It doesn't. Also Bonsai suggests to use AR 7 for all diffs
Zetera wrote:
"SKELETONS"
In addition to that, I have to add that the current AR on Easy and Normal takes the rhythm-centered structure of the game away and makes it more reaction-centered, hence the original concept of a rhythm-game is taken away. Easy difficulties have to be beginner-friendly, and this is where your AR7 concept fails.Krfawy wrote:
https://osu.ppy.sh/b/950640
May I ask how is it that possible to use AR7 in the easiest difficulty if:
A) it's not a marathon map
B) it would work better with AR2 or AR3
C) it is clearly not okay when it comes to play it
D) newer players aren't usually able to read anything above AR5 or AR6
Clearly, I am asking about standard mode.
Bakari wrote:
A disqualification has been requested!Answer to Krfawy's arguments: I do not see how you can make these judgements when in reality, there is no comparison. Time Bomb does not count as an example, since its density and OD are completely different. So your points on functionality and easier gameplay are nullified, because I am fairly sure you cannot tell whether it is okay or not due to a lack of maps that follow my principle.Krfawy wrote:
https://osu.ppy.sh/b/950640
May I ask how is it that possible to use AR7 in the easiest difficulty if:
A) it's not a marathon map
B) it would work better with AR2 or AR3
C) it is clearly not okay when it comes to play it
D) newer players aren't usually able to read anything above AR5 or AR6
Clearly, I am asking about standard mode.
In addition to that, I have to add that the current AR on Easy and Normal takes the rhythm-centered structure of the game away and makes it more reaction-centered, hence the original concept of a rhythm-game is taken away. Easy difficulties have to be beginner-friendly, and this is where your AR7 concept fails. I can agree on this aspect. Seni and I had a conversation over this and I know about what I am doing with that high AR. However, I chose not to DQ the set myself, since the other difficulties of the set are realising the exact opposite, to display how I do care about rhythm. Therefore, I assumed it is justified to have the lower diffs also have AR7, just to have beginners realise how the connection between object and music is set up. With that knowledge, players were supposed to handle the higher diffs with relative ease, at least accounting for the step from Easy to Normal or Normal to Hard.
If this can absolutely not be agreed on, I am of course willing to change the AR for the lower diffs, while I want to keep the low AR on the highest diff because of the additional challenge.
With this being said, I have to add that multiple people have complained about it with more concerns:Having this said, we want you to reply to these concerns, so we can have the discussion going in some productive direction.
- Players who are still learning general concepts of the game will not be able to read it at all This is what I have discussed in my comment on Krfawy's points. How do we know it is not actually supporting them? Monstrata gave the example of PewDiePie playing in his video and pressing way too early on, which is exactly what drove me to try this.
- The high AR does not work with low velocity and spacing values, making gameplay feel broken and forced What if it was slightly adjusted, lowered, to make this more adequate?
Bakari wrote:
Now let me put some personal notes and thoughts.
[General][Easy]
- Please, get rid of extra transparency in your .png files, I do not think they serve any purpose. If you are talking about the SB files, then my b, I am very bad at graphical editing. I might as well just delete the storyboard, for it was made j4f.
[Normal]
- Slider Tick Rate seems to be making little if any sense with the main rhythm you follow as you're constantly following 1/1 rhythm. I intended to make it consistent, but I'll change that if you insist.
Hope this can get addressed as well!
- Since we are talking AR changes, this could benefit from AR 5 or 5,5. For SV/DS matching purposes. This should deliver more comfortable gameplay.
- I also do not support the concept of spacing changes in this difficulty, as I believe it to be too much of a difficulty jump from Easy to Normal.
Example: 03:03:027 (2,3,1) - Yeah, since I mainly don't have those in the Hard either, I proceeded to fix that.- 1/4 usage there also causes a lot of questions. For example, we cna have a look at 02:28:105 (4,1) - that requires quite a lot of rapid (for the target skill level player) reaction and in comparison with the Easy we are having a huge difficulty gap. There is one part that I cannot really deal with other than using 1/4 sliders (01:30:449 - ), but I got rid of most the 1/4, primarily the ones that were in that post-kiai part.
