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Osu! Party Mode!

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +2,295
Topic Starter
Kaeru
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Osu! Party Mode! / Mariosu! Kart / Mariosu! Party
================================

(thanks Arras and baraatje123 for the cool alternative names)

Here's a game mode idea I came up with a while ago but never got around to posting. As a game mode, it's fairly simple to implement in comparison to completely original game modes, since almost everything in this mode is already a part of Osu! in some way. Because of this, I felt like it might be a good idea to post it and see what people think. This mode is designed purely for fun, and would be ideal to play with a Skype group or a circle of friends who just want to have a fun time. I hope you guys like it!

Osu! Party Mode! is just like standard mode, with a few exceptions:

- Players cannot fail songs and the health meter is removed.

- Combo is removed and replaced with the Multiplier Bar (which works like the health meter).

- Free mods cannot be used. DT/HT/EZ and Difficulty Increase mods can be put on a map (all players) but no Special mods are allowed.

- Players can obtain items by perfectly clearing certain segments of the song (like Star Power sections in Guitar Hero).

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Item Sections
=========


We'll call sections where you can obtain items "Item Sections". There are a certain number of these sections per song, depending on the length of the song. The game decides where to put these item sections before the round starts, and they appear at the same time for all players so that everyone has an equal chance. Certain patterns of circles in the song will be specially marked (each Item Section can be one entire combo, from the first circle of the combo to the last), and the player must hit all of the circles in that combo without missing to obtain an item. Below is a list of the different items that players can receive, and the effects they have on the game.

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Battle Items (1 opponent)
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These are items that, when used, affect one of the opponent's game play for a period of time. When you use a battle item, it will automatically attack the opponent in front of you (ex: third place attacks second place). If you're in first place, it will target a random opponent (this may change). Items stack and players can be faced with the effects of more than one item at a time.

Modifications:
=========


(all of these mods will affect your score the same way they do in regular Osu!)

Flashlight: Forces an opponent to play with the Flashlight mod. This item cannot be found when Flashlight mod is used as a map setting.

Hidden: Forces an opponent to play with the Hidden mod. This item cannot be found when Hidden mod is used as a map setting.

Hard Rock: Forces an opponent to play with the Hard Rock mod (this will not actually flip the circles). This item cannot be found when Hard Rock is used as a map setting.

Easy Mode: Forces an opponent to play with the Easy mod. If the player already has Hard Rock on, then the mods will cancel out (the 50% score gain still applies until the duration of this item is over). There is also no recovery since there is no way to fail. This item cannot be found if accuracy is enabled as a win condition instead of score. This item cannot be found when Easy mod is used as a map setting.

Special:
=====


Techno Rave: Lights up the opponent's screen with colourful lights (a reasonable amount, not seizure inducing), and plays a techno loop over the song (at a reasonable volume).

Broken Key: Disables the opponent from using K1/M1, forcing them to single tap.

Mine: Plants a bomb somewhere on the opponent's screen in a random location where it does not ever come in contact with a circle for the entire duration of this item. If hit, the opponent's cursor will move a bit erratically for a short period of time.

Blizzard: Causes snowflakes to fall from the top of the opponent's screen. If the opponent touches one with the cursor, their cursor is frozen and cannot move for a short period of time (the item is removed after the effect happens once or after the duration expires).

Smoke Grenade: Fills the opponent's screen up with slightly transparent smoke, allowing them to see through while still making it more difficult to read the map.

=================
Power Items (yourself only)
=================


These are items that a player can use on him/herself to gain a personal advantage for a period of time. Using a second item of this type will cancel out a first one if one is still in effect. These items can always be used when you're being attacked, however.

Modifications:
=========


(none of these mods will affect your score)

Auto: Auto takes over and plays the game for you, effectively eliminating the effect of battle items while racking you up points. This is equivalent to the "Bullet Bill" in Super Mario Kart. You will usually only receive this item if you are doing poorly.

Auto Pilot: Auto pilot is enabled so that you don't have to move the cursor.

