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[invalid] Allow beatmaper to change hp drain in certain sections

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +2
Topic Starter
Tidek
Like in title, i think that will be very helpfull for beatmappers and players also.
That will resolve problem with failing on easy parts and make beatmaper more creative in quiet sections of songs.
For example:
http://osu.ppy.sh/s/21928 - hardrock is impossible cause of long spinner on the end
[CSGA]Ar3sgice

Tidek wrote:

http://osu.ppy.sh/s/21928 - hardrock is impossible cause of long spinner on the end
DT it

---

ok I think just turn down the overall hp drain, what's the point to have too high hp drain anyways
ampzz

[CSGA]Ar3sgice wrote:

ok I think just turn down the overall hp drain, what's the point to have too high hp drain anyways
... so that people are promoted to maintain a high accuracy level to get through the maps which in itself provides a challenge?

Having HP drain variations in the map is rather silly as well considering some mappers, like myself, prefer placing in these purposeful drain sections so that people have to maintain a high accuracy maintenance.
theowest
Here's another difficulty which is impossible using hardrock. http://osu.ppy.sh/b/76880 So it was possible if you managed to get more than 410 s/m on the first spinner.

This is more reasonable than the ability to change the AR in certain sections.
dkun
mods are a plus to the vanilla gameplay

no on this
Topic Starter
Tidek
What i can add. I think that changing hp drain in certain sections is very helpfull for players who losing in easy/few notes parts.
Let mi explain, on beatmap with high hp drain JUMPS are a lot harder than streams (not deathstreams), because hp drain is faster than REGENERATION. (and beatmapper is forced to put more notes in quiet sections)
Maybe this isnt good example:
http://osu.ppy.sh/b/74684&m=0 - in no streams sections, is very hard to keep HP, two misses and u lose (even if rest is 300, cuz drain is faster).
http://osu.ppy.sh/s/25109 - here we see quiet sections with a lot of notes and fast sliders, because mapper had to keep HP drain

EDIT: of course im not beatmapper and if beatmapper feels good without that option then its fine. I just put suggestion.
DdR_Dan

ampzz wrote:

Having HP drain variations in the map is rather silly as well considering some mappers, like myself, prefer placing in these purposeful drain sections so that people have to maintain a high accuracy maintenance.
But having the option to put HP drain variations won't prevent people from putting in drain sections on purpose. In fact, it could give a mapper the opportunity to make more sections where players have to maintain high accuracy, without requiring a really high HP drain for the entire map or a long section with few notes, if that's what the mapper wanted to do. So even though it could be used to remove drain sections, if I was a mapper and I liked putting drain sections in I'd support having drain variations.

So I think it's a good idea. Of course, I'm not a beatmapper either lol.
Shiro
Changing HP drain is as stupid as changing AR or OD on section. This is a spinner-related issue. I already talked to mm201 about killing spinners and provided several maps as examples - with HR.

His solution was to calculate the HP given so that SpunOut's spinning (ie 286 rpm or around that) makes the HP stay constant through the spinner, so that anyone who spins faster than this actually gains HP.

I don't know if this is going to be implemented or not though.
DaddyCoolVipper
There's no reason not to include this, as well as changing AR too. It'd just be another tool to help mappers do what they want with the map.

Support
Scarlet Evans
Maybe instead we could just make chosen spinners to drain less hp? Like changing HP drain, but only for spinner? Freely changing it across beatmap could bring a little chaos :P
Seijiro
This looks like a lot of work for nothing.
HP may be set lower in case there are long spinners at the end and everything will be fixed.
The Hp doesn't change anything in gameplay too, so where's the point of it all
-Atri-
Agreed, especially playing calm parts with HR
abraker

peppy wrote:

Treat it as an added challenge.
Stefan
Ask the mapper to use it properly and not making people fail for stupid things. I wouldn't consider this as a solution for anything.
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