No because if we had this, it would be totally disorienting and unnecessary.
Well,who knows. With slowdowns and 2x speed sliders it is not disorienting,and with circles with different AR's it will be?Kitsunemimi wrote:
No because if we had this, it would be totally disorienting and unnecessary.
Go full troll and set AR5 for the whole thingXgor wrote:
It starts at 70 BPM and anything over 6-7 looks wrong but ends at 200 BPM and anything under 9 looks wrong!.
And this is why we have our friendly BATs and MATs!.RandomJibberish wrote:
No no no no no. I dread to see the abuse this would cause despite it's potential good uses.
Exactly. If people tried to map "I Prefer the Sky (Remix)", they would know what I'm talking about. ;P0_o wrote:
I know there are a lot of people against this, but I really do think this is a good idea. For songs that have both soft and intense parts a changing AR could work very well.
Of course there's potential for abuse, but seeing as we have an approval system I really don't think that's much of an issue.
or you know, taiko.MetalMario201 wrote:
I totally despise when this happens on rhythm games like DDR.
Don't laugh,I am kinda new in this topicpeppy wrote:
*holds gun to head*
*cringes and pulls trigger*
NOOOOOO!!! *takes the gun away from ppy*peppy wrote:
*holds gun to head*
*cringes and pulls trigger*
James2250 wrote:
It worries me to think how much this can easily be abused (and will be) and have to deal with mappers refusing to change any of it because "it fits"
I am very okay with this.Mashley wrote:
Just make it an outright rule that this is for songs which vary in tone and not just for added difficulty.
No, that doesn't help much. I'd say that most songs mapped here change "tone" many times throughout. It really isn't something you can give an easy yes/no rule towards.Larto wrote:
I am very okay with this.Mashley wrote:
Just make it an outright rule that this is for songs which vary in tone and not just for added difficulty.
I imagine how itd be if we just have a group of members that can take care about what can be ranked or not~ ohwait.James2250 wrote:
It worries me to think how much this can easily be abused (and will be) and have to deal with mappers refusing to change any of it because "it fits"
There are not few cases where this could be useful. For example,a lot of songs can start very slow and in the middle they become faster,or the voice is getting louder and maybe it looks good if you add AR +1 or +2. It looks better then.Rolled wrote:
This is a very bad idea. There are very few cases (though, strong ones) where this would be useful. If and when it does get implemented, it will only be used appropriately like 2% of the time. And adding another feature like this will just be another thing for people to complain about when somebody else says they are doing it wrong.
This is exactly when you SHOULDN'T use this, and one of the strongest points against it. There's a wide enough margin of approach rates that will fit a given song, so I don't see why there'd be difficulty in finding an appropriate one. Altering gameplay to achieve a cosmetic effect is inappropriate and will needlessly confuse the player.Giorgos wrote:
or the voice is getting louder and maybe it looks good if you add AR +1 or +2. It looks better then.
The only time something like this could ever be justified is if the music changes to a completely different BPM and texture.Black Hole - Pluto
Why on earth are you using 0.5x sections at all now lesser speed changes are available, let alone on songs you feel deserve AR9 :/yeahyeahyeahhh wrote:
Maps with like 200BPM with AR9 that have a .5x section for example really benefit from this type of thing. playing .5 at AR9 in a like of cases is just ugh.
I suppose poor choice of example. Moreso on maps with multiple BPMs. Example map I have, it is 200 BPM, AR9. Section in the song drops down to 100 BPM for awhile. AR9 just feel so off on that part, multiple approach rates I feel would make that part feel much smoother.RandomJibberish wrote:
Why on earth are you using 0.5x sections at all now lesser speed changes are available, let alone on songs you feel deserve AR9 :/yeahyeahyeahhh wrote:
Maps with like 200BPM with AR9 that have a .5x section for example really benefit from this type of thing. playing .5 at AR9 in a like of cases is just ugh.
yeahyeahyeahhh wrote:
I suppose poor choice of example. Moreso on maps with multiple BPMs. Example map I have, it is 200 BPM, AR9. Section in the song drops down to 100 BPM for awhile. AR9 just feel so off on that part, multiple approach rates I feel would make that part feel much smoother.
What are mods for anyway.jockeytiyan wrote:
Though on the other hand, it can't solve the issue of creating a disorienting, nauseating map.
