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[resolved] no fail

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69
This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +235
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Jinxy

LuigiHann wrote:

Maybe it could work like that for Multi only, and still use current behavior in Solo play.
This.
I dont want always-on NoFail in solo. >_>
Soaprman
I don't think nofail on a per-user basis would work in coop mode though.

I guess the original concept would be kind of useful on maps where the HP drain is so high that it's just artificial difficulty but overall I think it's fine as it is now. I get pissed off when I forget to turn off nofail before playing a map and passing it normally just as anyone else does, but that's part of life or something!
ShadowzI_old
0-o I really have nothing to add cause all the ideas have been thrown out.
Yeah I wonder why this was not implemented...
If it is, then it needs to be advertised, described, and said so on the mod screen (total score will be halved if drain bar runs out, but you can keep playing).

Otherwise I love the idea of a safety net that only penalizes you if you use it not if it's just there.
Kuro
You necroposter... =.=
ShadowzI_old

Kuro wrote:

You necroposter... =.=
I think it's better than double posting... Dx
Oinari-sama

ShadowzI wrote:

Kuro wrote:

You necroposter... =.=
I think it's better than double posting... Dx
Make it seriel necro poster =.=

Anyway it's the first time that I see this topic. Interesting idea to have a safety net, but I'd like the ability to turn it on/off on demand (ie a mod). Reason being that sometimes (in mp) I don't want to leave a record on a map that I don't wanna come back to retry later on.

As for the multiplier, what about this:

  1. [Single Player] No Change. NF as is current design.
  2. [Multiplayer] NF set by lobby host can be turned off manually by each individual players. MP NF score not counted towards ranking.
    - Default NF multiplier = x0.8
    - Multiplier = x0.4 from 1st revival
    - Multiplier = x0.2 from 2nd revival
    - Multiplier = x0.1 from 3rd revival (capped at x0.1)
This should help separate those who failed more during the game. I see this more as a fun factor in mp rather than replacing a functionality in ranking mode.
TheVileOne
Score calculations happen dynamically. It would be a waste of resources to recalculate the entire song as if you hadn't failed/failed it. Fatal flaw if you ask me.
Oinari-sama

TheVileOne wrote:

Score calculations happen dynamically. It would be a waste of resources to recalculate the entire song as if you hadn't failed/failed it. Fatal flaw if you ask me.
Is this addressed to my post above? If so, I did propose a dynamic calculation instead of a "back tracking" calculation.

Oinari-sama wrote:

[*][Multiplayer] NF set by lobby host can be turned off manually by each individual players. MP NF score not counted towards ranking.
- Default NF multiplier = x0.8
- Multiplier = x0.4 from 1st revival
- Multiplier = x0.2 from 2nd revival
- Multiplier = x0.1 from 3rd revival (capped at x0.1)[/list]
What I meant was that a new multiplier kick in from the point of failure. So if this is the first time someone failed, the multiplier from that point on becomes x0.4. His score up to the point of the failure stays the same, ie [No Mod Score] x 0.8. If he fails the 2nd time a new multiplier of x0.2 kicks in and all his score up to that point stays untouched. There's no "back tracking" calculation proposed.

EDIT: I think instead of 1st/2nd/3rd "Revival," it'd make more sense if my previous post read 1st/2nd/3rd "Fail." The new multiplier should kick in as soon as the player fail.
TheVileOne
I don't know why no fail should work with different multipliers depending on if you're playing single or multiplayer. That does not make sense to me.
Oinari-sama

TheVileOne wrote:

I don't know why no fail should work with different multipliers depending on if you're playing single or multiplayer. That does not make sense to me.
Well if you ask my honest opinion, I reckon that No Fail scores should never be ranked, be it Single or Multi. But that's not for me to decide.

I was simply trying to address the scenario brought up by the OP. It's a compromise to bring more fun factor to that scenario, while having minimum impact on current ranking system.

It may be viable to use the same multiplier for Single mode too, but the numbers need to be discussed more. Just a thought starter.
Renske_old

Oinari-sama wrote:

  1. [Single Player] No Change. NF as is current design.
  2. [Multiplayer] NF set by lobby host can be turned off manually by each individual players. MP NF score not counted towards ranking.
    - Default NF multiplier = x0.8
    - Multiplier = x0.4 from 1st revival
    - Multiplier = x0.2 from 2nd revival
    - Multiplier = x0.1 from 3rd revival (capped at x0.1)
This should help separate those who failed more during the game. I see this more as a fun factor in mp rather than replacing a functionality in ranking mode.
I support this, sounds like a fun thing to have for multiplayer!
xxbidiao

TheVileOne wrote:

I don't know why no fail should work with different multipliers depending on if you're playing single or multiplayer. That does not make sense to me.
I think the calculation is not a problem, since you just halve the current score and set the multiplier halved.
The interesting fact is, in osu!mania, when each note is hit a square root function is run! And no (significant) delay is found, right?

