Will this result in maps with AR10 and a section of 2X approaching circle ~~
yeah, especially for song compilations where there is a heavy change in bpm, the ability to change AR to that will be definitely useful.Blue Dragon wrote:
now that I look at it again, the only useful thing about this seems to be marathons or songs that heavily change their style.
We could set a rule where it's only allowed to use this for Compilations with at least four different songs. To prevent this being used in normal maps.Kibbleru wrote:
yeah, especially for song compilations where there is a heavy change in bpm, the ability to change AR to that will be definitely useful.Blue Dragon wrote:
now that I look at it again, the only useful thing about this seems to be marathons or songs that heavily change their style.
although, i CAN see people abusing this function though and there will need to be new set rules in order to prevent that.
4 different songs doesnt make sense, it should be min 2 different songs at a BPM difference that calls for different ARs. Or maybe just a high enough BPM change in one beatmap.Stefan wrote:
We could set a rule where it's only allowed to use this for Compilations with at least four different songs. To prevent this being used in normal maps.
That's actually common sense to notice a difference between 200-250 and 100-300 BPM so people probably won't change the AR every 30 seconds in case the song changes after 30 seconds.Granger wrote:
4 different songs doesnt make sense, it should be min 2 different songs at a BPM difference that calls for different ARs. Or maybe just a high enough BPM change in one beatmap.Stefan wrote:
We could set a rule where it's only allowed to use this for Compilations with at least four different songs. To prevent this being used in normal maps.
Imagine a "compilation" with one 100 BPM song and one 300 BPM song, on the other hand, 4 different songs all within the 200-250 bpm range probably dont need different ARs.
Right, however thats not the point i want to make, i am saying that your rule wording wouldnt allow a compilation with 100/300 BPM and 2 songs to use this, while this is one of the few things where different ARs would be usefull.Stefan wrote:
That's actually common sense to notice a difference between 200-250 and 100-300 BPM so people probably won't change the AR every 30 seconds in case the song changes after 30 seconds.Granger wrote:
4 different songs doesnt make sense, it should be min 2 different songs at a BPM difference that calls for different ARs. Or maybe just a high enough BPM change in one beatmap.
Imagine a "compilation" with one 100 BPM song and one 300 BPM song, on the other hand, 4 different songs all within the 200-250 bpm range probably dont need different ARs.
Dont forget that some songs may have really extreme bpm jumps by themselves.Stefan wrote:
We could set a rule where it's only allowed to use this for Compilations with at least four different songs. To prevent this being used in normal maps.
Mania players get along fine with it.Kitsunemimi wrote:
No because if we had this, it would be totally disorienting and unnecessary.
Lolwut?laishiou wrote:
the way i see it is people make ar the way they want it for a reason when making their map, you dont really need to edit ar for standard osu and ctb mods like that, i think only in mania currently changing ar is something that should remain, this in other modes would be like taking the difficulty out of a map where as in mania its just for different playstyles honestly two ways i belive it should go is either this gets implemented and you get score deduction for using lower ar maybe even a higher score for higher ar or this doesnt get implemented and you can simply edit a song and make it unranked quickly
formi wrote:
This will make sight-reading nearly impossible,
please don't make standard maps even more weird!
...but as a player...EvilElvis wrote:
honestly it will be interesting, but with that thing RC should be changed(deeply changed immo), moreover, it's a huge chance of overusing or inappropriate using of that. Also player should be warned about ar change for sure (some kind of flashy effect for example) what can be a reason of fps drop and blame
well, as player i'd say no, but as mapper... it will be really cool gear to emphazising things
Why should the multiplier change if the mapper decides to use different ARs in a map? Whats the point?BlackMidKnight wrote:
But I guess when the AR is changed, if implemented, the score multiplier must be also. Just like changing the keys on o!m (4K, 5K, 6K...)
Youre not mapping a song to make it difficult. You map a song because you probably like the music and would like to create something that you can share with other players. If a song is calm/slow at a section, then that section is not meant to be fucking hard. If it was, then the artist wouldnt have made it calm. Easy as that.HK_ wrote:
Why the heck would you want to make easier something thats supposed to be hard? If you make something hard easy its not hard anymore and that makes no sense at all. Its the best the way it is.
Make that a ranking criteria, if neccessary. Give the possibility to go all the way through, I'd love to see gimmick maps with heavy AR changes.- Lumi - wrote:
The AR change would be from only 1 point or 1,5 maximum !
