current easy mod already is based on original settings. Honestly I doubt EZ mod will get changed.
That's illogical.nxthxn wrote:
Easy mod a Difficulty Increase mod.
How does that make sense though? It makes most maps easier...nxthxn wrote:
Couldn't agree more.
I would make Easy mod a Difficulty Increase mod.
Quote taken from a rather small request by me t/255315MillhioreF wrote:
Hahaha, yeah, this really does happen to a rather ridiculous degree.
That said, it's probably too late to fix it, since it does affect replays rather significantly.
There's a lot of misinformation in this post.CustomMods wrote:
I know this post is 4 years old but.
Just wanted to say this is a great idea.
Making Maps Harder to play should be rewarding.
Making maps easier to play should make them less rewarding.
Easy should increase / decrease PP and Score based on factors, maybe basing off of "if map AR = 7 or lower, INCREASE , if AR = 8 or higher, Decrease PP"
and the same for Doubletime. If a map is really slow and using doubletime can make the song easier, you shouldnt be rewarded for needing the extra assistance.
Just as the OP stated, Easy mod does the complete opposite of what it says.baraatje123 wrote:
I like it, as it creates difficulties
Every ranked map that's less than 5 minutes long has to have at least an easy or a normal diff. Diffs specifically designed to be easy are made to help new players get into the game, not EZ mod (and EZ mod barely changes those diffs at all). EZ is simply another mod that you can turn on to make a map play differently and that's exactly what it does. Yeah, it's not named very well because without practice it just makes most maps harder. How about instead of using a bad name to justify taking away a mod that a lot of players enjoy playing and spend hours and hours practicing and that some very skilled players can set some very impressive scores with, we change its name? Or, better yet, how about we just leave it as is! I like this plan.Nabile wrote:
Just as the OP stated, Easy mod does the complete opposite of what it says.baraatje123 wrote:
I like it, as it creates difficulties
Besides, it probably wasn't peppy's intention to target players such as you, who seek difficulty, but instead was made to help new players get into the game.
The purpose of this thread is to try and fix this contradiction.
Also, custimisable map-settings are a different requestGhostFrog wrote:
no
Lybydose wrote:
There are a number of reasons for this:
1) The approach rate. This is the biggest reason. Most players, even new players, find faster approach rate easier than slower approach rate (to a certain point around 6-7 or so). Cutting the approach rate in half on harder maps is a HUGE change. Most Hard/Insane maps become completely unreadable because there are SO MANY circles on the screen at once.
It took me a while but I have learnt how to play EZ mod and I believe that the low AR is the main reason why I play it.
2) Increased circle size. This usually makes it easier, but in a lot of situations it causes really confusing overlapping. Coupled with (1), the map is even more difficult to read.
Once again once you adjust to it the notes do get easier to hit imo.
3) Decreased overall difficulty. Yes, really. In osu!, you can't hit a note until the previous note either been hit or missed. By "missed", I mean that too much time has passed that you are no longer in the hit window to get a 50 on the note. A massive decrease in overall difficulty on harder maps makes the hit window for a note overlap with the "exact timing" of the next note in many cases. What this means is that if you misclick a note, yet hit the next one perfectly, you often miss it too because the previous note is still "active" and the note you clicked just "shakes", even though you hit it perfectly. You end up missing an entire chain of notes because of one misclick.
Agree
4) 3 life system. This doesn't actually make it harder, but it isn't implemented very well. It's incredibly difficult to resume playing after starting on the next life. Why? There's a completely unrhythmic amount of time spent waiting for the life bar to fill up again; it's impossible to tell exactly when you're supposed to start playing again. I think there's a button to skip this, but I have no idea what it is. The only reason I think this is because sometimes it immediately starts playing again without a wait. I've tried just about every logical button to intentionally skip it, and I've never managed to trigger it. Usually if I "fail" a map with Easy the first time (which is common thanks to (1) (2) and (3), I just immediately fail another 2 times.
Agree but in most scenarios you dont use the 3 life system because of the low HP drain.
5) Changes Insane maps far more than Easy maps. The Easy mod divides all the difficulty statistics by 2. This means that on an Insane (with AR/Drain/OD 8+), it makes a huge change. On easier maps (which it's probably intended for), it barely changes it at all. OD 1 ==> OD Half? Might as well not do anything at all.