Relax: Relax is enabled so that you don't have to click.

Special:
=====


Score Upgrade: Increases the amount of points you receive by 50%. This item cannot be found if accuracy is enabled as a win condition instead of score.

Full 300's: Turns all 50's and 100's into 300's.

Circle Fertilizer: Makes all circles one size bigger. If combined with Hard Rock, circle size will go to the map default. This item cannot be found when the Circle Size of a map is set to one. This item cannot be found when Easy mod is used as a map setting. This item cannot be found by a player who already has "Easy Mode" on. If circles are already max size (in other words, if the Easy Mode item was applied after this item was found) this item will do nothing.

Difficulty Decrease: Overall Difficulty and HP Drain (Multiplier Bar is affected by HP drain) is slightly decreased. This item cannot be found when both the Overall Difficulty and HP Drain of a map cannot be lowered.

Magic Mirror: Temporarily redirects all "Battle Items" used on you to the opponent above you (or a random opponent if you're in first place).

================
Special Items (all players)
================


These are items that a player can use that affects every player in the room for a period of time. If more than one person uses this type of item, the effects will stack or cancel each other out. In the event that the same Special Item is used twice, the timer for that effect will be reset to the beginning. These items stack with all other items.

Modifications:
=========


Double Time / Nightcore: Increases the speed. This item cannot be found when DT is already put on a map. If this item is used and HT is on as a map setting, it will temporarily cancel it out.

Half Time: Decreases the speed. This item cannot be found when HT is already put on a map. If this item is used and DT is on as a map setting, it will temporarily cancel it out.

Spun Out: Spinners will be completely automatically. This item cannot be found if there are no spinners left in the map.

Special:
=====


Slider Slicer: Converts all regular sliders to quick streams (not reverse sliders).

Lightning Bolt: Increases the base AR of the map by one (AR 8 turns into AR 9, AR 9 turns into AR 10, etc). This item cannot be found when the base AR is already 10.

Rain Cloud: Decreases the base AR of the map by one (AR 10 turns into AR 9, AR 9 turns into AR 8, etc). This item cannot be found when the base AR is already 1.

Wheel of Chaos: Randomly changes the base Drain/AR/CS/OD of the map (randomizes all of these things within their allowed ranges).

=========
Items and You
=========


Items are obtained through item sections. You can use an item by pressing the item key (default button is Space, but you can change it). When you obtain an item, a sound is played (each item has a unique sound to allow the player know what they got without having to look in the corner).The item you currently have will appear in the bottom left corner (where combo usually is) and receiving a second item will replace the item you currently have (you can only hold one at a time).The item you receive is random, though not completely. Players who are in the lower half of the score board will have higher chances to receive better items (such as Auto), while players that are in the upper half will see these items less frequently. The chance of receiving a Special item never changes, however. All items can also be enabled/disabled based on the host's preferences.

===========
The Multiplier Bar
===========


Instead of combo, there is the Multiplier Bar. The Multiplier Bar is a multiplier that affects the amount of points you gain, and it replaces combo. It works just like the HP bar, and is situated in the same location. Depending on how low (or high) your HP/Multiplier Bar is, you receive more points. When the bar is completely empty, you receive 1x points. When the bar is at its maximum, players will receive 2x points! Of course, anything in between is a multiplier between 1x and 2x (if your HP/Multiplier Bar is half full you will be receiving 1.5x points). During Kiai Mode/Kiai Time, the effect of the Multiplier Bar will double (it'll provide a multiplier between 2x and 4x)!