Like you're having a slider ar8 and the next one has a higher sv (ex. 1,50x) then create an ar9 or 9,5 for this said slider.
Hope you see my point of view.
This only ever happens in autoconverted maps lol. Gimmicky mania maps are real fun and pretty much never confuse experienced players.BrambleClaw wrote:
You can't honestly tell me that when this happens in mania, it never confuses you to the point where you pause wanting to quit :/
Oh, well, I guess that makes sense. I don't really play mania, I only have a few mania specific maps lolPyaKura wrote:
This only ever happens in autoconverted maps lol. Gimmicky mania maps are real fun and pretty much never confuse experienced players.BrambleClaw wrote:
You can't honestly tell me that when this happens in mania, it never confuses you to the point where you pause wanting to quit :/
Are the slow parts of an otherwise fast map supposed to be really hard? Think of Image Material, for example. Do you think the slow slow oh-my-fucking-god-just-fucking-get-to-the-map start of the map would be worse if it wasn't AR10? But hey, there's nothing that says that different AR would NEED to be used in a map anyway. I mean, I really hope that if this was around when Image Material was mapped that itHK_ wrote:
1. Changing to lower AR at lower BPM would certainly make map easier to read/play but thats the very problem. Why the heck would you want to make easier something thats supposed to be hard? If you make something hard easy its not hard anymore and that makes no sense at all. Its the best the way it is.
There are other reasons but i wont point them out because probably nobody actually cares them and one i did point out is enough imo.
Im sorry but not everyone thinks of mapping as an art.Yauxo wrote:
Youre not mapping a song to make it difficult. You map a song because you probably like the music and would like to create something that you can share with other players.
Evary part of a hard map is supposed to be hard.GhostFrog wrote:
Are the slow parts of an otherwise fast map supposed to be really hard?
Yes it would because what the heck is ar8/9 doing in a 7 star map?GhostFrog wrote:
Think of Image Material, for example. Do you think the slow slow oh-my-fucking-god-just-fucking-get-to-the-map start of the map would be worse if it wasn't AR10?
If its not going to be used then why ask for it in the first place?GhostFrog wrote:
But hey, there's nothing that says that different AR would NEED to be used in a map anyway.
But what about newbies? I mean they have a lot of trouble even with singe ar per map, so why not just throw few more at them anyway?GhostFrog wrote:
As for the objection in a recent post about this being "confusing", that could mostly be avoided by saying that this can only be used after a break and/or only allowing it to be done via a red line. The AR changing would only be particularly confusing if there were 2 different speeds of approach circles on the map at once. Otherwise, it's just honestly not that difficult to switch between playing different approach rates. Perhaps a change in AR could even be indicated somehow during play so you wouldn't be surprised.
Also, I'd say they should ONLY be changed in BPM changes, nowhere else (as that'll indeed be to confusing)HK_ wrote:
Im sorry but not everyone thinks of mapping as an art.Yauxo wrote:
Youre not mapping a song to make it difficult. You map a song because you probably like the music and would like to create something that you can share with other players.
did he say mapping is an art? No. Also, Yauxo is right, you don't map songs to be difficult, if you do, the map is 100% sure to be a shitmap (unless your name is Scorpiour, Val0108 or Blue Dragon). You map because you want to map the song you likeEvary part of a hard map is supposed to be hard.GhostFrog wrote:
Are the slow parts of an otherwise fast map supposed to be really hard?
Have you gone insane? This is no way near close. Hey, I have a 260 BPM map full of 1/4 jumps so the star rating is 8 (and still rankable), Oh, here is a slow 28 bpm which is only a violing string, Let's make it a nice slider. Oh wait, that's not allowed, I need to make this a 1/32 stream so the difficulty matches up with the rest.
Uhm, I hope you can see this should NEVER,and I reapeat NEVER be the case in any mapYes it would because what the heck is ar8/9 doing in a 7 star map?GhostFrog wrote:
Think of Image Material, for example. Do you think the slow slow oh-my-fucking-god-just-fucking-get-to-the-map start of the map would be worse if it wasn't AR10?
Because it fits. AR 9 is still way to high for a 130 bpm 1/2 slow single part map, let alone that 28 BPM part. AR should follow the BPM + density of the song, NOT the star rating, as that is only an indicator.If its not going to be used then why ask for it in the first place?GhostFrog wrote:
But hey, there's nothing that says that different AR would NEED to be used in a map anyway.
