to the players. Can't play the meta maps? YOUR fault, it's META, it's not like it's a "weird skill". For the maps with challenging approach rates, now you need that reading skill that oh so want to ignore. Stop playing out of your comfort zone and use hr if you can't handle low AR, use easy mod if you can't handle high AR. Your hand should NOT be held, this isn't hello kitty online circle clicker. You make this out to be a black and white situation, as mentioned by ziin it's not so clear.
If you agree on this you should definitely agree on making AR both adjustable and rankable. Remember that AR6 is extremely hard on insane diff but makes sense on easy/normal diffs. AR is just a balancing tool here.
I'll be honest here, the fact that you want to have this mod appear on the ranking boards (potentially beating more impressive nomod scores) is the only reason I don't want it ranked. 0.3* guarantees nothing, this mod would only effect the hardest of maps in the game (which are already screwed up enough from halftime). I appreciate that you want to balance the mod but mods that make maps genuinely easier are VERY hard to balance with the way score in this game works.ziin wrote:
I say 0.3 because Ez is 0.5. Ideally easy should just let you choose difficulty settings with the defaults set as the current Ez mod.GhostFrog wrote:
ziin, what would you suggest as the score multiplier for this mod if it were ranked? You mentioned a flat .3x multiplier, but that seems pretty unfair when you can, for example, use this mod exactly the same as EZ which has a .5x multiplier (but of course setting it to .5x would be bad because you can easily choose settings that would make the map easier than EZ mod). Probably some sort of scaling depending on how much you change map settings? What do you think?
However, since ranking has significantly changed since this discussion first started, it matters less. You said that hr is okay only because it sets everything as a standard and I agree with that. The same goes for easy,so if this is a separate mod, Ez needs to grant more.
I like where you're headed with the scaling idea, but I really think it shouldn't affect top 50 scores. And that sounds like it would allow people to set everything to 10 except cs while making top 50. As I said before, I don't care if it's ranked or unranked anymore as neither will affect accuracy play count or pp, which are the important stats.
I never argued that they affect the map to the same degree, just that they affect the map in the same way: they limit the players ability to know when and where the next note is. If they didn't then everyone would be playing with background on and skins that included 300 hits.jesus1412 wrote:
To argue that SBs and BGs effects the map as much as AR just makes me feel like you're joking. I can't even think of a reply to that.
Just considering further, maybe ranked with a 0x multiplier could work, that way people can submit visible scores with it for mod specific leaderboards.ziin wrote:
I never argued that they affect the map to the same degree, just that they affect the map in the same way: they limit the players ability to know when and where the next note is. If they didn't then everyone would be playing with background on and skins that included 300 hits.jesus1412 wrote:
To argue that SBs and BGs effects the map as much as AR just makes me feel like you're joking. I can't even think of a reply to that.
Everything else I agree with more or less except for the use of the verb "to effect". Hooray English.
Discussed already, read through earlier posts.Dephix wrote:
why not ranked like in Hexis?
actually it wasn't. It works in hexis because the game was designed that way. osu! only recently started allowing people to change/customize things. The community is fairly heavily entrenched in its methods and osu! is much more competitive than hexis.jesus1412 wrote:
Discussed already, read through earlier posts.Dephix wrote:
why not ranked like in Hexis?
Some posts discussing this are on this page. I'll argue further but I'd rather not repeat myself more.agubelu wrote:
Free AR should absolutely be a thing
I don't know if AR is involved in PP calculation, but anyway:
If it isn't, why shouldn't we be able to play in whichever AR we like?
If it is, why is it? High AR isn't necessarily harder and low AR isn't necessarily easier
Why can't they just make a mod ?baraatje123 wrote:
Oh, to those people saying it'll be UNranked, why can't you just use editor?
Lowering HP allows passing unpassable maps on HR.baraatje123 wrote:
HP means nothing in terms of difficulty/pp
CS is the OD of aiming difficultybaraatje123 wrote:
CS only makes maps harder/easier (so it's fine if implemented)
Multiplayerbaraatje123 wrote:
Oh, to those people saying it'll be UNranked, why can't you just use editor?
OD is just a judge distance and has a miserable effect on HP. Ideally every map would be played on the highest OD you can pass with decent accuracy/survival.baraatje123 wrote:
I'm fine with it being ranked, but I'm scared for the OD
It's just boring.Mayu Watanabe wrote:
Why can't they just make a mod ?baraatje123 wrote:
Oh, to those people saying it'll be UNranked, why can't you just use editor?
Using the editor for each maps is pretty annoying