Fair enough.Zetera wrote:
Can you agree on 4.5/5/6.5/7?
At least 50% of the recent Easy Difficulties nowadays aren't beginner-friendly.Bakari wrote:
Easy difficulties have to be beginner-friendly
This doesn't even matter in this case, because this diff is for sure beginner-friendly.Stefan wrote:
At least 50% of the recent Easy Difficulties nowadays aren't beginner-friendly.Bakari wrote:
Easy difficulties have to be beginner-friendly
21:15 Bakari: Hello there!
21:28 Zetera: Hi!
21:28 Zetera: Sorry, was searching my house for something edible.
21:28 Bakari: Hope you've found something
21:29 Zetera: Sorta, yeah
21:29 Bakari: Anyways, what do you think about using AR4.5 for both E and N
21:29 Bakari: and 7 for H/I
21:29 Zetera: So, i did what you wanted, decreased the spacing in the normal, fixed the tickrate, got rid of the storyboard and implemented the AR spread.
21:30 Zetera: I think 5 for the E/N is a good approach to my assumption and your regulation.
21:30 Bakari: Just like Oko said, we'd have two blocks of difficulties, and still somewhat keep the experint to the point where we could happily have it ranked
21:31 Zetera: There's just this one thing that kind of bothers me.
21:31 Bakari: I feel like a monster, but 4,5 would be closer to Ar7 in terms of scaling
21:32 Bakari: Hard has the AR that is just right and comfortable, while Insane has it slower than the recent standards require
21:32 Bakari: Same would be with E/N and Ar 4,5
21:32 Zetera: I am wondering if it actually alienates the experience if I choose a higher AR, going away from the rhythm game mechanic to a reaction-based gameplay.
21:32 Zetera: I mean, I thought I found a value that beginners could handle easily.
21:33 Zetera: Since I haven't seen any late clicking in the replays.
21:33 Bakari: Well, take the same PewDiePie let's play as an example
21:33 Bakari: Do you see why he was clicking so early?
21:34 Zetera: What I figure is that he clicked too early because there was too much on the screen for too long.
21:34 Zetera: Another idea is that he did not focus on the music at all.
21:35 Bakari: I personally was pretty sure it's the second option
21:35 Zetera: But isn't this somehow connected?
21:37 Zetera: I am not sure whether implementing high AR takes this away or actually supports the development process.
21:37 Zetera: More than that, I am even confident that both can happen.
21:37 Bakari: I'm quite far from concepts of teaching, but I think that making players react on objects rather than adjust to the rhythm is what AR7 does
21:38 Bakari: And when they get decent scores for reactions, rather than rhythms
21:38 Bakari: Players adjust to whack-em-all mechanics, rather than learn how to keep the rhythm
21:39 Zetera: But that is only one assumption.
21:39 Zetera: The contrary to that is that players come to know the right timing much earlier and they then adapt to other maps.
21:39 Zetera: I'm thinking "introduction", not "advancement".
21:40 Zetera: Also, we don't know if they will adapt that whack-em-all mechanic or if they will be able to assign rhythm better to the objects. I hope you can understand what I mean, as my explanations are horrible.
21:41 Zetera: But basically, this is why I wanted to see this ranked with the stats they were qualified with
21:41 Zetera: To see what influence this has on players
21:41 Zetera: However this is pretty hard without any comparison
21:42 Bakari: I kind of get it, yeah. But I still want it to be lowered to a reasonble point, where you would see the impact higher AR would have
21:42 Zetera: Makes sense, but is there a lower value that does exactly that?
21:43 Zetera: I reckon that 4.5 is not enough.
21:43 Bakari: 4,5 on the easier two diffs is somehow equeal to AR7 for H/I diffs
21:43 Zetera: How come?
21:44 Zetera: Also, AR7 looks very slow, which was my goal for the higher diffs, but not for the lower ones.
