Tempted to say this should be done after a map is ranked.
Get a BAT/Dev to alter it before ranking but...
...Probably won't be a great idea.
Get a BAT/Dev to alter it before ranking but...
...Probably won't be a great idea.
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.
5 Graveyard Maps is not a right way to vote here.dNextGen wrote:
come on,let me be smarter and let me get out of here already
?_____?Giorgos wrote:
5 Graveyard Maps is not a right way to vote here.dNextGen wrote:
come on,let me be smarter and let me get out of here already
You don't have any ranked maps,which means,that you are 99% don't understand why does osu needs different AR's in some songs. you are a kind of man who just need to come and talk shit about others without any evidence. Don't try to prove me wrong,because I am right in this situation.dNextGen wrote:
?_____?
how does my graved maps related to this topic ? please enlighten me with your awesome knowledge
Players are the ones who play the maps, now stop provoking people or more action will be taken, stay on topic and have a nice discussion.Giorgos wrote:
You don't have any ranked maps,which means,that you are 99% don't understand why does osu needs different AR's in some songs. you are a kind of man who just need to come and talk shit about others without any evidence. Don't try to prove me wrong,because I am right in this situation.dNextGen wrote:
?_____?
how does my graved maps related to this topic ? please enlighten me with your awesome knowledge
Now don't go offtopic here,if you want to tell me something - write a PM.
peppy wrote:
*holds gun to head*
*cringes and pulls trigger*
Glad to see like-minded person!narakucrimson wrote:
I just read this and, damn, yeah, it would fit some songs pretty nicely.
If the problem is abuse, we have to prevent it by adding extra guidelines like the one Mashley mentioned earlier but really, I don't see any other problems. And stubborn mappers are stubborn mappers and haters gonna hate, as always.
So yeah, I support this o/
You're confusing this thread with the other one. This one is about having multiple ARs in a single map... players can't abuse this, because it's set during mapping, never during playing. If anything, players would be abused by this. I'm not a fan of either suggestion... but this one wouldn't be nearly as bad (assuming that the modding process only gets better).Roddie wrote:
I'm surprised that this thread is open. Well, I don't support the idea and here's a reason why. Players can abuse this by setting the custom Approach Rate low and use Hard Rock just to get easy points and get in the leader boards easily. That's a bit unbalanced. :/ Saying "I'm sure players won't do that" is not a good excuse. You don't know that. Just throwing my two cents here.
Oh I see... Well, sorry for the misunderstanding.bwross wrote:
You're confusing this thread with the other one. This one is about having multiple ARs in a single map... players can't abuse this, because it's set during mapping, never during playing. If anything, players would be abused by this. I'm not a fan of either suggestion... but this one wouldn't be nearly as bad (assuming that the modding process only gets better).
well there is already a thread about that idea and i am against that, because you would screw the whole point system up.rickyboi wrote:
I'm against this because abuse might happen but here's a better idea.
How about letting players choose their own Approach Rates before starting a song? I mean not all people can read AR 9 (especially 10) and some players are just fine with AR 8 or even lower.
Most rythm games have this for example DDR, O2jam, DJmax etc.. you can choose different falling speeds on every song.
So yeah having it on osu would let you choose from AR 1 - AR 10.
Well what do you think? I think this feature is pretty good.
Same. Hidden will be awful if Maps contain this.Sakura Hana wrote:
I've always thought approach rates are better if they match up the speed of the song, it would screw hidden players (like me) tho
Like I said this feature is about preference. The target is to make the player most comfortable to whatever AR he/she would prefer on any kind of song. I've seen lots of songs with only 140 - 160bpm but it has already 9 AR which doesn't really fit the bpm and especially songs with 200 - 250bpm but only has AR 7 or 8 .bomber34 wrote:
rickyboi wrote:
You would screw the whole point system up. - Can be easily fixed by removing the AR calculated to multiply the score.
also what is the point to have an easier insane diff. then? Or how many beatmaps even have such a high AR from begin with? - I think you didn't understand what I was trying to point out.
