Kind of agree.TKiller wrote:
And without scoring it's just the same as going to editor and changing it here.
Well except people won't be able to spectate you.
Duh.
Kind of agree.TKiller wrote:
And without scoring it's just the same as going to editor and changing it here.
Well except people won't be able to spectate you.
Duh.
Sounds like a crappy map to me. Hide and seek maps are terrible.Bikko wrote:
FOR ITS DIFFICULTY.
Everytime i read this i want to say this:ziin wrote:
Hard makes maps easier, you get a score bonus for it.
Okay, I played those maps after I changed the circle size to 3, and AR/OD to 6. It was much easier using hard rock rather than without. Hard should make all maps harder, regardless of how well they were made.Card N'FoRcE wrote:
Everytime i read this i want to say this:ziin wrote:
Hard makes maps easier, you get a score bonus for it.
"AHAHAHAHAHAHAHAHAHAHAHAH OH REALLY?"
Then rage.
Try playing AR/OD 9/10 and size 5 circles in hard/insane maps, then we'll talk.
Mods work differently depending on the type of map you're going to play.ziin wrote:
Okay, I played those maps after I changed the circle size to 3, and AR/OD to 6. It was much easier using hard rock rather than without. Hard should make all maps harder, regardless of how well they were made.
If AR is user selectable, then Easy/Hard rock will be fixed. But honestly, at this point in the game, it's too late to fix them. Osu!'s doing fine, and this is only a wish. Even if we get something that turns it into "unranked" play, people will still play for the points. After all, if you don't get credit, why do it at all? And that mode already exists in osu, thought it's probably even more tedious than easy mode.Card N'FoRcE wrote:
I know about the general issue that the Easy mod actually makes about 98% of the maps more tedious, but at this point isn't it better to fix that issue instead?
I dunno, for fun? I play on relaxing sometimes =3ziin wrote:
After all, if you don't get credit, why do it at all?
This all is very true and I'm all for this option.dvorak wrote:
stuff
The multi speaks!AdaunanJP wrote:
NO!!
A) Your argument is silly, and someone has already said that.Zetta wrote:
No. This is quite a silly idea. Don't even know how it got this many stars to be honest. If peppy adds this option it'll only be a matter of time before someone says "Oh the maps BPM is too fast for me, add option to slow it down lulz?" and then it'll just snowball from there.
A set AR rate does not keep the map at a consistent difficulty for all players because AR is not linear in difficulty and varies from person to person.Mashley wrote:
I quite strongly disagree with this, a set AR rate keeps the map at a consistent difficulty for all players
That's like saying that beatmaps aren't consistent in difficulty because players have different skill levels in different areas. Of course AR difficulty varies from person to person, you clod.ziin wrote:
A set AR rate does not keep the map at a consistent difficulty for all players because AR is not linear in difficulty and varies from person to person.
This already exists and is called the editor.ouranhshc wrote:
If this was an unranked mod, I would be okay
True. I'm going to go with a big no then. (nice name change)mm201 wrote:
This already exists and is called the editor.ouranhshc wrote:
If this was an unranked mod, I would be okay
Beatmap difficulty is abstract and not easily definable (see star rating). It depends a lot on the song and the skill of the beatmap creator. AR is completely separate and is represented in a linear fashion when in reality its impact on difficulty is not linear.Jarby wrote:
That's like saying that beatmaps aren't consistent in difficulty because players have different skill levels in different areas.
None of the difficulty settings are in fact linear in difficulty at all. ar rates should be chosen according to the density of incoming notes at an average over the entire map, specifically at a rate where the player can see far enough ahead to react, but not so far ahead that note confusion becomes an issue. This is very hard to pin down, especially with the fact that people get used to certain ars over others (ar8 and 9 especially)ziin wrote:
Beatmap difficulty is abstract and not easily definable (see star rating). It depends a lot on the song and the skill of the beatmap creator. AR is completely separate and is represented in a linear fashion when in reality its impact on difficulty is not linear.Jarby wrote:
That's like saying that beatmaps aren't consistent in difficulty because players have different skill levels in different areas.
This is more of an issue of "I want to be considered better than you because I have visual acuity" vs "I want to be able to have fun while playing more beatmaps." Anyone in opposition to such a feature is not required to use it. It is also not the same as beatmap difficulty because streams and jumps are not in every single map to the same degree. Approach rate is.
