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[Mod Request] Accuracy rate

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +16
Topic Starter
Kritzkingvoid
Basically similar to sudden death but in a different fashion you can select 3 different kinds of this mod 90%,80%,70% if you select one of the 3 mods you need to stay above that current accuracy. [Example] if you select the 90% mod you need stay above that current accuracy going below (if you got less that 90%) you will automatically lose the game . Oh also i suggest not having a score bonus since its not actually affecting gameplay



If this is a duplicate i'm sorry i actually searched if theirs one existed but i did not found one sooo.....
Bara-
So if you get a 100 on 1 of the first notes: Instant-fail?
FrzR

baraatje123 wrote:

So if you get a 100 on 1 of the first notes: Instant-fail?
I was thinking about Perfect mod on that but yeah, It could work that way at the beginning.

Interesting idea. Let's just see what others has to say. =w=
huoyaoyuan
Quite a good idea, but when you get 100 at the start you will fail immediately.
So how about this: if your non-300 hits accumulate to a percentage of the whole map, you will fail?
deadbeat
t/141061 this?
GoldenWolf

baraatje123 wrote:

So if you get a 100 on 1 of the first notes: Instant-fail?
to avoid this you would start a map with 100% accuracy and it would decrease as you get more 100s
Vuelo Eluko

GoldenWolf wrote:

baraatje123 wrote:

So if you get a 100 on 1 of the first notes: Instant-fail?
to avoid this you would start a map with 100% accuracy and it would decrease as you get more 100s
which pretty much just make acc a thing you can only work down from

kind of depressing lol

would hate that
10crystalmask01
Call me an SS freak, but I don't see this as something that's really necessary. Why would players only decide to try and challenge themselves to reaching only a certain overall accuracy?

The reason why there is sudden death mod is to test whether players can survive without missing a note. Then you have the perfect mod, which challenges people even further to getting a 100%. Personally, I don't think anyone's going to challenge themselves like " Oh, I going to try and get a 80%+ on this diff by using the 80% + mod."
What the goal (usually) is for a player, when playing a map: Get the highest score possible, and/or get as many hit 300's as possible. And eventually improve. That's all there is to it. And like baraatje123 said:

baraatje123 wrote:

So if you get a 100 on 1 of the first notes: Instant-fail?
There will be a huge imbalance for the hit bursts, because depending on what timing you hit your first note at (whether it's a 0, 50 or 100) in one of the new mods, could result in an instant fail...sounds pretty much like Sudden death right?

And tbh, not many players are interested in seeing other players only get like an 80% or so on a map, mainly it's the score itself that has players reaching towards the top of the scoreboards.

So overall, what I'm trying to say is that creating a mod for 90%+, 80%+ etc. can be a bit pointless, because mostly everyone aims to get the highest score - not much with accuracy. And even it is for accuracy, Perfect mod already has it covered, or players try and survive the song using Sudden death. Why bother creating these new mods, for the sake of reaching only a certain accuracy?
Yukiteru Amano
Seems really nice! Maybe you can set the limit to ranks instead. in CTB it would be 98% for S and 94% for an A.
shavit
Or maybe an "A+" mode after the "Perfect" click? If you get B, you lose.
Granger
Hmm rather than for the overall accuracy id base it on the accuracy of every single click, like this:

Better than 50: Score minimum 100 on beats or you fail!

This works etactly same as Sudden death/Perfect but more/less harsh respectively. Makes more sense for me.
Shivarion

deadbeat wrote:

https://osu.ppy.sh/forum/t/141061 this?
it just like this thread is explaining more detail from that
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