So I tried to adapt some maps from the old build to the new one and I've found some problems wich force me to breaks patterns shape into ugly and/or non intuituve ones.
After a discution with Millhi, I have finally uploaded a test map to clearly illustrate each problems brought by this system : https://osu.ppy.sh/s/95487
The map is actually divided in 3 sections separated by breaks (I can extend it if someone wants me to show another issue I've missed), each combo starts with two dead beats to make it more confortable to play. I'll not use time to explain so if I say "2.3" I'm talking about the second combo in the third section, I think this is more user friendly (If it is asked I'll edit to use time).
First section :
I use the maximum spacing for a non dash jump in each pattern (1.98x, 2x is hyper'd). This section is designed to show how hyperdashes impact the difficulty of the same jump. In a first look it could be a good idea but integrate into another hard patterns the result is that the player is permanently changing the way he have to play wich is wrong cause this is the same exact jump everytime and should be played in the exact same way.
1.1 Just the 1.98x jump.
1.2 A 2x hyperdash followed by a 1.98x jump. This one feels similar the other pattern, just a little bit harder nothing really annoying.
1.3 Again the 1.98x jump, placed here to feel the differences.
1.4 A 2.84x hyperdash followed by a 1.98x jump. This one is way more tricky to catch, and it appears that with even higher spacings (by using 1/2 1/4 hypers with 3.0, 4.0, 5.0x ... spacing) the jump can become near impossible to catch.
This section demonstrate pretty well how the new hypers affect the hit window of a post hyper jump. Basically it feels like in standard mode the OD was changing constantly and sometimes you have to be hyper accurate and sometimes you're not even sure there's a rythm involved in the game. So basically the player tends to try to maintain a mega timing all map long wich sometimes makes him start too soon or too late and the fun is gone fast.
About the mapping two solution are possible :
- Reduce the hyper, seems the best solution, but the hyper will feel slow and will maybe not fit with the song.
- Reduce the jump, pretty bad solution imo cause if you are actually using this jump in another pattern you certainly wants to conserve consistency and use the same spacing.
Best solution :
- This needs a fix, 2 jumps with the same spacing should be played the same way, hyperdash or not.
Second section :
Shows a behavior wich already existed in the old build. But this behavior makes me actually thinks about : Are all jumps over the hyper trigger really needed ?
2.1 This a 2.04x jump (1/1). osu! detect it as hyperdash.
2.2 This another 2.04x jump (1/2). osu! does not detect it as hyperdash.
2.3 This a 2.31x jump (1/2). This is the minimum spacing for osu! to detect it as hyperdash.
2.4 This another 2.04x jump (1/4). osu! does not detect it as hyperdash. (As you can see it is almost half circle difference, is this really due to frames ?
2.5 and 2.6 Same behavior with more difference for 1/4.
This behavior just makes me wonder if the 1.1 hyper (2.04x at 1/1) is really needed or not.
Third section :
This section is about the "slipping" effect those hypers generate.
3.1 2 consecutive 1/4 hyperdashes with the minimum trigger spacing.
3.2 2 consecutive 1/4 hyperdashes with a huge spacing. The feeling is totally different here and without a good timing the ryuuta will "slip" away and you'll probably miss the next 1/4 hyper.
3.3 The only solution I've found so far to fix this, you can appreciate how ugly the pattern is only to get the same feeling as in 1.1.
All of these things together are removing possibilities to mappers in term of patterns shapes and diffculty wanted. What was wrong with old hypers ? I never heard anyone complaining about them, now you can see in the "what's your biggest weakness" thread a lot of people having hyperdashes as their weakness. Does old hyper required more rythm ? I don't think so, it should be the mapper to decide when he want to add rythm or not, hypers were already something wich was hard enough cause they can makes you read from part to part of the screen.
Some asked tldr so :
Please, peppy... Give us good hyper behavior and I can assure that we mappers will add the rythm CtB needs.
Do not post screenshoot of SSs. I have SS'd it so I know it is possible, this thread is here to discuss about those issues and maybe make the things change before a lot of CtB maps gets ranked and make those needed changes impossible.
Thanks for reading, discuss...