Don't really understand what point you are trying to prove. I think I understand the last 2 sentences. The OD and AR change won't be that noticeable, but the hit circle is definitely larger which makes it easier for them to hit it.
So why am I bothering to post this? The "Easy" mod is misleading to new players! It makes things more difficult!
Basically, my feature request is to do one or more of the following:
1) Remove Easy mod completely.
2) Rework Easy mod to actually make things easier. How about letting the player choose their approach rate when Easy is enabled? How about dividing all the difficulty settings by 1.4 instead of 2.0 so it isn't such a massive change, or maybe just subtracting a static number? Reworking the "3 life system" so that the song backs up a couple sections so the player can get back "into the beat" when they resume?
3) Make the current Easy mode a difficulty increasing mod with a score multiplier (lol). It would certainly be harder than Hard Rock, Hidden, and even Flashlight on a lot of maps.
4) Something else?!
I believe another option could be to create a new mod that halves the AR of the map with a score multiplier of x1.00 just call this 'new mod' cant think of a name.
5) A mix of point 4 and 5. Add the mod request I made in point 4 and rework work the EZ mod to let the player choose their AR. In that way people who can't read low AR don't immediately start with half their usual AR and instead can work their way down or work their way to reading high AR (this way EZ mod will literally become easier). Then EZ mod players can choose to continue playing EZ or go to the 'new mod' to give themselves more of a challenge. This is the best way I can think of for everyone to benefit from the change.If you got a better way pls tell me.
All the points I made is all my personal opinion and some of it may be different for other players.If I made any grammar mistakes ignore it. On a side note ignore my earlier post. My opinion has changed after learning EZ mod.
Samevitail wrote:
i agree with this
Lybydose wrote:
This is perhaps the most misleading mod in this game. It claims to make maps easier and lumps a huge score penalty on the player for using it, and yet it does precisely the opposite: makes a great number of maps absolutely Insane.
There are a number of reasons for this:
1) The approach rate. This is the biggest reason. Most players, even new players, find faster approach rate easier than slower approach rate (to a certain point around 6-7 or so). Cutting the approach rate in half on harder maps is a HUGE change. Most Hard/Insane maps become completely unreadable because there are SO MANY circles on the screen at once.
I actually prefer it this way. It does indeed take a while to get used to it, but I now reached a point where the slow AR improves my reading. I can't even read TBB without EZ so no way I could play it NM
2) Increased circle size. This usually makes it easier, but in a lot of situations it causes really confusing overlapping. Coupled with (1), the map is even more difficult to read.
Again, just something you need to get used to. It's also dependent on the skin you're using. With the default skin this isn't that much of an issue. Further more, if it bothers you that much, you can just skin the circles smaller to prevent them from overlapping, it won't affect their actual hitbox
3) Decreased overall difficulty. Yes, really. In osu!, you can't hit a note until the previous note either been hit or missed. By "missed", I mean that too much time has passed that you are no longer in the hit window to get a 50 on the note. A massive decrease in overall difficulty on harder maps makes the hit window for a note overlap with the "exact timing" of the next note in many cases. What this means is that if you misclick a note, yet hit the next one perfectly, you often miss it too because the previous note is still "active" and the note you clicked just "shakes", even though you hit it perfectly. You end up missing an entire chain of notes because of one misclick.
This is actually the main reason why I am playing with EZ. you're reight, but this problem only occurs in streams and during streams you will also experience it without EZ so don't blame it on the mod
4) 3 life system. This doesn't actually make it harder, but it isn't implemented very well. It's incredibly difficult to resume playing after starting on the next life. Why? There's a completely unrhythmic amount of time spent waiting for the life bar to fill up again; it's impossible to tell exactly when you're supposed to start playing again. I think there's a button to skip this, but I have no idea what it is. The only reason I think this is because sometimes it immediately starts playing again without a wait. I've tried just about every logical button to intentionally skip it, and I've never managed to trigger it. Usually if I "fail" a map with Easy the first time (which is common thanks to (1) (2) and (3), I just immediately fail another 2 times.
Again, you just need to get used to it. They might add a countdown or remove the randomizer from the revive time but thats it. Though you could indeed use the already halved HP rate as an argument to remove the extra lives.