Cause ot's a great idea
Every map with big BPM changes, like Image -Material, Alice 2 Alice (one of my current pending maps), Wahrheit, EVERY compilation, and much more would benefit from this a lot. Give 9.5/10 to the faster harder parts, and 8-9 to the slower partsBut what about newbies? I mean they have a lot of trouble even with singe ar per map, so why not just throw few more at them anyway? As if newbies would properly play maps like this. I'm new to this game, let's play Image Material. Also, newbies won't even notice a difference between 9-10, as it's both fast for them.GhostFrog wrote:
As for the objection in a recent post about this being "confusing", that could mostly be avoided by saying that this can only be used after a break and/or only allowing it to be done via a red line. The AR changing would only be particularly confusing if there were 2 different speeds of approach circles on the map at once. Otherwise, it's just honestly not that difficult to switch between playing different approach rates. Perhaps a change in AR could even be indicated somehow during play so you wouldn't be surprised.
And no, i dont think that only newbies would find it confusing because i would certainly too.
And what about players like me that dont rely only on their eyesight but on timing and rhythm too? Should i just recalibrate all i got used to in last 30secs just because mapper wanted to put ar9 in some (not so) random part instead of ar10?
Yes, if Scorp mapped the last 40-50 seconds of Image material (which is a slow 130 BPM piano) which is really calm AR 10 would be very unfitting, just as the other slow parts
Also, this rule is probably a rule which will get added to avoid abuse- Lumi - wrote:
The AR change would be from only 1 point or 1,5 maximum !
We're already 13 changes in, why not a 14th change if it improves mapping :3?ziin wrote:
The real limitation here is that it would require a complete revamp of the file format, and I'm not sure the benefits are worth the work.
osu file format v14
On second thought this would be easier than previously thought. It would just work off of timing sections. My other point still stands that this is already possible to do in the current osu format but nobody has done the work.Yauxo wrote:
We're already 13 changes in, why not a 14th change if it improves mapping :3?ziin wrote:
The real limitation here is that it would require a complete revamp of the file format, and I'm not sure the benefits are worth the work.osu file format v14
Sure.baraatje123 wrote:
Also, this rule is probably a rule which will get added to avoid abuse- Lumi - wrote:
The AR change would be from only 1 point or 1,5 maximum !
If making a storyboard is more work than it's worth for, really, then creating a whole new osu format is certainly more work than it's wort for, really.Yauxo wrote:
Via storyboard? It's more work than it's worth for, really. I wouldnt want to skin an universal skin (people use different skins, remember that) and fiddle around with every single object Ive put down. Modding would be hell as well if you have to move objects around.
As you mentioned, most people play with full dim and no video/sb anyway, so there's not much use in that. As a gimmicky map though? Well, yea, maybe. If someone feels like doing that. I know I dont.
You'd be suprised how many people can read Taiko AR/Scrollspeed changes without too many problems. Not too different for Std I'd imagine. People are already able to read heavy timing changes on extremely difficult maps (https://osu.ppy.sh/s/280107#), which, if you turn a few things, is basically comparable to an AR change on a steady BPMHK_ wrote:
.I think that if you picked ar8/9 for slow part before kiai most of players would be thrown of by sudden change of ar even if warned previously and thus very bad.
And since my opinion obviously wont change until i see the results please stop this pointless whatever it is.
Shouldve pointed out that I'd probably too much work for me, as I dont know much about storyboard - so I dont have much to object to that (maybe?).ziin wrote:
If making a storyboard is more work than it's worth for, really, then creating a whole new osu format is certainly more work than it's wort for, really.
Storyboards can use your skin. They just usually don't because the easiest way to make a bad storyboard is to have the storyboard interact with the hit objects like 11t does. I could make it work with a few skins, but it's easy to just force a skin and let the player modify the skin like in blythe. Obviously this would be done via SGLE or in excel. It's not a difficult process and would take 2 minutes to make a change via excel or 30 seconds compile time to make a change via SGLE.
