That's exactly how it would work according to the OP?SyraxAxoJaxco wrote:
Make it so the power-up could be saved and turned on to other player with Spacebar when he/she wants to affect other player game at the time.
That's exactly how it would work according to the OP?SyraxAxoJaxco wrote:
Make it so the power-up could be saved and turned on to other player with Spacebar when he/she wants to affect other player game at the time.
The whole purpose of this game mode is to relieve stress. Some people take regular multi-player way too seriously and this is a nice way to unwind while still improving at the game. The luck factor is intentionally there to make the game less skill-based because this game mode is not about winning. Party mode is about having fun with friends and having a laugh and not caring that you aren't ranking up or always beating people below your rank. Also, as Arras already commented, the items would already be able to be saved and used at will by pressing the space bar.SyraxAxoJaxco wrote:
With your brand new ideas, everyone might not be happy when play because of the power-up effect. If me, i said that your ideas could make someone stressed. And with your ideas, the game needing a luck. Which means, this is not happy-to-play mode. Rather like fight-to-win.
got supporter, have some stars c:Maxis wrote:
gives all of my non-existent stars (they're there, you just have to squint to see them).(really i would give you hundreds of stars if i could ;~;)
Yes, this is what I noticed out of the entire post. Which would be the secondary key? I use Z as my main key because my middle finger is stronger but I know a lot of people use X.Kaeru wrote:
Broken Key: Disables the opponent from using his/her secondary key (usually X/right click), forcing them to single tap.
how about this: the key it disables is the one you've pressed most so far. e.g.: if you've pressed K1 197 times in the song so far and K2 10, it disables K1. this way no matter what your dominant finger is, you can't use it. Although if the intention is to only force singletapping (in other words you can use your dominant but not your secondary finger), then this can just be the other way around: it disables the key you've used least.Decon082 wrote:
Yes, this is what I noticed out of the entire post. Which would be the secondary key? I use Z as my main key because my middle finger is stronger but I know a lot of people use X.Kaeru wrote:
Broken Key: Disables the opponent from using his/her secondary key (usually X/right click), forcing them to single tap.
Also, this item would be completely pointless on slow songs (easy/normal difficulties), unless it worked the other way around, forcing you to use your secondary key only. I know that having to switch from one finger to another would be a pretty big adjustment for me to make mid-song. Maybe the item would work better this way? (edit: you can always just move your hand over, lol)
The secondary key is M2 (right click) and whatever K2 is set to. I could switch it like you said, but some people (like me) prefer using their secondary key to single tap, so it would mostly only affect mouse users (right clicking is a little more difficult in my opinion). Items can be turned on/off though, so if you're playing a slow song you might want to just completely disable that item. Don't forget that it's also a possibly that someone picks up a "DT" or "Slider Slicer" (converts all sliders to streams) at the same time that someone is under the influence of the "Broken Key" effect. This can make it pretty nasty in some situations, even on slow songs.Decon082 wrote:
Yes, this is what I noticed out of the entire post. Which would be the secondary key? I use Z as my main key because my middle finger is stronger but I know a lot of people use X.Kaeru wrote:
Broken Key: Disables the opponent from using his/her secondary key (usually X/right click), forcing them to single tap.
Also, this item would be completely pointless on slow songs (easy/normal difficulties), unless it worked the other way around, forcing you to use your secondary key only. I know that having to switch from one finger to another would be a pretty big adjustment for me to make mid-song. Maybe the item would work better this way? (edit: you can always just move your hand over, lol)
Every item will have a warning sound. Perhaps the warning sounds can be different, like how I intended to make item pick-up sounds unqiue so that players can easily tell which item they have acquired. I don't feel that this is completely necessary though because I replaced combo with the "Multiplier Bar" for this very reason. I wanted to make it okay for the player to miss, and I didn't want items that almost certainly make the player miss at least once to be overpowered (such as FL).Decon082 wrote:
Speaking of adjustments, I feel like so many of these items would cause you to instantly miss once they activate if they don't give you enough time to react. Would there be some sort of message with a warning telling you when an item is coming, similar to how you get a sound effect and a notification that a red shell is following you for example? "Hard Rock coming in 3, 2, 1..."
That's not a bad idea, I'll add that detail to the main post.Maxis wrote:
how about this: the key it disables is the one you've pressed most so far. e.g.: if you've pressed K1 197 times in the song so far and K2 10, it disables K1. this way no matter what your dominant finger is, you can't use it. Although if the intention is to only force singletapping (in other words you can use your dominant but not your secondary finger), then this can just be the other way around: it disables the key you've used least.
obviously for people who alternate it still remains the same; if you alternate so perfectly that K1 = K2 when the item is activated it can just be randomized.
