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Splitting Overall Difficulty. [Added]

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
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kideddie1501
This map has been deleted on the request of its creator. It is no longer available.
Topic Starter
Zerostarry
This map has been deleted on the request of its creator. It is no longer available.
Kitty McWittles

Gens wrote:

peppy wrote:

Feature requests will automatically be moved to the "resolved" subforum after 28 days
/me fails :(
Topic Starter
Zerostarry
Bump (and moved out of completed)
Derekku
+Support.

I always love more customization options. Plus it adds the ability for more creativity :)
KawaiiLily
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mm201
Bump.

Just think of the possibilities:
  1. Slow approach/small hit window for JJF-style confusion.
  2. Fast approach/sane hit window for Cheergirls goodness without necessarily hitting 100s everywhere.
Gabi

Zerostarry wrote:

* Approach Rate (Fading, approach circles)
* Hit Window
* Spinner Difficulty
hit window should not be messed with

setting a super short spinner which you can 2000 easily is just odd

that leaves approach rate, which you can already set.

also this will most likley confuse new mappers even more.

i do not support this
Starrodkirby86
If new mappers get confused from it, why are they even looking in an 'Advanced' tab? :roll:
They can still set the Overall Difficulty like always, it's just for the people that want to tweak particular aspects of the song with some Advanced Settings.

Looking at this, how would the peppystars be handled? o:

I have some faint support here.
CheeseWarlock
I'd like to add something but I don't think there's any more to say. +1 support.
mm201

Gabi wrote:

hit window should not be messed with
Explain. Please consider playing Music Hour on Insane (approach rate IS authentic) before replying.

Gabi wrote:

setting a super short spinner which you can 2000 easily is just odd
Of course, every new worthwhile feature has abuse potential, but there are many benefits to be had as well. (And BTW if peppy adds this, you can be sure that there will be reasonable restrictions on the settings.)

Gabi wrote:

that leaves approach rate, which you can already set.
Not directly. You can only set a combined approach rate/hit window setting, which brings us back to point (1).

Starrodkirby86 wrote:

Looking at this, how would the peppystars be handled? o:
Average Approach Rate and Hit Window to calculate Overall Difficulty?
Gabi
its just like you said, any new feature can be abused, which is why we dont need to have 3 more things in the overall difficulty getting abused. i don't really care about the "authentic" maps. this is not Oendan/EBA, it is based on it though.

have a super small hitbox with super fast/slow circle approach would just feel retarded (IMO idk about how you feel during game play) and having a super large hitbox with super fast/slow would just be abusing the system giving everyone easy SS's. having it "inbetween" would just be like it is now.

as of spinners, im kind of neutral on this actually. however i DOUBT peppy would make spinners easier then they can be on the easiest overall difficulty, thus leaving us with 1/4 maybe 2/4 shorter spinners then the rankable ones

also if this feature would be implemented wouldn't it kind of affect the already ranked maps? or would all settings be exactly set to the correct settings?

You can only set a combined approach rate/hit window setting
i stand but what i said that THIS compliment each other well already and does NOT need any more features.

again these are my oppinions, if you think they are stupid go ahead and ignore them.
mm201
The point is, as it is now, when the approach rate is set really high, the hit window becomes impossibly small, such that even the best player will hit 100s all over the place. (Note the lack of SSes on that map and all the FC Bs in the top 50.)

Even though the far right two settings for Overall Difficulty correspond to playable approach rates, they do not correspond to playable hit windows. The mapper should be allowed to pick these approach rates but still use a more sane hit window.
peppy
What about changing the hit window for the highest two settings rather than splitting this out?
anonymous_old
This map has been deleted on the request of its creator. It is no longer available.
Gabi
This map has been deleted on the request of its creator. It is no longer available.
Derekku
After reading over this thread, I really don't see any point in this request :/
m980
So what happened with this request?
Topic Starter
Zerostarry
o.o

It died, though I'd still like to see this added
mm201
It went where every good feature request related to mapping goes. =/
Torran
+Support
Sleep Powder
This map has been deleted on the request of its creator. It is no longer available.
Mystearica
This map has been deleted on the request of its creator. It is no longer available.
Kitsunemimi
moar support gogogo
Zekira
YES PLEASE. Taiko also needs this to make deathspinners. Though the logic between the speed of approach circles and the harshness of the hit window should still be directly proportional IMO
mm201

Zekira wrote:

YES PLEASE. Taiko also needs this to make deathspinners. Though the logic between the speed of approach circles and the harshness of the hit window should still be directly proportional IMO
No. In fact, I'd say quite the opposite. Spinners can reasonably be made dependent on the harshness of the hit window, but approach rate should be variable.

At present, BOTH the lowest two settings AND the highest two settings are a joke, because the lowest two are ridiculously too tolerant, even for beginners, while the highest two are unplayable.

Of course, there's a certain visual appeal to both slow circles and fast ones.
deadbeat
i've been thinking about something like this for a while..support :)
would make mapping more fun in some ways
Detective Tuesday
This is a rhythm game. Timing windows and circle approach speed should have absolutely nothing to do with each other, nor should timing windows vary ever... And I wasn't aware that they did. Do they?
RandomJibberish
Yeah, it's part of overall difficulty. The timing windows got tighter in higher difficulties of the original games too.
m980
WROOONG!

