Taiko doesn't need rules, it just needs guidelines
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Support
yes please, i agree with thisTasha wrote:
change toTaiko Ranking Criteria wrote:
- Finish notes
Finish notes must not be in the middle or at the beginning in a 1/4 or above stream. At the end, finish streams may be allowed if there is a reasonable sound for it. Finisher notes at the end of a stream must have the opposite color of the four previous notes.This allows proper usage of:
- Finish notes
Finish notes must not be in the middle or at the beginning of any 1/4 or above stream. Finishers may only be used at the end of a pattern under four conditions:
- The finisher must have a reasonable sound to be mapped to
- The pattern's previous note is the opposite colour
- If there is a finisher at the end of a pattern in a map 150BPM or above, there must be a 1/2 break before the next pattern. If the map is below 150BPM, there must be a 1/4 break before the next pattern. This does NOT apply to singular finishers.
- The previous note is not more than halfway overlapping the finisher.This disallows abusive usage of:
- ooX
- oxxxO
- oX
- ooO
- oxxoO
- oO
Having finisher as a last note is allowed around 130 bpm or under.Why better like this? Because this way the players can go below or a bit above without reject since 140 bpm is still easy.
Genocide wrote:
Taiko Ranking Criteria wrote:
This allows proper usage of:
- ooX
- oxxxO
- oX
Nwolf wrote:
Taiko doesn't need rules, it just needs guidelines
Support
It's not about a single instance of oX being harder than ooooX, but people would put oX xO oX next to each other which is really taxing and hard to read even at low BPM . That's why we should leave it to the modders, BATs and QATs to decide if we used the pattern sensibly, or we are just trying to make the map harder artifically.Kurokami wrote:
I don't really understand why harder to press oX than ooooX. I think oX is easier to handle in the first place but I'm kinda new in taiko mapping.
This isn't the first map to have issues with oX patterns. Sushi's ROUND! had people constantly pestering Sushi to remove the finishers in the doublets of the inner oni, even when the map was great how it was originally. Having extensively played unranked maps that use these types of finishers, I can tell you that when it is done CORRECTLY it has a positive impact on both audio and gameplay. It is a negative impact in the mapping and modding community to not have discussed this sooner so that maps like the one posted in the opening post didn't have to go through with an unnecessary rule in the first place.Kurokami wrote:
The problem brought up by one map. Should we change the rule just because of one map? I mean, okay let's change it to make that map rankable but what about the others? Rule shouldn't be changed just because of one map in the first place. Yes, there are songs where mappers can use this kind of patterns and we take his/her freedom with this rule but allowing something has a serious impact on the futures mapping. Allowing this can lead many unqualification since maybe BATs can think that oX fit but QATs not. And force the mapper to remove them is also a no go.
I actually addressed this a long time ago: https://osu.ppy.sh/forum/p/2286183MMzz wrote:
Why didn't anyone bring up actual gameplay for this discussion?
That post addresses all three.... including finishers at the end of streams.... o.oNwolf wrote:
(psst it's about finishers at the end of streams, everybody knows they suck in the middle or at the beginning)
- The previous note is not more than halfway overlapping the finisher.Does that affect extreme slowdowns ? (As in, 0.5x)
Original Rule Idea wrote:
- If there is a finisher at the end of a pattern in a map 150BPM or above, there must be a 1/2 break before the next pattern. If the map is below 150BPM, there must be a 1/4 break before the next pattern. This does NOT apply to singular finishers.
For those not understanding this rule change, it works like this. If I have a 1/4 stream that ends with a finisher at 150 bpm, I take the denominator of the beat snap (4) and multiply it with the bpm (150). In this case it'd be 600, which means I only require a 1/4 break before my next note. If I had a 201bpm map where I had a 1/3 dddK, the NPM would be 603, which would require a 1/2 break before the next note. This allows for a little more freedom with 1/3 finishers as well as 1/4 finishers.New Rule Idea wrote:
- If there is a finisher at the end of a pattern that as an instant Note Per Minute (NPM) of more than 600, there must be a 1/2 break before the next note. NPM can be calculated with (Beat Snap Divisor's Denominator * BPM). If the NPM is below 600, there must be a 1/4 break before the next note.
This is exactly what that overlap rule is there for, to prevent finisher use in low SV situations where it can cause readability issues._Gezo_ wrote:
Another thing is this point:- The previous note is not more than halfway overlapping the finisher.Does that affect extreme slowdowns ? (As in, 0.5x)
I have to agree with Dekaane on this point. I can see it working well to prevent bad finisher usage and giving the average player enough time to recover from a finisher but having an upper hard cap on bpm/ms would alienate those that can exceed it. Everybody doesn't play at the same speed. Some can't play very fast, most can play well up to 240, and very few can play above 280. A cap would limit those that can actually play something above 600 NPM with a 1/4 break perfectly fine at higher speeds.DakeDekaane wrote:
I'm against setting certain BPM/ms as a borderline, it doesn't make sense to have an objective limit in something that is very subjective to the player. If anything, this should be treated case by case.
Please keep in mind I don't want to degrade the quality of maps by having finisher spam in everything. This change is purely to allow for finisher use in logical places in the map where the music allows it, but the music also has say, a small to average length stream before the finisher sound that you'd want to map.Nofool wrote:
*snip*
- big notes everywhere
- hard SV changes
*snip*
Please keep the discussion related to the topic at hand without throwing jabs at either the BAT or QAT. Both of the current QAT are more than capable of judging most hard maps (MMzz is a better player than me), and many of the BAT are as well.Nofool wrote:
BATs and QATs should be able to handle this as a new guideline (to keep everything playable) but not sure if they can if they are not real strong players themselves.