By the idea itself, I think it great since this both prevent the multiplier level high enough for players who doesn't fail at all, which suit the idea of all similar posts, and low enough to award these players who are brave enough to challenge the map with nomod, which is many concern focused on.

Actually, I believe the penalty should be taken place only after 3 deaths, or it is noting better than EZ mod.
Winek
Interesting!
Primula_old
Bump because mine was a dupe~

I don't understand why people object to this with reason being "because there would be no reason to turn it off".. how is that a bad thing?
Why is failing necessary? Why can it not be optional? If you really prefer to fail.. then continue playing as you normally would without it, but people who'd rather play a song in its entirety without being penalized if they don't actually fail should be given such an option.

Quote from my topic
Failing during the first few notes then FCing the rest of the map would lead to a score close to that of someone that didn't fail, because the first notes don't count as much.
With my first proposed solution, if you do fail (hp depletes) during the map with nofail mod.. the score will behave as it normally does with the current nofail implementation (0.50x multiplier applied).

For the 2nd, you'd still end up with lower score than someone able to fc even if it's not as lower and also you wouldn't gain as much PP (assuming FC still plays role in the new PP system). Isn't it by popular opinion that 'score means nothing' these days ?

Either way, the 1st is the one that wouldn't change anything (Otherthan whatever assumed psychological change nofail mod has on you.. personally none - it's rather subjective) so would be the preferable one.. because apparently people don't like change around here and additionally it's more fair for those who have already ranked with nofail in the past. (I don't feel we'll ever have any new mods brought to osu! due to the fact that it would cause significant QQ to those that have already ranked with the current mods on previous plays - disrupting the current minimum/maximum score multipliers is 'BAD')
jesse1412

Primula wrote:

Bump because mine was a dupe~

I don't understand why people object to this with reason being "because there would be no reason to turn it off".. how is that a bad thing?
Why is failing necessary? Why can it not be optional? If you really prefer to fail.. then continue playing as you normally would without it, but people who'd rather play a song in its entirety without being penalized if they don't actually fail should be given such an option.

Quote from my topic
Failing during the first few notes then FCing the rest of the map would lead to a score close to that of someone that didn't fail, because the first notes don't count as much.
With my first proposed solution, if you do fail (hp depletes) during the map with nofail mod.. the score will behave as it normally does with the current nofail implementation (0.50x multiplier applied).

For the 2nd, you'd still end up with lower score than someone able to fc even if it's not as lower and also you wouldn't gain as much PP (assuming FC still plays role in the new PP system). Isn't it by popular opinion that 'score means nothing' these days ?

Either way, the 1st is the one that wouldn't change anything (Otherthan whatever assumed psychological change nofail mod has on you.. personally none - it's rather subjective) so would be the preferable one.. because apparently people don't like change around here and additionally it's more fair for those who have already ranked with nofail in the past. (I don't feel we'll ever have any new mods brought to osu! due to the fact that it would cause significant QQ to those that have already ranked with the current mods on previous plays - disrupting the current minimum/maximum score multipliers is 'BAD')
Isn't it by popular opinion that 'score means nothing' these days ?
No.

Why is failing necessary? Why can it not be optional?
When you start playing a map, you play it with an objective in mind: passing, fcing, top ranking, B ranking etc. The score penalty is compensation for a safety net when you COMPLETELY FUCK UP part of a map. Nofail is rarely used for top ranking aside from special maps and when it is used for ranking the player should know that if they don't get the combo they need at the easier parts of the map then their score will not be successful; giving the player 2 options for success (passing a hard map instantly placing them high in the rankings or gaining a relatively large combo via grinding) should not happen.

If you want to top rank a map that is impossible to pass for you at your level then you probably aren't good enough to top rank it and don't deserve the rank in the first place (excluding special maps such as tag4 difficulties).

I don't see any reason for this, you will NEVER use nofail to get a rank on a map because your score will be too shitty to get you a good rank even if you do pass. If you want a serious score then don't use nofail, there are NO ranked/approved maps as of now that have not been passed so if you can't keep up with the the consistency of other players then you shouldn't be given an option to compensate for your own incompetence.

I would use this mod if the changes were applied but that's only because you'd have to be a moron not to.

