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 !
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.