5) Changes Insane maps far more than Easy maps. The Easy mod divides all the difficulty statistics by 2. This means that on an Insane (with AR/Drain/OD 8+), it makes a huge change. On easier maps (which it's probably intended for), it barely changes it at all. OD 1 ==> OD Half? Might as well not do anything at all.
the difference between OD1 and OD0 is bigger than between OD10 and OD9 so halving the values instead of subtracting them by an absolute value makes perfectly sense in my eyes
So why am I bothering to post this? The "Easy" mod is misleading to new players! It makes things more difficult!
I agree with this
Basically, my feature request is to do one or more of the following:
1) Remove Easy mod completely. HELL NO!
2) Rework Easy mod to actually make things easier. How about letting the player choose their approach rate when Easy is enabled? How about dividing all the difficulty settings by 1.4 instead of 2.0 so it isn't such a massive change, or maybe just subtracting a static number? Reworking the "3 life system" so that the song backs up a couple sections so the player can get back "into the beat" when they resume? hmm maybe
3) Make the current Easy mode a difficulty increasing mod with a score multiplier (lol). It would certainly be harder than Hard Rock, Hidden, and even Flashlight on a lot of maps. yeah, "lol".
4) Something else?! Maybe create a new EZ mod and use the current one as a second option just like fade-in in mania?
Ok sure, it would break existing replays on Easy mod. Thing is, there aren't many to begin with because it just isn't worth using to make a map harder, only to give less points. Most of the time people just use it to pass TAG4 maps with the extra life system.
Breaking the scores would be avoidable if the current mod stays in the game
I think that 2 AND 3 are a great solution together. #2 should be reworked as explained. #3 should be renamed called "Annoy" or "Annoyance" or "ANNOYING(jk)", and should fall on the HR mod category. #3 will still be the same as today's easy, but the HP drain should be the same as "No Mod"(depending on the creator) or more unforgiving along with no extra life.Lybydose wrote:
So why am I bothering to post this? The "Easy" mod is misleading to new players! It makes things more difficult!
Basically, my feature request is to do one or more of the following:
1) Remove Easy mod completely.
2) Rework Easy mod to actually make things easier. How about letting the player choose their approach rate when Easy is enabled? How about dividing all the difficulty settings by 1.4 instead of 2.0 so it isn't such a massive change, or maybe just subtracting a static number? Reworking the "3 life system" so that the song backs up a couple sections so the player can get back "into the beat" when they resume?
3) Make the current Easy mode a difficulty increasing mod with a score multiplier (lol). It would certainly be harder than Hard Rock, Hidden, and even Flashlight on a lot of maps.
4) Something else?!
should be renamed called "Annoy" or "Annoyance" or "ANNOYING(jk), and should fall on the HR mod category."The one thing I would consider changing maybe is the name of the mod, as EZ is obviously very misleading. Annoyance is maybe somewhat unsuitable ;p.
Swerro wrote:
should be renamed called "Annoy" or "Annoyance" or "ANNOYING(jk), and should fall on the HR mod category."The one thing I would consider changing maybe is the name of the mod, as EZ is obviously very misleading. Annoyance is maybe somewhat unsuitable ;p.
I looked up synonyms for "hard to read" and found a few better suggestions.
"Enigmatic", "Perplex", "Abstract", "Cryptic", "Scrawled", other similar names.
Why? Easy in theory makes the game easier. It lowers the AR and CS and the HP drain, just because some users find it harder to read at higher levels doesn't mean it should be called something else.Swerro wrote:
The one thing I would consider changing maybe is the name of the mod, as EZ is obviously very misleading. Annoyance is maybe somewhat unsuitable ;p.
I looked up synonyms for "hard to read" and found a few better suggestions.
"Enigmatic", "Perplex", "Abstract", "Cryptic", "Scrawled", other similar names.
I agree. But we aren't talking about some users, we're talking about a huge amount of players. I can confidently say that 50%+ users in osu! find that EZ mod makes the beatmap harder. Maybe we should do a poll?Cawub wrote:
Why? Easy in theory makes the game easier. It lowers the AR and CS and the HP drain, just because some users find it harder to read at higher levels doesn't mean it should be called something else.
All you have to do is have it decrease the AR by 1 instead of halving it. It's literally that EZ to fix.An AR drop from 9 to 8 would still make the map harder for many people.
Oooohh... I don't think so.. What should we do with the existing gameplays with EZ mod? This might lead to a complete format of every maps/diff that was played by a single player with EZ mod... Or a removal of a gameplay by every player who used EZ mod...Lybydose wrote:
1) Remove Easy mod completely.