Timing windows were strict for the whole game. They didn't get tighter, the Approach Circles just went in faster.
anonymous_old

m980 wrote:

WROOONG!

Timing windows were strict for the whole game. They didn't get tighter, the Approach Circles just went in faster.
Now you are making me want to test this.
GabrielRKF
makes sense.
Support
mm201

strager wrote:

m980 wrote:

WROOONG!

Timing windows were strict for the whole game. They didn't get tighter, the Approach Circles just went in faster.
Now you are making me want to test this.
I still can't get S on Walkie Talkie Man [Breezin']. :(
RandomJibberish

m980 wrote:

WROOONG!

Timing windows were strict for the whole game. They didn't get tighter, the Approach Circles just went in faster.
Ah, I didn't know that.

MetalMario201 wrote:

I still can't get S on Walkie Talkie Man [Breezin']. :(
Lol you aren't the only one. I can S a good number of the other Breezin' songs, but the easiest in the game is still just an A.
NotShinta
Huh, I didn't know that about timing windows either. It makes sense thinking about it though.

Walkie Talkie Man on Breezin' is hard to S because of how slow it feels and the amount of beats. You're only allowed 5 100s for an S IIRC. I did it a few times though.
Torran
I'm bumping this. The Anthem is driving me NUTS!
mm201
Me too.
Takuma
Hey, I remember this. :D +support
Zekira
Support
arien666
Maybe, this is the best idea ;_;

Support due to Taiko :3
Kert
Definetly support this!
Zeugziumy
Good Idea!
Nakata Yuji
Naturally, when one would be making this game, one would have these things on separate sliders. Thus, they're together for a reason, no?
Torran
Note:
* Approach Rate (Fading, approach circles)

The Anthem (The approach circles are authentic)
[Breezin']
Overall Difficulty: 6
[Cruisin']
Overall Difficulty: 2

Class, what's wrong with this picture?

* The speed at which notes fade in
* The speed of approach circles
* Both
* Nothing
Gabi
All this still seems stupid to me, and i'm really sick of these authentic ouendan shit.
mm201

Gabi wrote:

All this still seems stupid to me, and i'm really sick of these authentic ouendan shit.
no u

By what line of reasoning is it bad to add something JUST because it's in the authentic games? Maybe we should get rid of sliders because they appear in Ouendan? Maybe we should delete the entire game because it's been done before?

I've added this, but we'll need to discuss scoring and spinner difficulty before it goes live.
Gabi

MetalMario201 wrote:

Gabi wrote:

All this still seems stupid to me, and i'm really sick of these authentic ouendan shit.
no u

By what line of reasoning is it bad to add something JUST because it's in the authentic games? Maybe we should get rid of sliders because they appear in Ouendan? Maybe we should delete the entire game because it's been done before?

I've added this, but we'll need to discuss scoring and spinner difficulty before it goes live.
I have already said my reasoning and my opinion on the other pages. It is fine just how it is now, there is no NEED for this kind of settings, it will only make it confusing. Seeing as you think you are the boss around here now that you got that pink name , i guess you can go ahead and do whatever you want, i just think it's ridiculous.
mm201
For the record, I'm not taking over the show on this one:

peppy wrote:

MetalMario201 wrote:

Overall Difficulty split:
Make approach rate separate from hit window. Also do somethingorother to allow spinner difficulty to vary.
Hmm.. Let's discuss this one next time we chat. I'm happy to get the ball rolling on this long-time request.
(this is from a private discussion but contains no sensitive info.)

I've also explained to my satisfaction why this would be a good addition on page 2 last year.

It:
  1. addresses how the extreme cases (less than 3 or greater than 8) of OD are unbalanced,
  2. allows for aesthetic changes to a map's presentation (eg. using slower approaches with slower music) without affecting the difficulty tolerance,
  3. allows for map reading to become a challenge (for things like honeycombs) without turning the hit window into a pushover, and
  4. allows for the hit window to be made more generous in cases such as oldies where the tempo drifts. (in such cases, even perfect timing would still feel less tight to the player, so a wider hit window is required to match the level of difficulty with machine-timed music.)
Personally, I would use OD5 with AR1 on almost every Easy I produce. (Currently I use OD3.)
I would also use OD7 with AR9 for most of my Insanes.
CheeseWarlock
I can see where confusion could come in, when approach rate is slowed down but the hit timing is more precise, and so the visual indicator of when to click becomes less precise and harder to read. But I don't think it should be a huge concern since the primary element a player should be using is the music itself.

Not to say discouraging visual-oriented play is a good idea, but splitting the options gives more mapping freedom and if the difference is too detrimental it'll be handled on a per-map basis.
Topic Starter
Zerostarry

Gabi wrote:

All this still seems stupid to me, and i'm really sick of these authentic ouendan shit.
u mad because iNIS makes better maps than you do?

EDIT: anyway i don't care about this anymore, do what you wish
Topic Starter
Zerostarry
(+) The speed of approach circles can now be independently picked from Overall Difficulty.
8-)
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