I don't feel we'll ever have any new mods brought to osu! due to the fact that it would cause significant QQ to those that have already ranked with the current mods on previous plays
Yes basically this and you just have to deal with it. You may not have any ranks you spent hours upon hours achieving but other people do and they don't want to see them lost because some newbie suggested "spastic spinning background mod +0.12% score".
Kuronosu
I don't think that this feature would make any sense.. just ruining the whole game.
It's only good for PP farmers.

jesus1412: You are totally right!! (Y)
meeeeeeeeeeeeau
quick reply dint work ~_~

when one plays with NF
if player clears the map = he gets actual score not .5x
if he loses ... gets usual .5x
why it makes sense
"A kid saving a cat is a hero regardless of him wearing a gloves or not" ;)

implementation should be easy, to always calculate two scores when played with nf and chose one of em based on map cleared or not.
jesse1412

meeeeeeeeeeeeau wrote:

quick reply dint work ~_~

when one plays with NF
if player clears the map = he gets actual score not .5x
if he loses ... gets usual .5x
why it makes sense
"A kid saving a cat is a hero regardless of him wearing a gloves or not" ;)

implementation should be easy, to always calculate two scores when played with nf and chose one of em based on map cleared or not.
When you start playing a map, you play it with an objective in mind: passing, fcing, top ranking, B ranking etc. The score penalty is compensation for a safety net when you COMPLETELY FUCK UP part of a map. Nofail is rarely used for top ranking aside from special maps and when it is used for ranking the player should know that if they don't get the combo they need at the easier parts of the map then their score will not be successful; giving the player 2 options for success (passing a hard map instantly placing them high in the rankings or gaining a relatively large combo via grinding) should not happen.

If you want to top rank a map that is impossible to pass for you at your level then you probably aren't good enough to top rank it and don't deserve the rank in the first place (excluding special maps such as tag4 difficulties).

I don't see any reason for this, you will NEVER use nofail to get a rank on a map because your score will be too shitty to get you a good rank even if you do pass. If you want a serious score then don't use nofail, there are NO ranked/approved maps as of now that have not been passed so if you can't keep up with the the consistency of other players then you shouldn't be given an option to compensate for your own incompetence.

I would use this mod if the changes were applied but that's only because you'd have to be a moron not to.
materiauser
I see no reason not to vote for it, so I did. I never seen anyone play like that personally though. I am guilty of playing with relax on though =P. But only when everyone is picking insanes (I'm just a decent hard player at best) and I'm like half everyone's rank.
Bara-
Is this multi only?
Otherwise everyone would always use NF, as their score would still be as good as normal, and they can practise all parts.
I'd say make it multi only tbh
jesse1412
If this becomes a thing then nofail should be removed and this would simply become a gameplay feature (and it would suck ass).
sarysa
I was actually going to suggest there being a No Fail variant the same as the OP described (no rank on fail, 100% on success)...and I did, then suddenly noticed this was on page 1. Whoops.

Anyway, I'd call it maybe:
Practice on Fail

since you'd be bumped to a practice mode immediately on failure. Would also need to work around that issue in multiplayer where people come back from failure.

It's a bit of a rhythm game staple. The way osu! does it is a bit odd.

osu! is (in)famous for its difficulty in general...not wasting time or frustration with failing would make it more accessible for newer players. And lets face it, some songs put in some serious dirty tricks maybe 2 or 3 minutes in. Others just naturally difficulty spike because the song ends in an epic and complicated finish. In a few you can just literally never heal. These songs have more A's than B's on first pass. With the tens of thousands of beatmaps available it's no wonder people abandon a ton of them because of confusing layout/stacking or extremely high HP drain or difficulty spikes. Might get these beatmaps more played.
nrl

baraatje123 wrote:

Is this multi only?
Otherwise everyone would always use NF, as their score would still be as good as normal, and they can practise all parts.
I'd say make it multi only tbh
Multi already behaves like this.
Bara-

Narrill wrote:

baraatje123 wrote:

Is this multi only?
Otherwise everyone would always use NF, as their score would still be as good as normal, and they can practise all parts.
I'd say make it multi only tbh
Multi already behaves like this.
It does not
Use NF
Pass completely --> 50%
'fail' --> 50%
No NF
Pass --> 100%
Fail --> not submitted
nrl
Yes it does. If you fail during multi you still play out the map, but your score isn't submitted.
Bara-

Narrill wrote:

Yes it does. If you fail during multi you still play out the map, but your score isn't submitted.
That's exactly the same as I said ;-;
nrl
And it's exactly the same as what this feature request proposes. Hence, it already works that way in multi.
Bara-
It does not
This request
NF
Pass --> 100%
Fail--> 50%