I think that's about it, though I might add more ideas later. If anyone has any feedback or comments I'd really like to hear it. It took a while to organize and type up all of this stuff.
yoshilove
nice idea~~ ;)
Add ~ reverse effect of Lightning Bolt plz~~ lol
AR8 ---> AR7

edit : thank you Add Rain Cloud !!!
Topic Starter
Kaeru

yoshilove wrote:

nice idea~~ ;)
Add ~ reverse effect of Lightning Bolt plz~~ lol
AR8 ---> AR7
Thanks! Do you mean change the effect of the Lightning Bolt, or add a new item? I added a new item that decreases AR. All items should be able to be enabled/disabled anyways so that people can choose what they would like to play with.
Bara-
OMG BEST MODE EVER!
But a few things.
Stats can be 0 (AR/HP/OD)
Cs can only be 2-7 (According to editor)
Please make Wheel of Chaos like this
Iw ish I had some stars >.<
Topic Starter
Kaeru

baraatje123 wrote:

OMG BEST MODE EVER!
But a few things.
Stats can be 0 (AR/HP/OD)
Cs can only be 2-7 (According to editor)
Please make Wheel of Chaos like this
Iw ish I had some stars >.<
That's true, thanks for pointing that out. I'll edit that now. I'm glad you like my ideas. :)
kubacki08
Nice idea :)
8+
piruchan
If I get this right, when you are "attacked" you will have a difficulty increasing mod applied to you for a period of time? (I count easy as difficulty increasing mod)
I don't understand programming, but won't it be hard to code?

I guess most players will go into rage mode whenever they're "attacked" by FL if this is implemented :p
Topic Starter
Kaeru

THEkubaxx wrote:

Nice idea :)
8+
Thanks for the support! :)

piruchan wrote:

If I get this right, when you are "attacked" you will have a difficulty increasing mod applied to you for a period of time? (I count easy as difficulty increasing mod)
I don't understand programming, but won't it be hard to code?

I guess most players will go into rage mode whenever they're "attacked" by FL if this is implemented :p
Yeah, that's right. Each item will have a rarity factor associated with it (based on how useful it is) and the current place you're in (first, second, etc) will have an affect on how likely you are to receive items of a certain rarity (this comes from the school of Mario Kart). Since "Special" items are not really advantageous (the player using one has a slight advantage because they know it's coming, but that's pretty much it) but rather for fun, they will have no rarities associated with them but they will be more uncommon to find than items from the other two groups.

I decided to group the Easy mod as an attack mostly based on the fact that it halves your score. On certain songs, it will definitely help players gain points though (especially since it reduces HP Drain, which will help your multiplier, and therefore give you more points) though the half score aspect is still enough to be considered an attack in most situations. If the multiplier is too lenient with Easy mod, it might be best to completely remove that for this version of the mod, since it is supposed to be an attack.

As someone with programming knowledge myself, I can say at the very least that implementing this would be much easier than creating a fresh new game mode. All the mods are already functional in the game. A few unique items would need to be added, but a lot of them are already based on existing mods.

Also, if a player being attacked by an item has a particular item themselves (say a player is being attacked with the FL item, but they have the Auto item), then the FL item actually helps them if they use their Auto item after being attacked. I wanted to leave the score modifiers on mods for that reason, so that a good player (or a lucky player) can actually use it to their advantage to gain extra points. The difficulty of the mods far outweigh the score benefits though (except Hidden, arguably, depending on the map).
Arras
Mariosu! Kart? Yes pls. You know what, I have a ton of stars I'm not using, let's bump this a bit. Would be much better when combined with the "free select difficulty" thing though.
Bara-

Arras wrote:

Mariosu! Kart
AWESUMM
BEST NAME EVVERRR!

/me runs
Topic Starter
Kaeru

Arras wrote:

Mariosu! Kart? Yes pls. You know what, I have a ton of stars I'm not using, let's bump this a bit. Would be much better when combined with the "free select difficulty" thing though.
Thanks a lot. I didn't think of the free difficulty select thing, that seems like it could be cool. The main problem I foresee with it though is it would be very difficult to calculate everyone's standing in the room. In other words, if a person playing on Hard and has 100% accuracy, a person playing on Insane may still have a lot more points (because of all the extra objects) but have very low accuracy. In this case, who should items favour? I guess you could just only look at points and have the Insane player win all the time, but in a competitive match that might get frustrating for someone who is unable to play Insane.