Of course the flipside of all this is that as mm said, this already exists, and the people whining about it want a less tedious option, and would obviously prefer it to be still rankable.
>BikkoJesusYamato wrote:
But again this will allow people to rank some kind of maps more easily.
Take these maps for instance :
http://osu.ppy.sh/b/65756&m=0
http://osu.ppy.sh/b/24023&m=0
Play it normallly, post your score.
Change it to AR9/AR10 (whateveryou're most comfortable with) and post your score.
For some people, higher AR means easier to do jumps/patterns (I am unable to snap to notes on jumps on any AR lower than 9) and that's why it'll create unbalance on some maps.
Many factors have to be considered before making this possible.
1) Madness is meant for touchscreen >_>JesusYamato wrote:
Those maps are not full FC in their top40 mainly because the low AR makes it confusing ON PURPOSE.
and how many maps are like this?JesusYamato wrote:
2) you choose an mtmcl map from 2008This is my point, exactly.
Allowing us to choose our own AR will make ranking on some maps especially easier and that might be unfair to those who ranked on them when AR was still fixed.
I dont' think changing the AR is going to make a jump any easier, the jump is still a jump. a 1.5x jump will still be a 1.5x jump no matter what the AR is.JesusYamato wrote:
I can post a list of maps that are in fact easier (again this is in my opinion/for me) if you increase the AR :
Every 2008/2009 maps.
Every Easy/normal/Hard
Any Jumpy/Pattern on AR8-.
a lot and you're completely missing the pointouranhshc wrote:
I dont' think changing the AR is going to make a jump any easier, the jump is still a jump. a 1.5x jump will still be a 1.5x jump no matter what the AR is.JesusYamato wrote:
I can post a list of maps that are in fact easier (again this is in my opinion/for me) if you increase the AR :
Every 2008/2009 maps.
Every Easy/normal/Hard
Any Jumpy/Pattern on AR8-.
Judging by the people who are supporting this thread, it is a tiny group of people compared to the number of players on osu!
How many people actually play maps from 2008
I don't agree with this request, but this was so retarded that it made me cry.ouranhshc wrote:
How many people actually play maps from 2008
yes, but using your reflexes to hit the jumps are actually easier for me than playing it with low ARouranhshc wrote:
I dont' think changing the AR is going to make a jump any easier, the jump is still a jump. a 1.5x jump will still be a 1.5x jump no matter what the AR is.JesusYamato wrote:
I can post a list of maps that are in fact easier (again this is in my opinion/for me) if you increase the AR :
Every 2008/2009 maps.
Every Easy/normal/Hard
Any Jumpy/Pattern on AR8-.
Judging by the people who are supporting this thread, it is a tiny group of people compared to the number of players on osu!
How many people actually play maps from 2008
Precisely the opposite for me, things worked out perfectly on my end.Lybydose wrote:
It's only after playing for a while that I could finally read the slower speeds, and yet those speeds are commonplace amongst what are supposed to be "Easy" maps.
That's basically what I said a few days ago in this thread.Lybydose wrote:
Approach rate is something that should have been user defined from the start. It's a bit late for that though because it would break existing maps and mods. There's a reason many other rhythm games let you choose your own scroll speed; it's something that ultimately comes down to personal preference, not play skill.
Cover up the top half/ right side of the screen with another window/piece of paper. Instant AR 9.Shiirn wrote:
Taiko can be ignored in this discussion as their approach rate is determined by slider velocity; not in the difficulty settings, and the standard et for taiko is through-and-by 1.4 / 1.6 with varying amounts on high bpms / very low bpms.
ar is extremely important to ctb (just as, if not more so, than standard), however because the ability to react to fruits changes entirely - I know Mei, Poker Face, Go Beyond, etcetcetc would not be anywhere near as challenging (note: NOT "hard") if we could just throw it from ar9 to ar 7 or 8. It'd also screw with how dt works, where people can just use very low ars combined with dt to make reacting much easier than it should be.
lolno, you're describing flashlight.ziin wrote:
Cover up the top half/ right side of the screen with another window/piece of paper. Instant AR 9.