Multi
NF
Pass --> 50
Fail --> 50
sarysa
Actually, looking at my records as I've had a few necro's in MP lately, it seems to work like this:
Multiplayer pass: 100%
Multiplayer fail but revived and stayed alive long enough to reach the end: 100%
Multiplayer fail: 0%, but your failing grade is shown. (your percentage and score are not reported to the server)

The second instance has got to be a bug.
ikzune
i know that some vsrgs are designed so you dont fail however you may reach 0% hp which is indicated as a fail, i think it would be better that the dont fail mod is already in the game when you play and if the hp bar gets fully drained then it should just be a 50% reduction
Oinari-sama

sarysa wrote:

Actually, looking at my records as I've had a few necro's in MP lately, it seems to work like this:
Multiplayer pass: 100%
Multiplayer fail but revived and stayed alive long enough to reach the end: 100%
Multiplayer fail: 0%, but your failing grade is shown. (your percentage and score are not reported to the server)

The second instance has got to be a bug.
The 2nd scenario will only count in Local Record, it won't be submitted for online ranking.
nrl

baraatje123 wrote:

It does not
This request
NF
Pass --> 100%
Fail--> 50%

Multi
NF
Pass --> 50
Fail --> 50
Multi without NF behaves like the first example. I didn't think I'd actually have to spell that out.
jesse1412

Narrill wrote:

baraatje123 wrote:

It does not
This request
NF
Pass --> 100%
Fail--> 50%

Multi
NF
Pass --> 50
Fail --> 50
Multi without NF behaves like the first example. I didn't think I'd actually have to spell that out.
No it doesn't.
nrl
... yes it does.
EDIT: Alright alright I realize what you guys're saying, if you fail you don't get any credit at all, you've caught me with red hands around my ankles or whatever. The point is that you play out the map regardless and get credit if you pass. It doesn't mean anything at all that you don't get 50% if you fail, that 50% would be entirely inconsequential in every situation.
sarysa

Oinari-sama wrote:

sarysa wrote:

Actually, looking at my records as I've had a few necro's in MP lately, it seems to work like this:
Multiplayer pass: 100%
Multiplayer fail but revived and stayed alive long enough to reach the end: 100%
Multiplayer fail: 0%, but your failing grade is shown. (your percentage and score are not reported to the server)

The second instance has got to be a bug.
The 2nd scenario will only count in Local Record, it won't be submitted for online ranking.
You'd think that, but no. I necro'd many songs in my most recent online play and all of them have reported scores. They're very low...most of them are in the 10th percentile and lower (i.e. my online position is 13291 of 14194)...but they were indeed reported.
These necro scores were never halved either. I would have noticed.
But outright failures simply have a grade but no server-side ranking shown on the lower left of the beatmap select screen.
Bara-
Can you please link those?
Like map + .osr file?
And screenshot with it, as it's kinda weird though
sarysa
Easier said than done -- there is no .osr file. None of my MP plays have one, including the legitimate passes. Naturally there's no performance graph either. All I can give are inconclusive screenshots and my unreliable word.

A normal MP fail:

An MP necro, and I distinctly remember this being a necro and my friends and I griping about how unreadable this 2.4 beatmap was (I'll refrain from posting the three letter word one friend used to describe it):

But since there's no performance graph saved, all I can give you are the overly colorful stats. The song's HP drain is a relatively generous 3 (on the other hand something like 5 would've probably been "never heal" on that song) but you can surmise from my combo that I messed up in clumps, which easily fails you out in this game:

BTW, speaking of OSR files, I figured out that I can correlate the play time of a song to the file date in the replays directory to find a song's replay, but is there a more convenient way to access it?
Osuology
Very good, I think this would be helpful for some of my noob friends XD
Xheriux
This has to be inplemented, usefull for my noob friends :P
Bara-
Bump
I no longer play for PP, but I do like playing 7* with EZ, but getting to the end, and failing due to notelock is a pain. Having the score still be available as a Local score would be amazing (albeit it with lowered score)
Diskye
Great idea! i've been thinking about it so many times.

It would be awesome if it would only activate if your hp is at 0.
Swerro
When you start a map with nofail, you're assuming you won't pass and are not caring much for a tremendous score as it will be halved by NF(you know that before you play). However if you do pass, even though you didn't think you would (so it'd probably be a lucky pass), You suddenly dó care about your score! And would definitely not want it halved.
You see whats wrong there^? You either do care about the score or do not.
This feature kind of seems like greedy help for lazy and inconsistent players to me.


