As much as this would benefit me, I don't want this. This is basically allowing an option to make maps easier. Everyone should have to deal with how hard it is. Bad bad idea.
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?
If those are eggpain difficulties, what are then difficulties without the eggpain part? Difficulty is difficulty, how bothersome some of its aspects are to a certain player will vary and is completely subjective. One important thing about difficultly though, is the fact that overcoming it provides enjoyment and fun. If you take any kind of difficulty out of osu you will take the potential fun from it too.ziin wrote:
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?
There is such a thing as eggpain difficulty:
Circle size too small - This makes it a whole lot harder to hit the note correctly, but usually you can still read it.
AR too high or too low - This makes it difficult to see where the next note will be, and that makes it not fun to play.
very fast BPM deathstream - usually a sign of a badly made map, but often time there is an inherent difficulty within the song. Very fast songs are almost always harder than slow songs.
Rhythms that don't make sense with the song - your style sucks, but this is all opinion based.
Well, comparing osu to other games isn't really useful that much since osu has that aspect of aiming first before you click. That part is obviously very big and AR is one of the main things that control its difficulty.ziin wrote:
Most games I have played allow you to customize AR, which is really the reason for this request. When playing a map at the wrong AR, it's not fun. I don't really care about the whole "skill" thing. AR doesn't affect score, it just adds artificial difficulty. Very few people can read AR10. AR9 is more reasonable. AR8 is almost everyone who can pass insanes.
A lot of times would have changing the AR allowed me to pass a map I otherwise couldn't. But I don't want to cheat and change the AR to suit me, I want to pass it on that original AR, only then will I truly feel like I can pass. Cheating is exactly what it would have been.ziin wrote:
If I can pass a song on AR9 but not on AR10, why should it be AR10 then? It's a question of where the difficulty in a beatmap should lie, and it shouldn't be in your eyes. It should be based on the difficulty of the rhythms in the song.
^ This ^GladiOol wrote:
If this will ever be accepted, I'll leave osu!. Just sayin'~
Except this is a very good idea.aston wrote:
MIGHT AS WELL GIVE PLAYERS THE CHOICE OF CIRCLE SIZE AND HP DRAIN TOO. DERPDERP.
OzzyOzrock wrote:
EasyMod should let you choose the diff settings. That's it.
Actually, most people want to INCREASE the AR to make it easier.bomber34 wrote:
Idk if i am the only one ... but i think the AR should be like the mapper want it.
Some maps would be soooo easy with lower AR.But I think challenge goes first because I like challenge .
What is the next idea? Customize difficulty?
BUT if this would be an unrankeable mod it would be fine for me
That is it, I find fun in improving at this game(same with all games) even though I'm not good, making this option just means I just wasted 1/2 a year trying to get from ar7 to ar8 then to ar9. What would have been the point in the struggle to improve if this option was around? Where's the fun in that.aston wrote:
If you give players the ability to control AR, you're effectively just telling yourself "eff improving, i just want to rank."
But I think that everyone has its own "perfect" AR :3 and for me it is harder to play with a high AR.Luna wrote:
That wasn't even supposed to be an argument.
It was just an explanation for bomber who talked about how lowering AR would make maps easier.
If you read my post before that, I only support this feature requests for maps from before the AR/OD split since they technically don't have as much of a specifically specified AR like modern maps do.