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because this isn't a "how do i improve" thread...iderekmc wrote:
oh, how strange nobody says "play more" it looks like people are growing up
It's not like the thread reached dead end soZenithPhantasm wrote:
Nice necropost.
A single slider isn't very difficult to read because players can remember it in some retrys. Also only fast sliders or slow sliders are not difficult to read too imo (e.g. fast sliders in the last kiai).derminYagami wrote:
Edit: would slider bodies be considered in how difficult they are to move in, such as fast long sliders being harder to read, or would slower bigger sliders be worse?
Fast sliders very easy to memorize... https://osu.ppy.sh/b/821549 >.> <.<imoutosan wrote:
A single slider isn't very difficult to read because players can remember it in some retrys. Also only fast sliders or slow sliders are not difficult to read too imo (e.g. fast sliders in the last kiai).derminYagami wrote:
Edit: would slider bodies be considered in how difficult they are to move in, such as fast long sliders being harder to read, or would slower bigger sliders be worse?
Frequent sv changes and overlapping sliderbodies could be really difficult for reading I guess. e.g. sv changes
I remember I said "A single slider"...chainpullz wrote:
Fast sliders very easy to memorize... https://osu.ppy.sh/b/821549 >.> <.<
Also, memorizing is the opposite of reading.
memorizing something is a good way to learn to read it and similiar things you might encounter laterchainpullz wrote:
Also, memorizing is the opposite of reading.
Dude, you need to stop necroing threads. Not only once but twice wtfvietnam13231 wrote:
Hmmm...
1. Amount of elements on screen. The lower AR and/or CS and/or higher BPM the harder it is. (EZDT? This is madness!)
2. Suddenly changing patterns/speeds. Those are really hard to catch, the higher AR and/or bigger spacing the harder it is.
3.
Good joke.derminYagami wrote:
cs7 hr, but it isnt worth enough pp
I made a request for a feature in osu!api, so hope peppy adds it. If implemented, it would allow us to get ALL plays from the time of implementation, but all past plays are still lost to the void, sorryderminYagami wrote:
will osu!!skills ever be able to count all your scores? a lot of peoples ez score arent in their top pp, but would be worth huge in reading, the same thing for precision if somone sets a score on cs7 hr, but it isnt worth enough pp it wont be on their top precision, i find that this would be a huge issue for reading considering how low pp for ez is. i know api restrictions but i was just wondering
As long you were not the one that came up with the conclusion, sure. Multiple confirmation is a good way to solidify a theory.Khelly wrote:
Does this mean I can make a post with examples that comes to the same conclusion that's probably already been posted in here before but I can't be arsed to read through this thread.
Because I'm bored enough to do that.
Should toss in slider velocity changes and spacing (distance snap?) changes as well. Probably as a nonlinear function. Also something to account for the added rhythmic difficulty of patterns that start and/or end on blue ticks.abraker wrote:
I'm thinking to calculate how cluttered everything is by taking account total hitobject area, total overlapped area, and amount of path intersects or close to being an intersect. I'm just not sure yet how to put it all together yet.
I have actually been debating with myself whether to have timing changes as part of reading or not. I'm thinking to include them in tenacity, changing focus of that skill from how long you can do fast stream to how well you manage to keep the early/late "balance" and for how long. So essentially bpm changes, irregular 1/6 and 1/4 combinations, and fast long streams in a marathon map would produce the highest tenacity value if changed to such.chainpullz wrote:
Also something to account for the added rhythmic difficulty of patterns that start and/or end on blue ticks.
Yes. I'm currently working on the Reaction Skill which takes account spareness chaos and then will be working on the Reading Skill which takes account clutter chaos.chainpullz wrote:
Another thing to consider is that there are basically 2 very different types of reading - density reading and speed reading.
ShadyAngel wrote:
don't mind me just a post in the hopes that khelly will continue his post once he's not tired anymore.
would be interested in the other 2/3rd .
It will never be "impossible" because of numbers and combo colors, however some patterns can get confusing without followpoints (https://osu.ppy.sh/ss/5589910). In general the ability to play/sightread complex patterns increases as you get better at reading.abraker wrote:
I am not sure if there is really a peak limit to how many notes can be in a visible cluster before it's nearly impossible to do. What I do know is that note tracking (see below) becomes a factor when increasing the rate at which the notes appear. This one is hard to figure, so I would like more help figuring out how difficult this can really get.
unrelated, butB1oody wrote:
https://osu.ppy.sh/ss/5589910
Unfortunately there no way to take account skin specific stuff when calculating the skill needed for reading. Also, I play without numbers just fine and go by order of note appearance.Momiji wrote:
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