t/56606Xanandra wrote:
I believe that I have read somewhere that they had plans on making the easy mod that way.
That was very long ago though, not sure if they still intent to do so.
t/56606Xanandra wrote:
I believe that I have read somewhere that they had plans on making the easy mod that way.
That was very long ago though, not sure if they still intent to do so.
I too would love this only if it was unranked. Would make practicing a whole lot easier.Mithost wrote:
As long as it is unranked, I'll support this.
Big issue here is that a map with say od6 being upped to od8 changes pretty much nothing for a lot of good players and they would simply be getting free points. CS again suffers from the exact same issue, on some maps it simply won't make a difference at all.vantheman wrote:
I first came to the forums today to request something like the OP, then I found this thread and the linked-to threads within, and learned about all the issues involved, lots of discussion has taken place already.
But I still have a relevant question:
Is there any harm in giving incremental multiplier increase for a user selected increase in OD and CS?
AR increase can make a map easier, is a thing that was said. I don't think OD increase can make a map easier in any way, and CS increase might make a deliberately clustered map easier to read, but maps aren't supposed to be deliberately hard to read, so it won't make any correctly made map easier.
I ask because the case of myself specifically, I'd love to be playing everything set to CS7 and OD9 for ranked play without playing harder maps, I like to aim and I like to time accurately, but HR sets any map harder than normal to AR10, which is unplayable at my skill level. There aren't a lot of HR scores compared to the other mods - and my guess is because once someone can do AR10 they just go to higher level maps(which usually still don't have a high CS). And when I save as new diff just to have a thing that's undeniably the same but a little harder, I can't help but wonder why my scores are landing in the realm of "Doesn't count".
My question is if this "customization" is only allowed on CS and OD and they're only allowed to be increased and no option for anything to be decreased, would that be an acceptable feature?
This is a good point that was made, please notice this!vantheman wrote:
Sorry, but I don't believe "free points" to be true at all.
It's the same thing to a better player because the better player is better. So yes they should be able to earn a little more, because they can do something a little tougher. With ease or not doesn't matter. DT is worthlessly easy to me on an easy map, a completely negligible increase in challenge, but it's still given credit for being DT.
Please don't, the player gives the same performance they always would have no mod and gets more points? Absurd. If they want more points use HR.Bites wrote:
This is a good point that was made, please notice this!vantheman wrote:
Sorry, but I don't believe "free points" to be true at all.
It's the same thing to a better player because the better player is better. So yes they should be able to earn a little more, because they can do something a little tougher. With ease or not doesn't matter. DT is worthlessly easy to me on an easy map, a completely negligible increase in challenge, but it's still given credit for being DT.
Akai Kyoko wrote:
For example, AR9 is a very important level for all CtB players. When I need to practise AR9, I have to search AR9 maps, but the easier maps, even AR8-insanes are not enough. So I should edit them, change to AR9, flip the notes and play them.
Also, AR10s are too hard to play ><
Otherwise, 'osu!' top players like change hard maps to AR10 but keep other property, such as CS and HP. Some map were uploaded to server but can never be ranked.
I wish there can be a custom unranked mod.
it can change the map difficulties, flip notes (horizentally or vertically) freely.
Also, in MP, it can be used like DT and HT to control global difficulty.
I believe it can make the game more fun.
Problem with this mod is that you can pick which stats to increase. So people that can aim well but have terrible accuracy can just raise CS but not OD, the accuracy players who have very small error can just raise OD up until it becomes a problem, etc. It doesn't affect how they play at all but still gives them bonus.vantheman wrote:
Since you repeated yourself last time I figured I'd play for a while and think about it rather than repeat myself back at you. Seemed like decent etiquette. I realized I can't really speak about high level play since I can't do it, so I'll infer you're right about what you said before, so to restart my argument,
I think us casual players need something to make [hard] maps more interesting besides hard rock(as it exists right now), since AR10 is way beyond me even when I can do AR9. I'll play the whole way down my sort-by-difficulty on nofail, but the maps I can actually clear bore me so much that I've dropped the idea of playing for rank at all, let alone make anything like "meaningful progress" on the pp system. If "ranked small circle play" is the thing that interests me, I shouldn't have to push the difficulty off a 200 foot cliff via an unrelated setting to get it.
