@smoogipooo, it's better than before now. A lot of changed from original but about the big notes, i'm still disagree a little bit. check yu68's i would agree with his reason
I actually investigated this a while back, within a hit window of about +-15ms you get the Finisher hit awarded without it showing as a real Finisher on screen and in stats. For me it only awards the real Finisher hit if I hit both notes on the same frame which is framerate dependant and therefore stupid. When I limited my framerate to 120 fps I could consistently hit Finishers that showed up in stats as well.Conor wrote:
finishers for some reason can be 300'd in 2 different ways. they're kinda like 300/MAX notes on mania but on taiko you get awarded with the same points for both outcomes. this is how it works in scorev1 and i'm guessing that's how it works in scorev2 because i can't think of anything that would change it.
i believe it has something to do with the ms difference between your 2 key presses. if you hit them close enough to each other you get a MAX hit instead.
Perhaps HDHR could have x1.1 instead of x1.12?Loctav wrote:
HDHR turns out to be pretty easy once you play the fixed version, so I might consider buffing HR to be really worth to be on par with DT, because right now, HDHR is just cheap in comparison to DT. (as in, DT demands way more for the same score bonus, e.g. in terms of hit window)
That would be unfair for 4:3 screen users as they would see less notes at the same time and it would be horribly unfair on higher SV_yu68 wrote:
Is scroll speed changing not intended?
I think same scroll speed as 4:3 should be applied even at 16:9 resolution.
Can't players change resolution by option?5urface wrote:
That would be unfair for 4:3 screen users as they would see less notes at the same time and it would be horribly unfair on higher SV
Same scroll speed on different screen aspect ratios could only be achieved if the length of the taiko bar was limited on wider resolutions.
HDHR turns out to be pretty easy once you play the fixed version, so I might consider buffing HR to be really worth to be on par with DT, because right now, HDHR is just cheap in comparison to DT. (as in, DT demands way more for the same score bonus, e.g. in terms of hit window)Other than the part where HDHR is cheap in comparison to DT, this statement just genuinely confuses me What do you mean by "buffing HR to be really worth to be on par with DT"?
Upon completion of a drum roll, a miss will be given if the player has hit less than 15% of the ticks, a 100 will be given if the player has hit between 15% and 30% of the ticks, and a miss will be given if the player has hit more than 30% of the ticks."and a miss will be given if the player has hit more than 30% of the ticks" Please tell me this is a typo -w-
It is slower! Not by much but it's definitely slower.BrambleClaw wrote:
So you're saying that scroll speed for HR will be slower in V2?
So I've seen this suggested multiple times now, but this is impossible to achieve. You have one independent variable - the resolution (r), one uncontrolled (but constant) variable - the hitobject time (t), and two dependent variables - the speed of hitobjects (s) and the density of hitobjects per unit time (d).Full Tablet wrote:
snip
I have considered the first suggestion, but concluded that it would break HR forevermore. So that's not happening.k3v227 wrote:
Two painless suggestions:
- Forget all of this resolution nonsense and just add this feature to taiko. Problem solved.
- Also add the note-randomization mod that mania has too
smoogipooo wrote:
I have considered the first suggestion, but concluded that it would break HR forevermore. So that's not happening.k3v227 wrote:
Two painless suggestions:
- Forget all of this resolution nonsense and just add this feature to taiko. Problem solved.
- Also add the note-randomization mod that mania has too
Second one is not a feature request for consideration right now.
What I meant was always keeping the proportions of the playfield constant, varying which percentage of the area of the screen is covered by it depending on the screen proportions. This way, density and speed (percentage of the screen covered per second) of the objects is always the same regardless of screen proportions.smoogipooo wrote:
So I've seen this suggested multiple times now, but this is impossible to achieve. You have one independent variable - the resolution (r), one uncontrolled (but constant) variable - the hitobject time (t), and two dependent variables - the speed of hitobjects (s) and the density of hitobjects per unit time (d).Full Tablet wrote:
snip
You cannot control both s and d simultaneously - or at all. The simplest one is speed, which can be modeled as
s = r / t
Where you can see that a change in r results in a change in s, which can only be adjusted by a change in the uncontrolled variable t.
Density likewise can't be controlled, but it can be hand-wavily modeled by:
d = r / s
= r / (r / t)
= t
But t is uncontrolled.
Your "How it currently scales" box controls speed and density by keeping resolution constant.
Your "How it should scale" box is impossible as the change in density requires a change in time.
I've thought about it but the only conclusion I've come up with is to crop the area as ScoreV1 does.