Also, I'll just leave this here: https://www.youtube.com/watch?v=Hromx6HeN_w
This is one of those rare "feature requests" that can be proved (like a jubeat mode or a technika mode). Your arguments would carry so much more weight if there were lots of examples of good maps that use different Approach Rates.baraatje123 wrote:
When multiple new things are added for file format 15, this can also be added to it
There is no need ti add it now, but it will be really convenient if it gets added alongside multiple other new tweaks
I frequently switch between AR4.5 and AR9.66 in consecutive maps I play and it requires no adjustment period at all. It's not difficult to get used to and putting the two approach rates in the same map doesn't add much difficulty to the process if it can only be changed during a break and is properly indicated in some way.HK_ wrote:
By hard being hard i didnt mean putting deathstream into the part that obviously shouldnt be any kind of stream. Since you already picked image material...I think that if you picked ar8/9 for slow part before kiai most of players would be thrown of by sudden change of ar even if warned previously and thus very bad.
Yeeeeaaaah, Okoratu pretty much hit the nail on the head in their reply. This exact reasoning could be given against ANY feature request. If you don't want new features in osu!, then please stay out of this subforum. You're wasting everyone else's time.HK_ wrote:
What im trying to say that its good just as it is. Dont fix it if its not broken.
Don't knock it until you've tried it.HK_ wrote:
Dont fix it if its not broken.
Yauxo wrote:
Yes.
Kitsunemimi wrote:
No because if we had this, it would be totally disorienting and unnecessary.
How can people in Taiko/Mania play it properly?otoed1 wrote:
Kitsunemimi wrote:
No because if we had this, it would be totally disorienting and unnecessary.
This, but I'd also say that greenlines are fine. Some songs (most utaite songs/Kakushigoto for example) have a slow part in them in which that AR change might come in handy, yet not everyone has a halfbpm redline for these.baraatje123 wrote:
I honestly can't see why people strongly disagree, bad usage will not be tolerated, and it works in otger modes, even excessively
Yeah I noticed that, you are doing a good thing, my friend!Baraatje123 wrote:
HOORAY!
I'll also do whatever it takes to keep this thread alive :3
Although Image Material was made before decimal song settings (i think)Sirade wrote:
Try play image material and you'll notice how akward is it to play AR 10 on calm piano part.
did you even play osu!maniaBaraatje123 wrote:
Yet it does exist
Why not for standard then
Your point is actually invalid here, because approach rate does not dictate the amount of time that you have to react before hitting a note in mania. VSRGs don't work that way. In effect, AR as a setting means absolutely nothing, because SV rates determine how the maps scroll against a player's speed settings.CelegaS wrote:
Different AR in o!m is actually bullshit so no.
1) Welcome to TaikoKitsunemimi wrote:
No because if we had this, it would be totally disorienting and unnecessary.
Don't exaggerate please, that part of Image Material certainly isn't classified as 28bpm, it's just used to get the slow SV without having to manipulate slider velocity via notepad and it is also improperly timed at that whole part regarding modern variable bpm standards(inaccurate offsets, new timing sections don't align in time with the previous one). In fact it would probably be disqualified right away for these issues if you tried to rank it nowadays.Yauxo wrote:
The changable AR would allow us to support specific/special parts of a song that dont make sense to have a high AR on (for example, Image Material). Does AR10 make sense on dense parts of a 260BPM map? Yes. Does it make sense on a 28 BPM part? Not at all.
Lets say that there's a song that is halfbpm for a long time, but then ramps up to doublebpm. Having a lower AR would fit the first, slow part and having a higher AR would fit the later, last part. What to do? Low AR kills the fast part, High AR kills the slow part. Finding something inbetween doesnt work, that would mess up either part.
If someone would make a shitty map with shitty ar changes, then it would never be qualified. If it's unranked, then just revert the AR to a stable one.
Literally none of this is relevant to whether or not Image Material would benefit from being able to use multiple approach rates or to whether or not there exist maps that would benefit from multiple approach rates, so let me just ask you this directly: do you think there is any approach rate that would be fitting both for the start of Image Material and the rest of Image Material?Endaris wrote:
Don't exaggerate please, that part of Image Material certainly isn't classified as 28bpm, it's just used to get the slow SV without having to manipulate slider velocity via notepad and it is also improperly timed at that whole part regarding modern variable bpm standards(inaccurate offsets, new timing sections don't align in time with the previous one). In fact it would probably be disqualified right away for these issues if you tried to rank it nowadays.Yauxo wrote:
The changable AR would allow us to support specific/special parts of a song that dont make sense to have a high AR on (for example, Image Material). Does AR10 make sense on dense parts of a 260BPM map? Yes. Does it make sense on a 28 BPM part? Not at all.
