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New way to Display the HP Drain of a Map.

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +6
Topic Starter
Tronald
If you haven't already noticed, the HP drain shown to you is not the same as how fast the HP actually drains. The actual HP drain is calculated in such a way so that the player can not fail.

For example if a mapper puts hp10 on a map with a section that is not dense enough to support it, the effective HP drain will be lowered, but the visible HP drain will look identical
my wording isn't the best so there's a pishifat video that explains it better https://www.youtube.com/watch?v=1h9fJ31WOMc

I suggest that we take whatever the effective HP drain is calculated to be on a map, and display that on a 10 point scale instead of whatever number the mapper choses to be displayed.
So if a mapper choses hp7 in the editor on his hard diff, the Hp might be displayed as 5.8 but if he chooses hp7 on his extra diff then the HP might be displayed as 8.1.
This is because his extra diff is more rhythmically dense than the hard diff.
Im not saying that mappers can't decide what the hp drain will be, this is purely a visual change as the game already changes Hp values based on densities, it just doesn't display it

i think it would be beneficial to do this so that people can get a more accurate representation of what the HP drain is on a map
InSTaDev
interesting.
Endaris
This makes little sense.
It is irrelevant to the gameplay experience how fast the bar would drain passively.
The relevant thing is the ratio of available health vs drain speed and that is properly reflected in the current value.
Full Tablet

Endaris wrote:

This makes little sense.
It is irrelevant to the gameplay experience how fast the bar would drain passively.
The relevant thing is the ratio of available health vs drain speed and that is properly reflected in the current value.


"Available health" is a function of the amount of objects and new combos. But, drain speed is not only a function of the HP value and the amount of available health, there is also a factor that depends on the density of the slower sections of the map (the less dense, the lower is the drain rate for the whole beatmap). The existence of this factor effectively is the same as if the factor didn't exist but the HP value were different. The video the OP posted shows this.
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