No new replies for a while now and I do think
Self Destruct is an interesting case, so I'm gonna post my thoughts
long post again
(very long actually oops)Compared to the
kuyusu collab mentioned earlier, players are remarkably more consistent at figuring out which direction they need to move in on ambiguous sliders
I checked literally the whole nomod top 50 (as listed in lazer) and found very few places where players got mislead. This is great compared to the kuyusu collab, where I needed just 10-15 nomod replays to find a few players that skinned out slider-ends and ran into reading issues
So, why? What is different?
Simply put, the mappers on Self Destruct put in the work to make sure their sliders are intuitive. The main techniques used for this are:
- 01:43:492 (1,2,1) - the path of least resistance here is to continue leftwards, which coincides with the slider direction. The majority of sliders in the kiai follow this system, keeping it very predictable
Other clear examples are 01:55:492 (1,2,1) - 02:05:617 (1,1) - 02:07:492 (1,2,1) - 02:10:492 (1,1) - - 03:25:680 (1,1,1) - and the rest of this section, a smaller and easy to hit slider indicates the direction of upcoming sliders
both techniques can work together as well, like here 01:38:805 (1,1,1) -
You could also argue that this map is more popular and players have put multiple attempts into it, the scores on this leaderboard are plenty stacked. This was not the case on the kuyusu collab after all
While practice probably helps, it doesn't alleviate the odd instance where these techniques don't work out as expected
01:57:180 (1) -
This slider alone is notorious for catching players off-guard. Again I have put some clips up to watch
here as well as a merged version with map ranks and global ranks
here(sidenote, the clips label the time as 1:55 because that's where they are when watching the replay on lazer)
You can see a variety of executions. Some players confidently go the wrong direction. Others seem to briefly get confused and then move late
A few seem practiced enough on the map that they realize their mistake really quickly and manage to adapt well. This is mainly noticeable in the first 2 clips:
- milkybox starts of wrong but very quickly catches it and goes the other way
- Gambler notices midway through and follows the slider back to still get a 300
So, it appears that practice doesn't guarantee that you will get every slider in the map correct. At most, it helps with reacting to mistakes more quickly in the moment. Players still need guidance on what to do
My best guess as to what makes this specific slider less intuitive compared to others, is that the player does a mostly horizontal motion into it. They won't use the previous 1/4 sliders as reference for direction because they look unrelated. Players will rather trust the path they're taking already. This makes both up and down seem like valid path choices
03:36:742 (1,1) -
There are few mistakes here, which I've recorded, and a few are actually interesting. Specifically
Paka's play and
Xidorn's play stand out to me
They mainly show how committal players are to their decisions in the moment. Both players have a respectable score and rank and likely understand the gimmick, yet follow both sliders the wrong way around
The reason they take the wrong direction might be because the short slider before 03:36:555 (1) - was too fast to inform them.
The reason they commit to the same direction after, is likely due that they plan their movements ahead of time. This makes them less adaptable in that moment. In a fast-paced environment like this it's hard to change plans on the fly.
This can happen due to inexperience or purely misremembering, but it couldn't be a misread because there is nothing to read
Reedkatt
Out of
all (nomod) replays, Reedkatt's is the
only one that consistently displays the behavior of holding the sliderhead, as was suggested as basis for the RC proposal.
(even MALISZEWSKI follows them fyi)I think it ends up giving some useful insight on why players might not not default to holding sliderheads. Here is a
merged clip again
What seems to be happening is that when Reedkatt holds in place, he always goes to the next object too early. The reason I think this happens is that players are used to relying on the slider's speed and length to help them with their timing. So, removing the motion is to remove their sense of timing
Reverse sliders
The reverse sliders 03:26:805 (1) - and so on are the only place where many players share the idea of holding on the head. Probably because they also need to hit the reverse and the slider is too fast to follow or cheese consistently
Though, only few adapt that idea to surrounding sliders, most players will still try to follow or cheese those even if they hold on the reverses
This in a sense validates the idea that 100s are less relevant to players than sliderbreaks, but likely doesn't make it so that they don't care. They still want to follow sliders correctly and I imagine they want their rewards when they do.
Especially with the direction lazer is headed with an increased focus on accuracy, forced 100s are still a problem
Where does this put us?
I don't think Self Destruct should be seen as "unrankable". In fact, if we want to allow these types of sliders it would serve as a good basis to argue why. The issues I pointed out are relevant lessons for this thread, but in terms of mapping/modding they are honest mistakes.
Though, imo, it firmly shifts the concept of the proposal to being more specific about when sliders like these are valid
To me it looks a bit like this:
Direction wrote:
When multiple slider paths are available on a slider without sliderticks they should meet one or more of these conditions
- they are very short on the timeline (essentially, 1/4 and shorter is fine, with bpm scaling in mind)
- the player can be inside the sliderball from all paths (01:53:720 (1) - of raijodo's kuuchuubukai and small sliders)
- there is a strong, prior indication of which direction the player should follow (Self Destruct)
When multiple slider paths are available on a slider with sliderticks there should be a position where the player can hold to hit both the sliderticks and sliderend (King Atlantis)
Which likely reads as quirky and too complex, but embedding proper design ideas into the rule/guideline would be a lot better than a blanket rule that is negligent of actual gameplay. An outrage shouldn't be needed to recognize a problem with gameplay, that's ridiculous
Why didn't I suggest this before? I hadn't closely looked at these maps
and their replays before, but neither had you guys, and Scub's king atlantis was very lacking in examples for how broad this proposal is