You cut the most important part of that sentence. There is already a thread for that idea, and it would be best if you make your comments over there so they don't get lost.rickyboi wrote:
bomber34 wrote:
You would screw the whole point system up.
If you had ever played CTB,then you will understand how does it feel to play an Insane diff with AR9 on a calm part of the song with calm music and voice and with omgwtfisthisshit fruits flying everywhere - THAT IS STUPID! Sometimes different AR's on Insane diffs will really fit the songs (not all songs,but some of them exactly!)theowest wrote:
This feature request is stupid and shouldn't even exist.
peppy or someone else, please deny this.
Why? well, let's say someone makes an Insane diff.
If it's insane, it's suppose to have insane beatmap settings. AR9 for example. Not constantly changing to AR8 because suddenly there's a calm part in the song. No, it's one diff and it should only be one approach rate.
Don't be silly. Keep the beatmap settings differently according to the difficulty.
I don't play CtB because it sucks but oh well. An osu! beatmap isn't created for CtB. Osu maps are just transferred over to CtB or taiko, which can cause some crazy shit if the osu! beatmap is really hard. Maybe this different AR thing is something for the CtB and taiko players only? I've thought of this very much actually, I've thought of this for over 8 fucking months. I don't care if experienced mappers support this, it doesn't mean they have thought this through just as much as I have.Giorgos wrote:
If you had ever played CTB,then you will understand how does it feel to play an Insane diff with AR9 on a calm part of the song with calm music and voice and with omgwtfisthisshit fruits flying everywhere - THAT IS STUPID! Sometimes different AR's on Insane diffs will really fit the songs (not all songs,but some of them exactly!)theowest wrote:
This feature request is stupid and shouldn't even exist.
peppy or someone else, please deny this.
Why? well, let's say someone makes an Insane diff.
If it's insane, it's suppose to have insane beatmap settings. AR9 for example. Not constantly changing to AR8 because suddenly there's a calm part in the song. No, it's one diff and it should only be one approach rate.
Don't be silly. Keep the beatmap settings differently according to the difficulty.
So think before you say something and look how many EXPERIENCED mappers support this idea,not just random guys like idk
you're talking about me? Didn't you even read what I said? I said that if you use lower AR, you should be given LESS points. It becomes EASIER. Dammit, people need to read before they make stupid statements.TheHaya wrote:
So you are telling us that AR10 Maps (e.g. Can't Defeat Airman) could be lowered to AR6 (or whatever) so they become easier to play and still give the same amount of points? That would ruin the whole ranking system, since many of us can't beat hard maps like the one I took for example only because of the AR. With a lowered AR much more players would be able to beat the map and get into the TOP 50 and being in the TOP 50 wouldn't be special anymore.
If you haven't already noticed, I am against this option ._.
More like people should learn to read thread titles, this is about mappers using different ARs on an individual beatmap.theowest wrote:
you're talking about me? Didn't you even read what I said? I said that if you use lower AR, you should be given LESS points. It becomes EASIER. Dammit, people need to read before they make stupid statements.TheHaya wrote:
So you are telling us that AR10 Maps (e.g. Can't Defeat Airman) could be lowered to AR6 (or whatever) so they become easier to play and still give the same amount of points? That would ruin the whole ranking system, since many of us can't beat hard maps like the one I took for example only because of the AR. With a lowered AR much more players would be able to beat the map and get into the TOP 50 and being in the TOP 50 wouldn't be special anymore.
If you haven't already noticed, I am against this option ._.
yes. But I gave an OPINION on what I think should be the case here. What I think is better than the original idea in this thread.Sakura Hana wrote:
More like people should learn to read thread titles, this is about mappers using different ARs on an individual beatmap.
it would be easier with AR9. Why the hell would you make it 4 steps easier? One step is enough.Waryas wrote:
I know this is offtopic but!
Difficulty is subjective, Airman wouldn't be easier with ar6 but about 100x harder for some people.