OSUMANIA FUCKING SUCKS HAHAHHAHAHAHAAHAHA
*does converts*-Kamikaze- wrote:
don't do autoconverts kids
I think you misspelled "literally non-existent"Aqo wrote:
3. low mapping standards
what are you even talking aboutabraker wrote:
osu! is just more player friendly. It's like having autoaim in shooter games. Thats why it's taken as a joke. Where the players come from, stepmania, o2jam, or LR2, you dont get the friendly game mechanics mania has.
In a nutshell:
Imagine playing shooter game with no gui and a shooter game with gui and autoaim.
he's probably talking about mashing being easy, clearing being easy and the way that long notes work.Hestia- wrote:
what are you even talking about
did you forget to turn off auto mod?
Yea, I probably exagerated it a bit too much.OperaMini0 wrote:
he's probably talking about mashing being easy, clearing being easy and the way that long notes work.Hestia- wrote:
what are you even talking about
did you forget to turn off auto mod?
mashing being easy = you will get shit score anywayOperaMini0 wrote:
he's probably talking about mashing being easy, clearing being easy and the way that long notes work.Hestia- wrote:
what are you even talking about
did you forget to turn off auto mod?
and you are one of themTidek wrote:
- and space time lovers
See, the funny thing is that we have standards. They're just the wrong standards. It makes me sad to see good maps forever stuck in the graveyard because of the absurd rules we have for ranking maps here. Having a full difficulty spread doesn't mean that every difficulty in that map is going to be good quality and fun to play. Neither does requiring hitsounds. Neither does the modding process for that matter. There are dozens of unranked beatmaps that are more fun than the majority of ranked maps out there that nobody plays because if your map isn't ranked, 95% of the community will never know it exists.Redon wrote:
I think you misspelled "literally non-existent"Aqo wrote:
3. low mapping standards
It makes me sad to see good maps forever stuck in the graveyard because of the absurd rules we have for ranking maps here.Most of very good maps are stuck in graveyard not because they are unrankable or something (because they are EASILY rankable these times), but cause of that mappers are too lazy to push map forward into the ranking process and they prefer to complain on forum that how the ranking process is bad here instead of push map forward, its funny lol. (rest of maps are dump/overmap stuff, but there isnt a lot of them)
Having a full difficulty spread doesn't mean that every difficulty in that map is going to be good quality and fun to play.What do you mean here? If mapper is scared that easier difficulties wont be as good as his the hardest difficulty, then ask for GD? There is a lot of options.
Neither does requiring hitsounds.Well, agree, But since we have some tools that makes doing it a lot easier and faster, then I dont care honestly lol (unless its a marathon map)
Neither does the modding process for that matter.Modding process isnt necessary thing in a ranking process, for example t/382232 Its all depends of quality of map.
20 modding queue posts and 5 personal requests and no modsTidek wrote:
mappers are too lazy to push map forward into the ranking process
I dont want to know which queues and which ppl you were requesting lolAqo wrote:
20 modding queue posts and 5 personal requests and no modsTidek wrote:
mappers are too lazy to push map forward into the ranking process
#lazyness
I'm referring to the many players who actually don't understand mapping particularly well. It's very common for new mappers to believe that they're making good maps when they're making something only barely rankable after various mods. It's common that whichever difficulty they focused on ends up being the best in their map.Tidek wrote:
Ok, serious nowHaving a full difficulty spread doesn't mean that every difficulty in that map is going to be good quality and fun to play.What do you mean here? If mapper is scared that easier difficulties wont be as good as his the hardest difficulty, then ask for GD? There is a lot of options.