21:45 Bakari: It looks just alright on Hard, though :p
21:46 Bakari: and we would have something similar running with E/N diffs (if we count 4,5 as comfortable AR for the Easy)
21:47 Bakari: Comfrotable, as this would still require faster clicking, while working relatively well with SV and spacing
21:48 Zetera: Come on, let's make it 5 so there's less waiting involved.
21:48 Zetera: 5/5/7/7.
21:48 Bakari: Are you sure?
21:50 Zetera: Hm, how do I say this..
21:50 Bakari: Sure you want to tyr it?*
21:51 Zetera: When we choose AR4.5, I figure there will be more of a time frame that newer players might do hit errors in than when using 5, while both are still values that are easily recognizable.
21:51 Zetera: This is why I thought 7 is also okay, but you said it looked disruptive.
21:52 Zetera: Because I assumed 7 is also well-readable for beginners.
21:52 Zetera: Well, hoped*, not assumed*
21:52 Zetera: So I am pretty confident that 5 works.
21:52 Zetera: Though I was also confident 7 was okay.
21:52 Bakari: Alright, here's the thing
21:53 Bakari: Let's go hrough the set, I'll make sure the rest is good to go
21:53 Zetera: Okay, I'm ready
21:54 Zetera: Got to update once more though.
21:54 Bakari: When we are over with it I'll try to get used to AR5 and think it over
21:54 Bakari: If I have no more questions, I'm bubbling it no problem
21:54 Bakari: I'll have to provide the log, though. Hope this is fine with you!
21:54 Zetera: Sure thing.
21:56 *Bakari is editing [https://osu.ppy.sh/b/950640 Epik High - Fly [Easy]]
21:57 Bakari: 01:02:324 (1) - can we move the tail a little bit down, mainly for appearance, but also to make sure nobody clicks the tail by mistake
21:58 Zetera: Oh, good idea!
21:59 *Bakari is editing [https://osu.ppy.sh/b/898114 Epik High - Fly [Normal]]
22:00 Bakari: 00:18:730 (2,1) - have you guys tested the jumps on low ranked players as well?
22:01 Bakari: I have a feeling they wouldn't drop off them, but rather go all the way, failing hard
22:01 Zetera: No, I did not test that.
22:03 Bakari: the drop-off concept is more of an advanced thingy
22:03 Bakari: that I don't really expect to be picked by players at these stages of growing
22:04 Zetera: True, I figured slider-100s are not too likely here, since it's only a 1/1 slider.
22:04 Zetera: I adjusted that and restructured the diff up to 00:29:980 - .
22:04 Bakari: 00:37:011 (3,4) - I assume that these guys might also need some attention
22:04 Bakari: 00:41:230 (4,1) - whoa, x2.0 is a pretty serious thing here
22:05 Zetera: Ctrl+g on 00:37:011 (3) -
22:05 Bakari: 00:46:386 (1,2,3) - this is relatively fine in terms of spacing
22:06 Bakari: however, when you visually place them in such a vai, it suggests a 3/2 gap between (2) and (3)
22:07 Bakari: 00:58:574 (1,2,3) - this is a creative idea, if there is a way to make it used in a hard, please try it there?
22:07 Zetera: What do you suggest instead?
22:09 Bakari: move (3) away, so the spacing change still can be felt here, but it's not that obvious visually
22:09 Bakari: http://puu.sh/oxOKK.jpg
22:10 Zetera: Okay, tried that.
22:13 Bakari: 01:22:949 (1,2,3) - love this. simplem neat and works great with the vocals
22:14 Zetera: Thank you. c:
22:14 Bakari: 01:42:636 (3) - I love this one and it seems to be readable due to sliderticks
22:15 Bakari: The question is, do you think players will be able to pick the slowdown well?
