Aim (or placement if you like that word better) is a measurable dimension of every hit and slider in standard mode that the game ignores. I enjoy this game because as it is, it allows me to practice several motor skills, with feedback better than any coach or teacher could ever give. Hits are just a little bit like drumming with one stick, and sliders are a little bit like inking a drawing(with a gigantic brush instead of a fine pen). I feel that feedback regarding a player's aim would add to the game's fun.
Implementation: It was suggested here as a mod of no scoring consequence. t/113594?hilit=aim
While I support that one, I'd like to suggest it be implemented as part of scoring. An example is, hits and sliders could be concentric circles of 50/100/300(like an archery target - the skinners of the community would have to work a bit to make it not be ugly). A slider would give you 300 if you stay in the 300 space over every tick, or less if you leave it for just one of them. As opposed to simply presenting two 300 marks, I suggest just having three different colors of 300(or 100 or 50).
This would make every hit and slider give a total of 600 and change the max scores of every map. Since my best guess is that a change on this level would cause tons of rage, leaving it inconsequential to score would be a better idea, for the function of short term community health. However, I feel that a scoring implementation would further the competitive aspect of the game(because it takes a second skill to get 100%). A gradual implementation for scoring(to avoid community rage) would be, have the 600 max for every object, but count the aim score separate for an extended time until the majority of active players have accumulated it, and then merge it(like pulling onto a highway).
A third suggestion is, as opposed to a mod, simply have it always on, but inconsequential, so that it could be measured in the broad context of overall player aim% as well. Does the #1 player hit closer to the center or do they miss? And how do I compare? A measured thing that some of us care about and others don't.
Self implementations that are currently available: Scaling down my tablet's active area (I have a 9x12) would make the targets smaller but would reduce jump distances. I'd lose the jump challenge aspect. Saving new difficulties with smaller circles still only gives me hit or miss and removes the competition. The competition has motivational value. Both I can think of have drawbacks.
The thread is titled aim/placement "feedback" and not "scoring" and that's really all I'm asking for, more automated feedback on my hand eye coordination. I do want a scoring implementation but changing the nature of a game that's 5 years running is too big a cost without sufficient transition. Whether as inconsequential feedback or a part of score, either would be improving on what exists. One may be a stepping point to the other over several years. I did not bump the old thread that I linked because I felt it was a slightly different topic if scoring implementation(whether to do it or not or how) was part of the discussion. As is the game is about measuring a player's rhythm, and a game about measuring rhythm and placement would be a different game, I think it's a good idea but many may disagree.
Implementation: It was suggested here as a mod of no scoring consequence. t/113594?hilit=aim
While I support that one, I'd like to suggest it be implemented as part of scoring. An example is, hits and sliders could be concentric circles of 50/100/300(like an archery target - the skinners of the community would have to work a bit to make it not be ugly). A slider would give you 300 if you stay in the 300 space over every tick, or less if you leave it for just one of them. As opposed to simply presenting two 300 marks, I suggest just having three different colors of 300(or 100 or 50).
This would make every hit and slider give a total of 600 and change the max scores of every map. Since my best guess is that a change on this level would cause tons of rage, leaving it inconsequential to score would be a better idea, for the function of short term community health. However, I feel that a scoring implementation would further the competitive aspect of the game(because it takes a second skill to get 100%). A gradual implementation for scoring(to avoid community rage) would be, have the 600 max for every object, but count the aim score separate for an extended time until the majority of active players have accumulated it, and then merge it(like pulling onto a highway).
A third suggestion is, as opposed to a mod, simply have it always on, but inconsequential, so that it could be measured in the broad context of overall player aim% as well. Does the #1 player hit closer to the center or do they miss? And how do I compare? A measured thing that some of us care about and others don't.
Self implementations that are currently available: Scaling down my tablet's active area (I have a 9x12) would make the targets smaller but would reduce jump distances. I'd lose the jump challenge aspect. Saving new difficulties with smaller circles still only gives me hit or miss and removes the competition. The competition has motivational value. Both I can think of have drawbacks.
The thread is titled aim/placement "feedback" and not "scoring" and that's really all I'm asking for, more automated feedback on my hand eye coordination. I do want a scoring implementation but changing the nature of a game that's 5 years running is too big a cost without sufficient transition. Whether as inconsequential feedback or a part of score, either would be improving on what exists. One may be a stepping point to the other over several years. I did not bump the old thread that I linked because I felt it was a slightly different topic if scoring implementation(whether to do it or not or how) was part of the discussion. As is the game is about measuring a player's rhythm, and a game about measuring rhythm and placement would be a different game, I think it's a good idea but many may disagree.