(for me its more being a lazy ass, because I dont believe that if you can map good hard diff then you cant make anything easier same good)
Neither does the modding process for that matter.Modding process isnt necessary thing in a ranking process, for example t/382232 Its all depends of quality of map.[/quote]
Much of my issues are with the ranking criteria or ranking process design, and are with decisions already made which I disagree with. I voiced my disagreements in threads while those issues were discussed and was denied, usually with little in the way of proper explanation. Since then I've taken to pointing out the issues publicly because there's no other real option for me. I can't make loctav or peppy change their mind by 'doing something' other than trying to point out where their decisions are causing problems.OnosakiHito wrote:
Saying that certain standards are wrong but doing nothing against it is redundant, Bobbias. Nevermind how obvious it might be for an experienced person. Coming from Taiko, I can actually understand yours and other people's feeling in this matter when certain standards in osu! interfer with the gamemode you like and might even disturb its evolvement. It's especially a problem for older people like us, who come from older communities with possible more refined standards in certain matters, which can sometimes even lead to heated discussions. But that doesn't mean that you can't treat these problems and request certain changes or find a middle way in some way. Especially for someone who is -as I heared- so well known in the mania community like you, Bobbias, who probably has a lot of experience as well, should it be possible to help this community and lead it into an approximately right direction.
So instead of taking it as it is, people should treat the problems. Taking action. Else, if this isn't possible, I would just refer to what Aqo said.
You can play certain parts semi-precisely and use your super strategic mashing strats to mainly non-rainbow 300 parts that would usually need skillful precision for super cool S ranks!Tidek wrote:
mashing being easy = you will get shit score anyway
With the hp refilling back up within seconds leaving no punishment at all! please replace or remove this abomination of a hp barTidek wrote:
clearing being easy = HP10 is so easy ;<
comparing shit with trash!Tidek wrote:
Long notes = atleast they are better than Stepmania holds LMFAO /me runz
This actually sums it up really wellabraker wrote:
osu! is just more player friendly. It's like having autoaim in shooter games. Thats why it's taken as a joke. Where the players come from, stepmania, o2jam, or LR2, you dont get the friendly game mechanics mania has.
In a nutshell:
Imagine playing shooter game with no gui and a shooter game with gui and autoaim.
[Crz]Kemo wrote:
My personal feeling is that mashing is also easy in o2jam.
At least osumania has a relatively tight judgment standard, although still easier than LR2/IIDX.
Bobbias wrote:
some people consider anything less than very accurately playing the pattern to be mashing.
Thanks a lot for explaining hahaBobbias wrote:
In O2Jam on hx (life drain is different for each difficulty), It's very punishing to miss, especially if you miss an LN. What Kemo means by mashing is mashing the correct pattern with bad timing. The BPM must be quite high before the timing windows in o2jam become anywhere near as strict as timing usually is in o!m, so it's easy to hit all goods in o2jam and still be 'mashing' by o!m standards.
The difference I'm pointing out is that while some people think of mashing only as being unable to hit a pattern at all and just flailing at the keyboard to pass, some people consider anything less than very accurately playing the pattern to be mashing.
I feel like this is true of any game with non-zero player base so I guess we should be happy about it. BRIGHT SIDE !?Cuppp wrote:
Look its this thread again. Starts off with some stupid topic then derails to hating/defending the game and 2009 memes.
Literally every week its the same thing.
There are good and bad charts in Stepmania as well. Don't use Yolomania and Nuclear Blast as representatives of what SM charting is, because it really isn't. Charts like Schur's Theorem, Quatre Mains and Run Run Run are examples of better SM charts. They are consistent as far I'm concerned, not to mention consistency isn't even that difficult of a rule to follow. Most inconsistencies are accidental, I'd imagine this being the same for o!m as well.Wind_14 wrote:
Nah. Mania is still growing. And why did people comparing each games?, yes, song in stepmania has better pattern. But some won't be ranked in mania due to ghost note / inconsistency. Most of BN in mania asks for consistency as an integral part of your map.
And about combo-based, it's not really weird, 2 players who get the same amount of 300g,300, and miss, but one had miss at mid and the other get it at the end part, means that the second player has better concentration. And replay never hurt anyone.So both players lapse their concentration in different areas, yet the second player has better focus...? That doesn't even make sense. The location of the miss should be irrelevant as long as they're playing the same chart; in fact you can argue that the person who misses in the harder section is worse than the person in the one who misses in a random section. That's another topic altogether anyway.