At this moment it of course looks impossible regarding the reasons why tricky mapsets are being disqualified lol...
There's a lot of rules that need to be changed before this goes through, but yes, this would be the ideal end result. I'd like to eventually see Kantan/Futsuu/Muzukashii/Oni sets be similar to what we have now, with Oni being controlled a bit more in terms of difficulty spread, and then having Inner Oni be the difficulty where anything goes. 5 Difficulty sets just work far too well for taiko to not take advantage of them like this.Kurosanyan wrote:
Ranking funny/challenging diffs would be great, as long as we keep it to the hardest diff and the spread in the set is good enough for not-so-pro players to enjoy it too. This way, everyone is happy.
oX etc. patterns can only be implemented in the harder diffs, since only there is 1/4 allowed, besides, I don't think one or two such pattern in a whole map would make it so hard that newer players wouldn't be able to do it.Kurosanyan wrote:
I kinda agree that we should be more open minded about all kind of tricky things.
BUT
I think this kind of thing should be allowed only on the hardest diff when the set has a hard enough taiko before this one.
Like, if you have an easy Oni, Inner has to follow guidelines and then a diff above can be more tricky,
or, if you have an Oni close to being the hardest you can do on the song (for easy songs), the Inner can be the tricky one.
Ranking funny/challenging diffs would be great, as long as we keep it to the hardest diff and the spread in the set is good enough for not-so-pro players to enjoy it too. This way, everyone is happy.
1/4 is allowed even on Muzukashii though. Also it would probably be playable for newer players only if there's a break after and eventually before the finisher (like oX---o instead of something like oX-ox or oX-oox) or if it's a really slow bpm._verto_ wrote:
oX etc. patterns can only be implemented in the harder diffs, since only there is 1/4 allowed, besides, I don't think one or two such pattern in a whole map would make it so hard that newer players wouldn't be able to do it.
It's not that simple. There's the fact that big notes stack on other notes, so it's harder to read, and the fact the player might get distracted by it too, or even would have to think if they should ignore it or not when it's coming (except if they played the map enough already to know where those finishers are)._verto_ wrote:
Also if you can't hit the big notes with both buttons, you have a choice not to. At lower BPM it's clearly possible and it's not the map's fault that the player sucks the player cannot.
... i obviously meant it should be ok if it is nicely done lol (for both big notes and sv changes, i wrote big notes everywhere mainly for the ones at the end of streams)Tasha wrote:
Please keep in mind I don't want to degrade the quality of maps by having finisher spam in everything. This change is purely to allow for finisher use in logical places in the map where the music allows it, but the music also has say, a small to average length stream before the finisher sound that you'd want to map.
Also keep in mind that while I like SV change stuff when its done right, many people do it very, very wrong and turn it into a gimmicky map really fast instead of using it in a way to enhance the map.
but it might be the real problem tho n_nTasha wrote:
Please keep the discussion related to the topic at hand without throwing jabs at either the BAT or QAT. Both of the current QAT are more than capable of judging most hard maps (MMzz is a better player than me), and many of the BAT are as well.
Sure it is, but it should be mostly monocolour with some rare exceptions. As for the second part, I agree if it's about the muzukashii.Kurosanyan wrote:
1/4 is allowed even on Muzukashii though. Also it would probably be playable for newer players only if there's a break after and eventually before the finisher (like oX---o instead of something like oX-ox or oX-oox) or if it's a really slow bpm._verto_ wrote:
oX etc. patterns can only be implemented in the harder diffs, since only there is 1/4 allowed, besides, I don't think one or two such pattern in a whole map would make it so hard that newer players wouldn't be able to do it.
Deaf-mutes is a great example how finishers can make a map lot harder than it'd be without in my opinion, and I doubt everyone presses those damn big notes with both buttons. But hey it's 1/2 so nobody complains about them, even though the BPM is high enough to make it on par with +120BPM 1/4. Sure it's not ranked yet, but not because of the finishers.Kurosanyan wrote:
It's not that simple. There's the fact that big notes stack on other notes, so it's harder to read, and the fact the player might get distracted by it too, or even would have to think if they should ignore it or not when it's coming (except if they played the map enough already to know where those finishers are)._verto_ wrote:
Also if you can't hit the big notes with both buttons, you have a choice not to. At lower BPM it's clearly possible and it's not the map's fault that the player sucks the player cannot.
Imo "They can ignore it." should never be a valid reason to allow this kind of finisher. Only "It fits the map's difficulty."
Agreed on Deaf-mutes. There are very little players who will play that with all the finishers (I do but I miss a lot trying to do so). It also matches all the cymbal crashing going on in the background. Hell its technically not mapping all of them, but it wouldn't be possible to map all of them without changing the patterning._verto_ wrote:
Deaf-mutes is a great example how finishers can make a map lot harder than it'd be without in my opinion, and I doubt everyone presses those damn big notes with both buttons. But hey it's 1/2 so nobody complains about them, even though the BPM is high enough to make it on par with +120BPM 1/4. Sure it's not ranked yet, but not because of the finishers.
That is how the rule is currently. The rule change I'm proposing would make ddK and kkD rankable, but would have a guideline present that would allow the QAT to deal with abusive use cases.baraatje123 wrote:
Small question
As it says that it needs to be the opposite color of the 4 previous notes
Does it means ddK or kkD is not rankable?
I have no idea if this like this are rankable atm xD
Edit: 3000 th Post