so uh
Basically this however as a guideline this sounds much better.Sakura wrote:
Actually it's more like
Easy - 4 beats
Normal - 2 beats
Hard - 1 Beat
Insane+ - Anything goes.
AgreedKurokami wrote:
Basically this however as a guideline this sounds much better.Sakura wrote:
Actually it's more like
Easy - 4 beats
Normal - 2 beats
Hard - 1 Beat
Insane+ - Anything goes.
Sadly it's not always possible, for example see my easy/normal here (talking about osu://edit/00:20:288%20(1), as following note hardly can be ignored - it sounds so bland without it D:)D33d wrote:
DEEDIT: Also, in my experience, spinners in easy and normal become much easier to recover from by simply ending them on the downbeat, as this makes their ends easier to anticipate and it grounds the player a lot better. Thoughts on this as well?
There are certainly times when it's a lot harder, but you've actually shown me a case where all problems can be avoided. The spinner can end on the downbeat, then mapping can resume at the end of the bar where the beat comes back in.Kodora wrote:
Sadly it's not always possible, for example see my easy/normal here (talking about osu://edit/00:20:288%20(1), as following note hardly can be ignored - it sounds so bland without it D:)D33d wrote:
DEEDIT: Also, in my experience, spinners in easy and normal become much easier to recover from by simply ending them on the downbeat, as this makes their ends easier to anticipate and it grounds the player a lot better. Thoughts on this as well?
So I'm feeling like this will probably be the best workable ruling. While I still personally prefer a set MS thing, I feel that this works easier if we're deciding this is a guideline.Garven wrote:
I suggest this be set as a guideline due to the nature of variable BPM, song intensity, and mapping styles. As you have all seen, it is enforced very strictly already and you can't really define something like this in stone.
As for consecutive spinners, I don't see any detriment to having no restriction of when the next spinner can start, but having the second one fairly long is a good fail safe for lower level players since after the first one ends, it'll be good to give them some time to realize there's another spinner there.
Suggested wording:Give ample time after spinners before placing new hit objects so that players can recover depending on the level of difficulty.
Easy level maps should give a full measure of recovery time.
Normal level maps should give at least 2 beats of recovery time.
Hard level maps should give at least 1 beat of recovery time.
Anything higher level can be shorter, but keep it within reason.
In the case of consecutive spinners, make sure that the next spinner gives adequate time to account for a lower reaction time for new players.
and where is the rule? it should be contained in the bubble postGarven wrote:
[list:1337]
I'd edit it into Garven's post but like I can't do thatGarven wrote:
Give ample time after spinners before placing new hit objects so that players can recover depending on the level of difficulty.
Easy level maps should give a full measure of recovery time.
Normal level maps should give at least 2 beats of recovery time.
Hard level maps should give at least 1 beat of recovery time.
Anything higher level can be shorter, but keep it within reason.
In the case of consecutive spinners, make sure that the next spinner gives adequate time to account for a lower reaction time for new players.
Make sure that there is a reasonable time delay after a spinner to the next object. This will ensure that players have enough time to recover and react to the next object. In the case of consecutive spinners, make sure that the next spinner gives adequate time to account for a lower reaction time for new players.
- Easy level maps should give a full measure of recovery time.
- Normal level maps should give at least 2 beats of recovery time.
- Hard level maps should give at least 1 beat of recovery time.
- Anything higher level can be shorter, but keep it within reason.
Sieg wrote:
Maybe something like this can work.Make sure that there is a reasonable time delay after a spinner to the next object. This will ensure that players have enough time to recover and react to the next object. In the case of consecutive spinners, make sure that the next spinner gives adequate time to account for a lower reaction time for new players.
- Easy level maps should give a full measure of recovery time.
- Normal level maps should give at least 2 beats of recovery time.
- Hard level maps should give at least 1 beat of recovery time.
- Anything higher level can be shorter, but keep it within reason.