Well...if you consider this is something that creates more problems than for what it's worth(which is of course, rather plausible), but I'd like to trust the mappers judgment in deciding whether or not to use this function intuitively. It's something that can either be terribly misused or otherwise, but we can take into account that ranking criteria will definitely not allow the former.jockeytiyan wrote:
I just try to give a good idea but honestly, I don't have a good feeling about this unless problems that may arise can be given solutions beforehand.
Well, I was merely suggesting a possible compromise. We can't really avoid the issue of this getting abused, but I hightly trust modders to at least be able of good help in solving this part.Faust wrote:
Well...if you consider this is something that creates more problems than for what it's worth(which is of course, rather plausible), but I'd like to trust the mappers judgment in deciding whether or not to use this function intuitively. It's something that can either be terribly misused or otherwise, but we can take into account that ranking criteria will definitely not allow the former.jockeytiyan wrote:
I just try to give a good idea but honestly, I don't have a good feeling about this unless problems that may arise can be given solutions beforehand.
There is always going to be concern over these sort of things, the problem isn't in the functionality itself(And you should be aware of this), but rather how it can be abused.
I believe being very outrightly clear about the restrictions of this is enough, as with the variable slider-speeds. I'd advise to this being a rule, if anyone is ever going to ultilize it. It's also actually easier to take notice of if usage of this is granted to only Red Timing Sections. It also doesn't necessarily mean more things to check, maybe more things to consider, spacing-wise perhaps.
Maybe I'm desperately piling on a mountain of assurance over this, as the final decision lies in peppy's prudence.
FurukawaPan wrote:
hell no
one of the few cues you can still rely on for playing a map is the rate of the approach circles. I've seen some viciously hard to read patterns, but you throw in the ability to vary the approach rate? forget about it.
...which is exactly why it SHOULDN'T be player-controllable. It's a difficulty modifier, like any other, and it would be unfair to allow them to make the map easier without any score multiplier.ziin wrote:
Note that I know this is never going to happen, and I don't think anyone else wants it to happen. It's just some people suck at low AR but are superb at high AR. It's easier for them to FC a HR song than a non HR song.
So strict it's already implemented~jockeytiyan wrote:
Which is where restrictions come in. I'm not sure what restrictions but I'm pretty sure if this gets implemented, it's going to be a very strict one...
I suck at anything below AR9. I just can't do it.ziin wrote:
this is why I want AR to be set by the player. Screw Hard rock and easy (they do other things too).
Note that I know this is never going to happen, and I don't think anyone else wants it to happen. It's just some people suck at low AR but are superb at high AR. It's easier for them to FC a HR song than a non HR song.
So hard rock makes the map easier and gives you a score bonus. HR also makes the map easier by flipping it.MetalMario201 wrote:
...which is exactly why it SHOULDN'T be player-controllable. It's a difficulty modifier, like any other, and it would be unfair to allow them to make the map easier without any score multiplier.
This is a skill in itselfziin wrote:
not on their ability to sift their way through circle clusterfucks.
Learn to? How can you call yourself an expert when some very common, "easier" difficulty settings destroy you?JesusYamato wrote:
I suck at anything below AR9. I just can't do it.
Actually my request would remove the AR aspects of Easy and Hard Rock and replace it with a way to edit AR in the same way we can change the offset while playing.MetalMario201 wrote:
Your request amounts to splitting HardRock mod into two separate mods: higher AR mod and higher OD/CS + flip mod. (Apply the same logic to lower AR and Easy mod.) This is silly.
ziin wrote:
or you know, taiko.MetalMario201 wrote:
I totally despise when this happens on rhythm games like DDR.
Lesjuh wrote:
Also mind how frustrating this could be when playing with mods, especially hidden because the AR has alot influence on that one. And that's just one of many reasons I'm against this.
lol, only for players who play by eye like you.JesusYamato wrote:
Now that I think about it, it'll make hidden unplayable.
Lol yes there are. Large speed changes are used well so rarely...Giorgos wrote:
You don't understand,people,that this thing will be very useful. You say that it will be hard to know where to increase or decrease approach rate. Then what can you say about 2x sections and 0,5 x sections? Is it hard to know where to use them? It depends of mappers will. But there are no problems with it...
I could see this wo-OzzyOzrock wrote:
lol this on CTB ._.