Mariosu! Kart is also a pretty great name for it. :P
Arras

Kaeru wrote:

Arras wrote:

Mariosu! Kart? Yes pls. You know what, I have a ton of stars I'm not using, let's bump this a bit. Would be much better when combined with the "free select difficulty" thing though.
Thanks a lot. I didn't think of the free difficulty select thing, that seems like it could be cool. The main problem I foresee with it though is it would be very difficult to calculate everyone's standing in the room. In other words, if a person playing on Hard and has 100% accuracy, a person playing on Insane may still have a lot more points (because of all the extra objects) but have very low accuracy. In this case, who should items favour? I guess you could just only look at points and have the Insane player win all the time, but in a competitive match that might get frustrating for someone who is unable to play Insane.

Mariosu! Kart is also a pretty great name for it. :P
How about this when combined with the free difficulty, then?
First of all, score is calculated ala osu!mania. Max score for a map under these changed scoring rules is calculated and the worth of hitobjects are set to a value where the total max score of the map will become 1 million.
Second, now that we have fixed Star Rating (and soon ingame too), multiply this value by the star rating (or use another, slightly more exponential algorithm based on SR - obviously not too much, otherwise the Insane player will pull ahead too much again).
This will make Insane players get more points than say, a Hard player (as they should), but only like 30% more and not the current difference. Also, it'll be based on actual difficulty and not pure amount of objects.

Also, to prevent "Waiting for all players to finish..." etc (though I'm sure this has been mentioned in the free difficulty thread) you can only pick a difficulty that's, give or take 2 seconds, the same length as the one picked by the host.
Topic Starter
Kaeru

Arras wrote:

How about this when combined with the free difficulty, then? First of all, score is calculated ala osu!mania. Max score for a map under these changed scoring rules is calculated and the worth of hitobjects are set to a value where the total max score of the map will become 1 million. Second, now that we have fixed Star Rating (and soon ingame too), multiply this value by the star rating (or use another, slightly more exponential algorithm based on SR -obviously not too much, otherwise the Insane player will pull ahead too much again). This will make Insane players get more points than say, a Hard player (as they should), but only like 30% more and not the current difference. Also, it'll be based on actual difficulty and not pure amount of objects.

Also, to prevent "Waiting for all players to finish..." etc (though I'm sure this has been mentioned in the free difficulty thread) you can only pick a difficulty that's, give or take 2 seconds, the same length as the one picked by the host.
Yeah, that sounds good actually, I don't see any problems with that. In addition to this, I think a "handicap" system would help even players out. For example, if you have a friend in the room and you know what skill level he plays at, you could give him a slight handicap (maybe a number from 1 to 5). The handicap would simply make the score calculation less harsh for that player alone, allowing them to have more points than they would if it was disabled.
Bara-
Then the name mariosu! Party 10 is perfect

/me runs again
Will3x
very interesting.

I like it
ziogio
I totally love it!! (I'm going to give you a star just right now :) )

I don't think peppy will never realize it in less then two/three years LOL, it brings many new feature, but I hope he can seriously look at this mode. I think that should be really fun and it will bring new gamer type in osu!.

I love your idea, I hope to see that improvement in the game as soon as possible :)
leepdesu
Very detailed. I like this request.
Seijiro
Man, you're awesome. I could never bring up an idea like this.

I really hope it will be implemented, even if it seems to be a bit complex xD
Tekklorn
Interesting, sounds like it'd be fun to play with a group of friends :D
Topic Starter
Kaeru
Thanks, everyone! I'm glad people like it. It would be nice if we could include other game modes as well, but I think it would be a lot harder in mode like mania, for example. You don't really get any chance at all to see what item you might have, and using it would be even harder since most people use the space key reserved for the middle notes. I was thinking that maybe there could be a way to switch between modes (perhaps random special items) that can temporarily change the game mode, but most maps that were mapped for standard don't really translate too well to other modes. Let me know if you guys have any ideas regarding this topic.
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