Lets say that there's a song that is halfbpm for a long time, but then ramps up to doublebpm. Having a lower AR would fit the first, slow part and having a higher AR would fit the later, last part. What to do? Low AR kills the fast part, High AR kills the slow part. Finding something inbetween doesnt work, that would mess up either part.
If someone would make a shitty map with shitty ar changes, then it would never be qualified. If it's unranked, then just revert the AR to a stable one.
At the start of the slow part it's 130bpm which is just half of the original bpm which assumes that Image Material is rather written in 130bpm with 1/8 usage with is very common in actual music anyway or in other words - setting the bpm twice as high as it is is terribly common in osu!.
tl;dr: Image Material(and especially its 28bpm) is a horrible horrible example for this discussion.
Hey, you managed to get in an actual reply in-between your 3 paragraphs of continued off-topic drivel!Endaris wrote:
AR10 is not bad for it, the actual 130bpm have a relatively decent playability and it's more the fact that the mapper feels like he has to map every drumbeat - even the rather weak ones - as singles instead of sliders that gives the map a density it doesn't need to have to be good. He also goes ham in the 260bpm parts with 1/4 like a LOT while he doesn't use ANY within the 130bpm section. He is literally asking to make it unbalanced. It's more of a design choice than the song forcing it.
I believe that with a different approach on mapping the song the AR could easily be reduced to something like 9,5 to ease up the difference between the parts.
I'm not against this idea in particular(as written in my first post on the topic) but picking on that slider in the 28bpm section is outright stupid and I honestly believe that this spot would play terrible on an AR of 9 or lower as the contradiction in terms of intensity would be greatly missing. I don't think it would benefit a lot if at all. Since AR10 reading is a requirement for playing the map at all, the spots don't pose a problem and the static AR puts a sensible relation between the parts.
It's difficult to be not against it though if the people who want it bring in such stupid arguments like a 28bpm wrongly snapped non-aligned timing section that has absolutely NOTHING to do with the feature.
I'm gonna side with Endaris on this one. I don't see why AR10 in the slow parts of the song is bad. Changing the AR in a beatmap will only lead to confusion and I don't see a benefit in changing it.GhostFrog wrote:
Hey, you managed to get in an actual reply in-between your 3 paragraphs of continued off-topic drivel!Endaris wrote:
AR10 is not bad for it, the actual 130bpm have a relatively decent playability and it's more the fact that the mapper feels like he has to map every drumbeat - even the rather weak ones - as singles instead of sliders that gives the map a density it doesn't need to have to be good. He also goes ham in the 260bpm parts with 1/4 like a LOT while he doesn't use ANY within the 130bpm section. He is literally asking to make it unbalanced. It's more of a design choice than the song forcing it.
I believe that with a different approach on mapping the song the AR could easily be reduced to something like 9,5 to ease up the difference between the parts.
I'm not against this idea in particular(as written in my first post on the topic) but picking on that slider in the 28bpm section is outright stupid and I honestly believe that this spot would play terrible on an AR of 9 or lower as the contradiction in terms of intensity would be greatly missing. I don't think it would benefit a lot if at all. Since AR10 reading is a requirement for playing the map at all, the spots don't pose a problem and the static AR puts a sensible relation between the parts.
It's difficult to be not against it though if the people who want it bring in such stupid arguments like a 28bpm wrongly snapped non-aligned timing section that has absolutely NOTHING to do with the feature.
And...you think that the start of Image Material plays best with AR10. Yikes! I can't help but think you might be biased by your strong opinions on the map itself here, but okay. I do at least agree that changing AR for any change in difficulty within a map would be inappropriate, though I disagree that having a lower AR at the start of Image Material would ruin the intensity difference.
Anyway, I agree with this request more than I did last time I posted my thoughts on it. I used to like this request, but was concerned that it would only lead to people using higher AR where it was unfitting because I didn't trust the QAT's influence on mapping. I think that's settled down a lot and that this request would work just fine as long as some basic rules (and fairly restrictive guidelines) were enforced about when mappers are allowed to change AR in ranked maps. Allowing it only after a break would be the safest way to go about it, but changing AR after a spinner or in some situations in which only one current-AR-object is visible on screen probably wouldn't be bad either, at least in some cases.