(or I might be overseeing things again as always)
Bara-

Swerro wrote:

When you start a map with nofail, you're assuming you won't pass and are not caring much for a tremendous score as it will be halved by NF(you know that before you play). However if you do pass, even though you didn't think you would (so it'd probably be a lucky pass), You suddenly dó care about your score! And would definitely not want it halved.
You see whats wrong there^? You either do care about the score or do not.
This feature kind of seems like greedy help for lazy and inconsistent players to me.


(or I might be overseeing things again as always)
It's the other way around
I recently passed Pensiamento with EZNC, after approx 100 tries
I always failed at one part, so if I want to play the rest, I need to use NF. I once tried it without, and due to notelocking I failed. After A LOT of tries, I managed to pass it by hitting almost all notes in the hard part without using NF. But since I rarely played the end, I was afraid I wasn't going to make it. Having passed a ridiculously hard part, and then failing shortly afterwards is pretty aweful, and this feature will prevent that

Note, this request isn't: "I'm using NF, but I passed, so give me my full score", but "Oh, I failed. Let me play further while 'halving' my points"
RiXX
hi
jesse1412

Bara- wrote:

Swerro wrote:

When you start a map with nofail, you're assuming you won't pass and are not caring much for a tremendous score as it will be halved by NF(you know that before you play). However if you do pass, even though you didn't think you would (so it'd probably be a lucky pass), You suddenly dó care about your score! And would definitely not want it halved.
You see whats wrong there^? You either do care about the score or do not.
This feature kind of seems like greedy help for lazy and inconsistent players to me.


(or I might be overseeing things again as always)
It's the other way around
I recently passed Pensiamento with EZNC, after approx 100 tries
I always failed at one part, so if I want to play the rest, I need to use NF. I once tried it without, and due to notelocking I failed. After A LOT of tries, I managed to pass it by hitting almost all notes in the hard part without using NF. But since I rarely played the end, I was afraid I wasn't going to make it. Having passed a ridiculously hard part, and then failing shortly afterwards is pretty aweful, and this feature will prevent that

Note, this request isn't: "I'm using NF, but I passed, so give me my full score", but "Oh, I failed. Let me play further while 'halving' my points"
Using nofail in the first place would also prevent your problem.

This feature request is basically asking for the removal of nofail. If your score is only halved when you fail then why would you EVER have it off. I want to be able to fail, if you don't, use nofail.
Swerro
I've thought more about this feature, and concluded that this feature solves the issue people have with passing/failing, but in a really awkward way that creates other new issues.
Note, this request isn't: "I'm using NF, but I passed, so give me my full score", but "Oh, I failed. Let me play further while 'halving' my points"
"Oh, I failed. Let me play further while 'halving' my points"

A shitty halved +NF score, or no score at all, does anybody care about the difference? No, because if you didn't mind a shitty +NF score on the map you would choose +NF in the first place before you start playing.
If "playing further after fail" is the real essential issue for this feature, you might as well change the std nofail system, instead of updating the nofail mod.

Bara's example was about going for a pass, yet finishing the rest of the map after fail. So if the fact that you finish the map is the essential point to this feature, it'd be more efficient to change the failsystem to something similar as taiko's fail system, instead of changing the nofail mod.

This way, you would still have the normal HP drain bar, and once down to 0, it stays there but you still finish the map and simply fail at the end of the map and don't set a score.
That's way better than this feature's current idea, as this other solution doesn't create the problem that people would basically be permanently equipping nofail.

^^I'm speaking from the Feature Voter's point of view, as I read the other posts, I believe this isn't completely thought through by most people who voted for this feature.
Personally, I would say don't change the failsystem/nofailmod at all.

Edit: fixing my english
Sandy Hoey

Bara- wrote:

Note, this request isn't: "I'm using NF, but I passed, so give me my full score", but "Oh, I failed. Let me play further while 'halving' my points"
It may not be the aim of the request, but that is how it is going to be used. No matter wat the noble intentions of the original request was, people are going to take advantage of this by permanently having it on because it does not hurt them in any way to do so. If you want to play the map out, like Swerro said, the better option would just be to allow you to play the rest of the map while making the play unranked.
Gravelight
S u p p o r t e d 8-)
Luqanted

Dragne wrote:

S u p p o r t e d 8-)
why
just

why

it has already been developed.. :'(
Nathanael
/facepalm
Gravelight

Luqanted wrote:

Dragne wrote:

S u p p o r t e d 8-)
why
just

why

it has already been developed.. :'(
I have nothing better to use stars on so I'm wasting them for the memes. :')
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