What he said.Mashley wrote:
Support, it's literally impossible to map progressive songs without this. Just make it an outright rule that this is for songs which vary in tone and not just for added difficulty.
^FurukawaPan wrote:
I just want to say, I really hope this never gets added.
I really don't ever want to see changing approach rates in any map, God forbid it be a ranked map.![]()
I would only expect a drastic increase in the number of Insanes which become *completely* unplayable to anyone who hasn't simply memorized every move in that map. And if you're looking for a memorization challenge, use hidden or flashlight.
Oh God,I waited when you will come!!! Now all I can do - is to give up with this idea and quit.Ussuru wrote:
No thank you
^Metro wrote:
^FurukawaPan wrote:
I just want to say, I really hope this never gets added.
I really don't ever want to see changing approach rates in any map, God forbid it be a ranked map.![]()
I would only expect a drastic increase in the number of Insanes which become *completely* unplayable to anyone who hasn't simply memorized every move in that map. And if you're looking for a memorization challenge, use hidden or flashlight.
sounds pretty nice,I like itLarto wrote:
I support this idea, because I do believe that there are many songs which switch from very fast-paced, hardcore sections to calmer ones. Well known examples would be System of a Down - B.Y.O.B., La Roux - Bulletproof, Florence + The Machine - Drumming Song, Rise Against - Prayer of the Refugee, System of a Down - Vicinity of Obscenity, and many many more. Just go through your osu! library and you'll quickly find many songs which could probably have used this feature. But, then again, I can understand that larger changes, like from 9 to 5 would already be confusing as fuck while playing. That's why I suggest limiting by how much you can change it. I'd say by 2 points at max. So, if you have AR 7, you can use 9, 8, 6 or 5, but not more in any direction. I'd like that, slight changes like those can already influence how fitting the Approach Rate for a section is. I for example would have liked -1 on the slow sections in Drumming Song and Bulletproof. -2 would only be necessary in really extreme cases like Vicinity of Obscenity. We obviously don't need to go from 9 to 2.
EDIT: And at best, there should be a break between the approach rate changes, but this is understandably not always possible, so the AR-2-Limit must do. And I'd say that if there is a break, you should have a larger limit, like 3, which could be very useful when mapping medleys or other marathons.
Just as everything ever can be abused, this idea also can be, of course. But that doesn't mean it's not a good idea and cannot be used well. Besides, if it IS abused, that should be pointed out during the modding process.Wishy22 wrote:
I seriously don't see this idea working out well at all. This idea is potentially great but I don't see it being used correctly.
Which is why +2 and -2 should only be used in rare cases where it really really really fits. Those exist, but are unlikely. +2/-2 was only an example anyways, we can keep it at +1/-1, that's not for me to decide, I was just talking about the general idea.Wishy22 wrote:
Plus it would make maps pretty hard to read/predict, like you come from some AR 9 fast map and suddenly in a slow part you get AR 7, it would be just awful.
The ARs would also have to be applied fittingly to every difficulty, obviously. +1/-1 should even in Easies not be that awfully confusing to follow, if it does fit the song. And you wouldn't go from AR 8 to AR 7 in an Insane if the map didn't also become slightly easier at that point. That'd be ruining the point.Wishy22 wrote:
And, plus again, try understanding that applying different ARs in easy diffs may be confusing for those who play them (I think), and AR 7 on insanes looks horrible (on super insanes AR 7 just makes them unplayable),
Well, +2 -2 is only a suggestion, like I said, it'd only ever be needed in very rare, very extreme cases. +1 -1 is more likely to ever be needed.Wishy22 wrote:
so I would only really be OK if the possible margin would be +1 -1, since with that you get hard insanes to get 8 as minimum, and normal insane maps (or even hards) can get some "good enough" AR variation, but if this is going like +2 -2 I'm totally against it.
You know, the point of supporting a feature is to show why it's needed; not to say that it's rarely needed hence like saying that it doesn't need to be implemented due to it's rare use.Larto wrote:
it'd only ever be needed in very rare, very extreme cases.
I'm only talking about +2 and -2. Not +1 and -1, which would be useful fairly commonly.Larto wrote:
+2 -2 is only a suggestion, like I said, it'd only ever be needed in very rare, very extreme cases. +1 -1 is more likely to ever be needed.