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Some questions about Taiko Sliders

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Topic Starter
NoYzE
Hey there, i really enjoy Taiko so far.
But i have 2 questions i couldn't get answered by searching so far, so i thought, one of you may know that.

1.: The "sliders in Osu!Taiko have little dots you'll have to hit to get any points.
At original Taiko you get points for every hit in that area, regardless of timing.
Why is that?
Even if you stream perfectly 1/16 with the right bpm but you are off you won't get any points, what pretty breaks the purpose of the sliders.
I know that it is due to the converting process of standard osu to taiko maps but many of the converted maps have mostly sliders, often with pretty weird timings of the dots.
Leading to

2.: If you have the Half-Time or Double-Time mod, it doesn't care for those dots.
If you have a map with 20 Notes and 50 Sliders you can HT all sliders perfectly and having more points than someone who did nearly perfectly on normal.
And you don't get any benefit if you hit like 95% of the dots in DT because there are only 20 Notes that have DT multiplier.
They give flat 300 all the time regardless of mods leading to many 1# with HT on easy converted maps.
Why is that?

Thank you for your answers.
Best regards,
NoYzE
XK2238

NoYzE wrote:

pretty weird timings of the dots.
Leading to ???
anyway, number 1:
In the past times, osu!Taiko sliders WERE like the original one, but macro hacks appeared (i.e. 80 hits over the possible maximum of 30), which led to the appearance of the dots. I didn't get to experience that because I arrived in the late '11 though, so that might be from a much earlier time. This is just according to what I hear.

as for the number 2... let's pass it to other people :p
Nashmun

NoYzE wrote:

Hey there, i really enjoy Taiko so far.
But i have 2 questions i couldn't get answered by searching so far, so i thought, one of you may know that.

1.: The "sliders in Osu!Taiko have little dots you'll have to hit to get any points.
At original Taiko you get points for every hit in that area, regardless of timing.
Why is that?
Even if you stream perfectly 1/16 with the right bpm but you are off you won't get any points, what pretty breaks the purpose of the sliders.
How can you be off if you stream 'perfectly' and with the right BPM ? The dots aren't placed randomly on the sliders. For BPM 130+ you have to stream 1/4 in order to hit every dot.

I know that it is due to the converting process of standard osu to taiko maps but many of the converted maps have mostly sliders, often with pretty weird timings of the dots.
Hum... Nope, the timing on the dots is always the same, just play it like a random 1/4 stream and you'll hit everything.


2.: If you have the Half-Time or Double-Time mod, it doesn't care for those dots.
If you have a map with 20 Notes and 50 Sliders you can HT all sliders perfectly and having more points than someone who did nearly perfectly on normal.
And you don't get any benefit if you hit like 95% of the dots in DT because there are only 20 Notes that have DT multiplier.
They give flat 300 all the time regardless of mods leading to many 1# with HT on easy converted maps.
Why is that?
Because this is how scoring in taiko works. You get a fixed amount of point (150/300) plus a bonus based on your combo.
Coro
I think he means those times where you have a stream of notes right before the slider, say

dddd(-------)

and the slider dots are spaced the same as the notes, but if you just play it as one long stream, for some reason the slider won't register the hits.
You have to consciously stop and then start playing the slider, and it's not smooth

...something like that? Anyone else get this?
It generally only happens in converts since no one maps taiko with sliders right up to the note :/
Topic Starter
NoYzE
When saying weird timings i actually thought the dot's won't fit to the beat like 20 dots on 1/16, but maybe i just got confused.

But my main point is, that original Taiko doesn't care if you play 1/16 or 1/8 or 1/32.
Even if you play 1/16, but not directly to the beat, because you are off the beat you still get points.
While in Osu!Taiko you won't get any points, if you for example 1/16 stream but not perfectly to the dots, while leaving out every 2nd dot and only stream 1/8 because you can't stream 1/16 will get you more points than streaming 1/16 off-beat.

I kind of like the system because it's more rhythm oriented than the original approach, but it's pretty punishing for beginners i think.
A more new-player friendly way of doing this would be to limit the amount of strokes you can get from a slider to the current number of dots.
Just like the spinner, where you can spin as fast as you want but only up to the number given.
Nashmun
You'll never have to stream 1/16 in order to completely hit a slider. As I said if the BPM of the map is >130, you'll have to play it 1/4, and if BPM < 130 it's 1/8. And yes, sliders in taiko are not a spamming contest, I actually prefer that kind of behavior which helps you keep the rhythm, also you can have fun playing custom 1/4 streams to fit the song while hitting the slider, which is cool :D
Yuzeyun

XK2238 wrote:

NoYzE wrote:

pretty weird timings of the dots.
Leading to ???
anyway, number 1:
In the past times, osu!Taiko sliders WERE like the original one, but macro hacks appeared (i.e. 80 hits over the possible maximum of 30)
As well as vibrating people who could easily get #1 because they could vibrate and not others, leading to possible "spamming contests". (Rokodo's 200..9 video showed one of the vibrating things)
Asagi Mutsuki

NoYzE wrote:

stuff
They give flat 300 all the time regardless of mods leading to many 1# with HT on easy converted maps.
Why is that?

osu!wiki wrote:

due to the way spinners are calculated in Taiko, this mod makes them to take more hits to clear and, since spinner points are not affected by multiplier, causes them to have a higher total value than without the mod. This leads to the increase in maximum possible score when Half Time is switch on for maps with very low combos and many long spinners, and the effect is more significant when Hard Rock mod is turned on simultaneously (which boost the hit required per spinner as well).
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