Edit :
- 28/05/13 : Fixed section number.
After a discution with Millhi, I have finally uploaded a test map to clearly illustrate each problems brought by this system : https://osu.ppy.sh/s/95487
The map is actually divided in 3 sections separated by breaks (I can extend it if someone wants me to show another issue I've missed), each combo starts with two dead beats to make it more confortable to play. I'll not use time to explain so if I say "2.3" I'm talking about the second combo in the third section, I think this is more user friendly (If it is asked I'll edit to use time).
First section :
I use the maximum spacing for a non dash jump in each pattern (1.98x, 2x is hyper'd). This section is designed to show how hyperdashes impact the difficulty of the same jump. In a first look it could be a good idea but integrate into another hard patterns the result is that the player is permanently changing the way he have to play wich is wrong cause this is the same exact jump everytime and should be played in the exact same way.
1.1 Just the 1.98x jump.
1.2 A 2x hyperdash followed by a 1.98x jump. This one feels similar the other pattern, just a little bit harder nothing really annoying.
1.3 Again the 1.98x jump, placed here to feel the differences.
1.4 A 2.84x hyperdash followed by a 1.98x jump. This one is way more tricky to catch, and it appears that with even higher spacings (by using 1/2 1/4 hypers with 3.0, 4.0, 5.0x ... spacing) the jump can become near impossible to catch.
This section demonstrate pretty well how the new hypers affect the hit window of a post hyper jump. Basically it feels like in standard mode the OD was changing constantly and sometimes you have to be hyper accurate and sometimes you're not even sure there's a rythm involved in the game. So basically the player tends to try to maintain a mega timing all map long wich sometimes makes him start too soon or too late and the fun is gone fast.
About the mapping two solution are possible :
- Reduce the hyper, seems the best solution, but the hyper will feel slow and will maybe not fit with the song.
- Reduce the jump, pretty bad solution imo cause if you are actually using this jump in another pattern you certainly wants to conserve consistency and use the same spacing.
Best solution :
- This needs a fix, 2 jumps with the same spacing should be played the same way, hyperdash or not.
Second section :
Shows a behavior wich already existed in the old build. But this behavior makes me actually thinks about : Are all jumps over the hyper trigger really needed ?
2.1 This a 2.04x jump (1/1). osu! detect it as hyperdash.
2.2 This another 2.04x jump (1/2). osu! does not detect it as hyperdash.
2.3 This a 2.31x jump (1/2). This is the minimum spacing for osu! to detect it as hyperdash.
2.4 This another 2.04x jump (1/4). osu! does not detect it as hyperdash. (As you can see it is almost half circle difference, is this really due to frames ?
2.5 and 2.6 Same behavior with more difference for 1/4.
This behavior just makes me wonder if the 1.1 hyper (2.04x at 1/1) is really needed or not.
Third section :
This section is about the "slipping" effect those hypers generate.
3.1 2 consecutive 1/4 hyperdashes with the minimum trigger spacing.
3.2 2 consecutive 1/4 hyperdashes with a huge spacing. The feeling is totally different here and without a good timing the ryuuta will "slip" away and you'll probably miss the next 1/4 hyper.
3.3 The only solution I've found so far to fix this, you can appreciate how ugly the pattern is only to get the same feeling as in 1.1.
All of these things together are removing possibilities to mappers in term of patterns shapes and diffculty wanted. What was wrong with old hypers ? I never heard anyone complaining about them, now you can see in the "what's your biggest weakness" thread a lot of people having hyperdashes as their weakness. Does old hyper required more rythm ? I don't think so, it should be the mapper to decide when he want to add rythm or not, hypers were already something wich was hard enough cause they can makes you read from part to part of the screen.
Some asked tldr so :
Please, peppy... Give us good hyper behavior and I can assure that we mappers will add the rythm CtB needs.
Do not post screenshoot of SSs. I have SS'd it so I know it is possible, this thread is here to discuss about those issues and maybe make the things change before a lot of CtB maps gets ranked and make those needed changes impossible.
Thanks for reading, discuss...
Edit :
- 28/05/13 : Fixed section number.