flashlight maxes out at 200 combo, which is often much too small, and it's a constant reduction irrelevant to BPM, not like screen shrinking, which is customizable down to the pixel.Shiirn wrote:
lolno, you're describing flashlight.ziin wrote:
Cover up the top half/ right side of the screen with another window/piece of paper. Instant AR 9.
you weren't really cleardvorak wrote:
As I wrote before, AR change option should stick with None mod.
any mod which give player plus multiplier should follow mapper's default AR setting.
or remove all score + multiplier from mod, well this should be talked in another thread.
lol beatmaniaziin wrote:
Cover up the top half/ right side of the screen with another window/piece of paper. Instant AR 9.
lol.TKiller wrote:
Making AR user-definable is a completely proved logical idea already. Seriously.
What we guys need to discuss is the way of keeping the balance and how to trick peppy into coding this. If there is one.
I just played this one map. It had this jump at the most awful place, seemingly just to artificially inflate the difficulty. We should make an automatic jump remover and let players chose their own spacing.Soaprman wrote:
Might as well throw in a support post for this myself. Played a map today where it seemed like the AR in one difficulty was artifically lowered a couple notches to "fix" the difficulty curve (or just plain chosen poorly) and it was pretty bad...
Perfect spacing is a must with slow AR. If the map is confusing, the BAT should tell the mapper to raise the AR.Matty wrote:
If it's too slow you just have to keep playing the map until you memorise the timing.
Actually, I find AR 4 easier than AR 9 simply because I am able to read it easily, and don't have to react like I have to with AR 9. In fact, I hate it when AR 9 is used on songs that aren't really really fast, because then it's just a pain.ziin wrote:
If it were a skill like you say we would have more ar 4- insanes, because it's clearly harder.
which is easier: AR 4 or AR 7? We have circle size 6 insanes. We don't have any approach rate 4 insanes, or at least none that I've seen.Ekaru wrote:
Actually, I find AR 4 easier than AR 9 simply because I am able to read it easily, and don't have to react like I have to with AR 9. In fact, I hate it when AR 9 is used on songs that aren't really really fast, because then it's just a pain.ziin wrote:
If it were a skill like you say we would have more ar 4- insanes, because it's clearly harder.
Therefore, because it's easier, it shouldn't be used on Insanes. You're so silly. \o/
> cs 7 is clearly harder than cs 5ziin wrote:
If it were a skill like you say we would have more ar 4- insanes, because it's clearly harder.
JesusYamato wrote:
pfff ar9 is too slow
Tested that out right now on a couple of fast maps.maay wrote:
@Ekaru try playing some high bpm insane with ar 9 and then with ar 4 or lower
Agreed. ^_^JesusYamato wrote:
140- bpm: ar8
140-210: ar9
210+: ar10
And osu would be a better place.
This is a skill they should develop. inb4 extreme case shit where maps not designed for low AR get their AR changed.Shael wrote:
it would be nice, because some people are not used to lower ar than 9
CXu wrote:
uhhh isn't reading different AR's just as much a skill as hitting jumps, small circles or streaming? I'd like this for an unranked mod, sure, but not as a ranked one. If the reason is to enjoy more maps and having fun, then you probably won't mind it being unranked anyway.
This.CXu wrote:
uhhh isn't reading different AR's just as much a skill as hitting jumps, small circles or streaming? I'd like this for an unranked mod, sure, but not as a ranked one. If the reason is to enjoy more maps and having fun, then you probably won't mind it being unranked anyway.
ar is a crucial part of the game... so crucial that the player should be able to pick the perfect setting.shaNk wrote:
ar is a crucial part of the game... it'd kinda ruin it if you could pick it
noziin wrote:
ar is a crucial part of the game... so crucial that the player should be able to pick the perfect setting.shaNk wrote:
ar is a crucial part of the game... it'd kinda ruin it if you could pick it
you can already increase AR on ctb and taiko, or rather decrease the number of notes on the screen at one time.knjiga wrote:
It would be really lame if you could still rank.
Just because x-person can stream 240 bpm, doesn't have to mean y-preson needs be able to stream 240 bpm also.Shael wrote:
Why?
I don't see how this would destroy rankings
Just because x-person is good with ar8, doesn't have to mean y-preson needs to be good with ar8 also
With a piece of paper or a window blocking the top/side of the screen.knjiga wrote:
CTB, Taiko - How do you increase the AR there?