Maybe there's a better solution to the dilemma I describe then the one proposed in this thread. If you could point me there, it'd be helpful.
If you feel that people who aren't after the top margin of ranks don't matter at all in this community, or rather, shouldn't take any concern with the player ranking system, then I've got no further argument with you about this particular issue, since we disagree at the root of it.
What? I don't understand why you said that. When I play a map with 40k scores on it, and a tiny difference throws me ahead several thousand ranks, the more variety there can be in the scores(such as through the incremental changes proposed) the better. Do you think scores below the top 50 don't matter? If so then the game shouldn't even give any rank at the end unless you get one of those. There's your 50 rungs on a ladder, but I play for the altitude on a mountain.-[Koinuri] wrote:
And casual players don't even need any score boosts; competitive players do.
I believe CS, AR and OD should be the only factors affecting score. Ideally to me, this feature request should be viewed in the angle of splitting the HR and EZ mod up into smaller segments. As HP provides no hindrance to players who are going for high accuracy FCs, however can make the map much easier than intended to be, HP should instead be an unranked change. OD, AR and CS make the map more difficult; OD making it much harder to have a high accuracy, AR reducing the amount of time provided to react to the circles and CS making it harder to aim the circles.-[Koinuri] wrote:
I meant casual players don't need boosts as much as competitive players. Bad wording >.>
Someone going from 1000th place to 900th on a map means significantly less than someone going from 50th to 49th, so it's natural to favor competitive players over casual players for score boosts.
The non-linear scaling would still break scoreboards. You have to realize that people going for score aren't looking for ways to make map difficult, but just ways to increase their score. HP, for example, means almost nothing when fcing with high accuracy (unless the spinner is too long), so people going for high score would favor HP 10 with this mod over HR despite the fact that the difficulty didn't increase from no mod in terms of fcing with high accuracy. Eventually the scoreboard becomes how much difficulty they can raise without making maps difficult, and people playing no mod will be forced to use this mod to do absolutely nothing in order to get more points to be on scoreboards. It'll be treated like HD, they just put it on because they give more points even though it doesn't necessarily make the map difficult.
yep. too many variables to consider unlike mania where it simply changes the amount of buttons you can pressjesus1412 wrote:
This can never work as a ranked mod.
Increasing HP drain without point increase is already in the game. Sudden Death, Perfect.-[Koinuri] wrote:
First, the HP getting unranked will upset many casual players because no matter how difficult the map is, raising its HP and passing it will give no boost at all. Then the value of OD also becomes a problem.
Accuracy only starts to matter when you can fc the map since the multiplier from combo gives way more points than getting high accuracy, so in casual player's point of view, assuming they're only passing and not comboing much, OD is more of a free point.I don't think I understand this sentence, the way you've phrased it. A casual player sees getting a higher multiplier for making the hit timing stricter as free? That doesn't make sense. Since that's what OD does, it makes FC harder, it makes passing harder, it makes any score at all harder.
Those are used mostly to make restart process easier for people that want to fc/ss the map, completely different purpose from HP increase which is to make the map more difficult.vantheman wrote:
Increasing HP drain without point increase is already in the game. Sudden Death, Perfect.
HP Drain is an extremely meaningless aspect of the game, imo, could we not talk about it? The concept of "passing" a song is just an arbitrary performance milestone, separate from either total accuracy or combo length, I think the change would be negligible if passing/failing songs was removed tomorrow.
A performance meter and a graph on the score screen showing your weak spots does make sense, but I feel that "dying" in a game is something a majority of games implement but whole genres of them don't need it to function.
vantheman wrote:
I don't think I understand this sentence, the way you've phrased it. A casual player sees getting a higher multiplier for making the hit timing stricter as free? That doesn't make sense. Since that's what OD does, it makes FC harder, it makes passing harder, it makes any score at all harder.
Aqo wrote:
You do realize that in other rhythm games you literally get nothing for non-perfect hits.
For instance the beatmania standard is
Glowing Great (called PGreat in short)
Great
Good
Bad
Poor (a miss)
You get 2 points for PGreat, which is OD11, 1 point for Great, which is OD10, and zero points for Good, which is OD8, anything below is also zero points.
Osu is lenient as hell in accuracy.