About standard mode's life judgement, yeah i have seen the issue, but in mania, it's not really an issue. Usually harder difficulty has higher od and hp, and if you can finish it, hp shouldn't be a problem. The problem is with od, but in the end low od won't help you finish hard song that you never get the pattern before.The problem is that people are saying that HP is too lenient, which is true. You literally cannot fail anything in this game unless it is way way too hard for you - and in multiple rhythm games passing is quite the achievement. Honestly the argument about HP and OD can be another thing altogether, but basically the game makes mashing completely viable because the early miss function fails at what it does (getting misses) and you can quadmash through anything even on HP8.5-9 and still pass. The fact that you can jumptrill all of AiAe and still pass says a lot about the gameplay in this game. Given, you'll get horrible accuracy - but the fact that you can actually get PP through jumptrilling a chart that is not a jumptrill chart is pretty silly.
About monopolizing, it's not really an issue since you can still play the other game, and it's not a problem if a game has several modes. It's one good part about osu!that it was not stuck at an idea. Don't talk bad if you are the one who can't accept any change in the world. Konami's takedown ? well, the song is licensed, but even some song also mapped in stepmania. That's why peppy asks us to map the song that has CC license, so you won't be scared from taking down.I do agree that the people bashing osu!mania are definitely irrational about it, they can be dissatisfied with how osu!mania is more popular and other things but openly disliking it is a bit dumb. I do think osu!mania has a good amount of potential, but it requires quite the overhaul in terms of gameplay mechanics and a lot more time for charting quality to improve drastically.
#osu and#osumania is more like an multiroom off-topic, it can't be helped. Harder maps ? even at this level, not many people can reach the hardest ranked beatmaps in mania.Completely pointless part of your argument, even the medium-range charts are not very good in my opinion.
Just because the system is different from your previous games, doesn't mean you can easily talk bad about it. Relying heavily on LN ? then what ?. Just play it.People dislike the game because the general map quality is lower than the ones in StepMania and maybe some other rhythm games. The patterns are generally far more appropriate and playable (very little arbitrary one hand trill patterning, very pitch relevant note placements, extremely smooth patterning as a whole, better song choices which create for better charts and overall just more musically relevant charting). Relying heavily on LNs are not much of a problem if the gimmick works. The gimmick generally doesn't work for 4K by nature because of how restrictive 4K charting is already. Having a long note in 4 columns gives you only 3 columns to work with and you can only work with 1 finger on one hand and 2 fingers on the other. That is insanely restrictive, hence why people dislike the LN gimmick. It is not because it is different, it is because it does not work well with the given medium you have.
if i'm not wrong someone says that he/she is laughing when he opens #osu, well, what you should do there actually ? and some people said that "osumania isn't hard enough ". We are still improving. I'll try the pack you suggested.Shoegazer wrote:
#osu and#osumania is more like an multiroom off-topic, it can't be helped. Harder maps ? even at this level, not many people can reach the hardest ranked beatmaps in mania.Completely pointless part of your argument, even the medium-range charts are not very good in my opinion.
Just wanna point out that osumania scoring is NOT combo based, osu is. They are different. In fact even though o!m is kinda crude and imperfect in other aspects, its scoring system is one of the best and the most balanced I've ever seen. It combines the evaluation of accuracy, combo, and consistency, especially compared to the scoring system of o2jam(mostly combo based) and LR2(completely acc-based). (Never played stepmania much so idk)Shoegazer wrote:
And about combo-based, it's not really weird, 2 players who get the same amount of 300g,300, and miss, but one had miss at mid and the other get it at the end part, means that the second player has better concentration. And replay never hurt anyone.So both players lapse their concentration in different areas, yet the second player has better focus...? That doesn't even make sense. The location of the miss should be irrelevant as long as they're playing the same chart; in fact you can argue that the person who misses in the harder section is worse than the person in the one who misses in a random section. That's another topic altogether anyway.