22:15 Bakari: 02:07:480 (4,1) - somethingsomething
22:16 Zetera: The slowdown is not too harsh, it is well visible and there are not too many sliders used in the previous bit, so I'd say the slowdown is just fine
22:17 Bakari: 02:27:636 (3,4) - you probably know it
22:17 Zetera: Used Ctrl+G
22:17 Bakari: well, if you think is fine, I will agree with you on that one
22:17 Bakari: Ctrl+G sometimes affects hitsounding, have a look into that as well, while we are at it!
22:17 Zetera: I always do, no worries.
22:18 Bakari: 02:53:886 (3,4) - a tiny spacing increase to make sure nobody reads it as 1/4 would help out a lot!
22:19 Bakari: 02:54:824 - also, I would probably try to make that beat here clickable by placing a circle or arranging the following (5) in some way
22:19 Zetera: Done and I added a NC because it includes the first beat of the next period
22:19 Zetera: I used a sliderend because it was a 3/4 slider + a circle before.
22:21 Zetera: Okay, used a 1/1 instead and a circle at the big line, that one now carries a NC
22:21 *Bakari is editing [https://osu.ppy.sh/b/625661 Epik High - Fly [Hard]]
22:22 Bakari: how about making 01:00:214 (1) - the beat here a bit more stressed with a jump and a bit of rhythm changes? http://puu.sh/oxPyr.jpg
22:24 Bakari: 01:37:011 (1) - as the previous sliders had only one repeat, this one took me by surprise
22:24 Bakari: not sure if it's just my rusty skills or a thing that you'd want to change, so you decide on this one
22:25 Zetera: You got a point, but a fix involves using a triplet at some point, so I am sort of reluctant to do that.
22:25 Bakari: Well, to be fair I still got a 300 there :p
22:26 Zetera: Oh, by the way, I kept the pattern that you liked in the normal, the one with the repeat slider at the end, since Hard now has a new, harder concept.
22:26 Bakari: Good!
22:26 Bakari: 01:40:761 (4,5) - you'd be surprise to find out that Insane has a easier pattern here :p
22:26 Bakari: surprised*
22:27 Bakari: Insane has a single slder while Hard has a circle+slider
22:27 Zetera: But here, it only uses one repetition.
22:30 Zetera: I mean, I could also use only the slider, but I found that to be awkward.
22:30 Zetera: I'll do it anyway.
22:30 Bakari: Up to you, you are the creator here
22:30 Bakari: 02:05:136 (5,1,2) - can we have more things like that? <3
22:31 Zetera: Oh, you like that one?
22:31 Zetera: I didn't even like that myself LOL
22:31 Zetera: Was some kind of emergency solution
22:31 Bakari: It's cool, flows really nicely
22:31 Zetera: Yeah, flow was the first priority.
22:34 Zetera: Are the other instances of that okay as well?
22:34 Bakari: Sure!
22:36 Zetera: Okay, changed the things I agreed to.
22:39 Bakari: Air is a lot like a flying in dreams, fantasy-like, smooth and everybody would want to try it once again after finishing
22:39 Bakari: Update things
22:39 Zetera: That was a really great compliment, thanks a lot c:
22:40 Zetera: Okay, updated.
22:40 Zetera: Oh wait, the AR.
22:40 Zetera: I'll ask once more. Are you fine with 5/5/7/7?
22:41 Bakari: Yeah
22:41 Bakari: I've nothing else to add
22:41 Zetera: Alright, I'll use that then.
22:42 Zetera: okay, done.
22:43 Zetera: I was not sure which of your posts I should reward you for, should I go for the post with this log?
22:45 Bakari: I guess so
22:45 *Bakari is editing [https://osu.ppy.sh/b/898114 Epik High - Fly [Normal]]
22:45 Bakari: 00:58:574 (1,2,3) - can we somehow lower spacing changes there, though? It'll be sad to see it changed, but I think it needs to be done
22:45 Zetera: Did I miss something?
22:45 Zetera: Oh, of course.
It surely is, no question. It's more about the argument I can't really agree because clearly harder Easy maps gets ranked constantely without issues.Irreversible wrote:
This doesn't even matter in this case, because this diff is for sure beginner-friendly.