You've been taking it too far. The "LNs doesn't work for 4k" argument is a little bit too assertive. Maybe that's true for Stepmania, but 4k is NOT Stepmania! You probably don't know that there's a 4k community in China that plays a game called "Myo2", which, as you can tell by its name, is basically the 4k version of o2jam, with LN heavy mapping style and lenient accuracy. They have plenty of beautifully charted LN maps(and non LN maps as well), which is fun, challenging, and musically relevant.Shoegazer wrote:
Relying heavily on LNs are not much of a problem if the gimmick works. The gimmick generally doesn't work for 4K by nature because of how restrictive 4K charting is already. Having a long note in 4 columns gives you only 3 columns to work with and you can only work with 1 finger on one hand and 2 fingers on the other. That is insanely restrictive, hence why people dislike the LN gimmick. It is not because it is different, it is because it does not work well with the given medium you have.
I was mainly directing that part of the quote to that argument about how missing at different locations won't make that much of a difference overall. I'm aware of how the osu!mania scoring system works. It's a good system for what it is, but I strongly dislike how misses penalise so much (funnily enough the percentage system has the opposite issue, misses penalise too little) and 200s penalise too little. Because of that I've always used percentage as a better measure of score. Is a subjective argument though, both systems have its flaws. I think the percentage system in o!m is better than any other scoring system at the moment for what it's worth, the SM DP% system outclasses the scoring system (not percentage) in osu!mania for me.[Crz]Kemo wrote:
Just wanna point out that osumania scoring is NOT combo based, osu is. They are different. In fact even though o!m is kinda crude and imperfect in other aspects, its scoring system is one of the best and the most balanced I've ever seen. It combines the evaluation of accuracy, combo, and consistency, especially compared to the scoring system of o2jam(mostly combo based) and LR2(completely acc-based). (Never played stepmania much so idk)
You've been taking it too far. The "LNs doesn't work for 4k" argument is a little bit too assertive. Maybe that's true for Stepmania, but 4k is NOT Stepmania! You probably don't know that there's a 4k community in China that plays a game called "Myo2", which, as you can tell by its name, is basically the 4k version of o2jam, with LN heavy mapping style and lenient accuracy. They have plenty of beautifully charted LN maps(and non LN maps as well), which is fun, challenging, and musically relevant.My phrasing probably came off the wrong way because I overemphasised some parts, but the reason I have this jaded impression of LNs in 4K is mainly because how fundamentally restrictive it is. I agree that there are some nice LN charts out there, but they seem like a rarity to me and generally speaking I prefer them not being used because of how easily it could be messed up. Any given style of charting can create very good charts if done properly yes, but I just haven't seen enough charts that use LNs as their gimmick (for the lack of a better term) to really convince me that LN charting is an extremely viable charting style, rather than just novelty.
I just wanna say that Stepmania mapping is a STYLE not a STANDARD. My personal opinion is that not using LNs will significantly reduce the diversity of patterns. And moreover in some cases you just can't be musically relevant if you don't use LNs in order to fit the layering of the song.You're right, Stepmania mapping isn't a standard - it is a style. I never disagreed with that. There are times where LNs are appropriate (and I could name off a ton of charts that benefitted from LNs), but I feel that LNs should be sparsely used because of how restrictive your finger motions are in general instead of being a full blown charting style. Again, this is because I've never seen LNs being used in a very intricate/fluent way - I would like to be proven wrong.
What about making a new score system that doesn't rely on combo? If the score doesn't rely on combo, then it can be calculated entirely by the distribution of the judgments in a play (so a score wipe wouldn't be needed if it was implemented).Shoegazer wrote:
I was mainly directing that part of the quote to that argument about how missing at different locations won't make that much of a difference overall. I'm aware of how the osu!mania scoring system works. It's a good system for what it is, but I strongly dislike how misses penalise so much (funnily enough the percentage system has the opposite issue, misses penalise too little) and 200s penalise too little. Because of that I've always used percentage as a better measure of score. Is a subjective argument though, both systems have its flaws. I think the percentage system in o!m is better than any other scoring system at the moment for what it's worth, the SM DP% system outclasses the scoring system (not percentage) in osu!mania for me.
100% true, we can move this to the general discussion thread now, I am closing this !Valedict wrote:
Couldn't you have just posted this in the general discussion? This thread is absolute garbage and there's no need for this to be open any longer.