A d r i a n wrote:
:o nice idea +4 stars
Thanks, guys. I really appreciate it!Abaxvahl wrote:
I do believe, this would be..........epic. Epicness is over 9000!!!!!!!!!!!!!!!!
Kaeru wrote:
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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 there is no health meter.
- Combo is removed and replaced with the Multiplier Bar.
- 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
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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:
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(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:
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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 his/her dominant key, forcing them to single tap. The "dominant" key is decided based on how many times the victim has pressed each key. For example, if the victim has pressed their primary key (usually Z) a hundred times and their secondary key (usually X) only three times, their primary key (Z) will be disabled. In the event that the person has pressed both keys the same number of times, the item will simply pick at random.
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.
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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:
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(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:
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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 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).
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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:
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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).
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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.
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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. 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.
By that logic, Mario Kart is also stupid because racing games have nothing to do with collecting items. Tetris even has a similar mode now.DJ Angel wrote:
Pretty stupid since rhythm games have nothing to do with mario kart
Suggestion:Kaeru wrote:
Broken Key: Disables the opponent from using his/her dominant key, forcing them to single tap. The "dominant" key is decided based on how many times the victim has pressed each key. For example, if the victim has pressed their primary key (usually Z) a hundred times and their secondary key (usually X) only three times, their primary key (Z) will be disabled. In the event that the person has pressed both keys the same number of times, the item will simply pick at random.
Um but I thought there is no more health bar so HP Drain doesn't do anything?Kaeru wrote:
Difficulty Decrease: Overall Difficulty and HP Drain is slightly decreased. This item cannot be found when both the Overall Difficulty and HP Drain of a map cannot be lowered.
Thanks. I was hoping it would get rid of the competitive solo feel and make multi-player a more fun driven experience (especially for new players).BlackStat wrote:
This would be great to addition into multiplayer. It would actually give more meaning to multiplayer than just a bunch of people playing single player at the same time and comparing their scores at the end.
Thanks for the feedback. It would surely take a lot of effort but I think it has a lot of potential and play value. I hope he at least notices the idea and maybe gets something out of it. I don't see how this could work in single-player mode, unless of course you can somehow play against a ghost or a CPU.futuristech14 wrote:
Pretty interesting with your mode, it's looks fun! I impressed with those features (you make it so complex)
but, it's takes long time for coding it isn't it? will peppy add this feature? well, just hope for it..
p.s : damn, multiplayer only? D:
Thanks! Much appreciated.ColdTooth wrote:
i love you
this is pretty badass and needed
The idea is partly based on Guitar Hero 3. An assortment of other games (such as Mario Kart and Tetris Party) have also been a source of inspiration.D o r o r o wrote:
this reminds me of gh3
K1/M1 and K2/M2 are the same anyways (they can't be pressed simultaneously) so it is not necessary for people to have to select keys. The game can already determine what key they use most. Always disabling a random key might be annoying because you might miss trying to figure out what key was disabled. I would rather just always disable K1/M1, actually, since at least that's predictable.D o r o r o wrote:
Before starting the song, let players choose what are their keys to use?
HP drain affects the Multiplier Bar. It works just like your HP bar. In other words, it'll be easier to keep a higher multiplier with less drain.D o r o r o wrote:
Um but I thought there is no more health bar so HP Drain doesn't do anything?
Oh, I get it now haha sorryKaeru wrote:
HP drain affects the Multiplier Bar. It works just like your HP bar. In other words, it'll be easier to keep a higher multiplier with less drain.
I agree. I'd really like to see more innovative ways for people to play together (that rock band mode someone suggested is another good example).[ HDthunder ] wrote:
everyone is in singleplayer this is a mmo so more people need to play multiplayer together so...
/Approval
Did you mean this beast? lolpeppy wrote:
search back for my post on this in 2007 or 2008. i accepted suggestions for powerups and there's a huuuge list
i wonder if we should revive that :/Oinari-sama wrote:
Did you mean this beast? lolpeppy wrote:
search back for my post on this in 2007 or 2008. i accepted suggestions for powerups and there's a huuuge list
I dunno. Merging will be the sensible thing to do, though it's hard to press the button knowing that this many stars will disappear >.<deadbeat wrote:
i wonder if we should revive that :/
Alex311360 wrote:
How it would work in osu!mania:
When any player in the match gets his meter high enough, a random effect will be applied to a random player.
Possible effects on each level:
Hidden - Lv. 1 - 25% blockage of playfield, very slow increase based on combo. - Lv. 2 - 40% blockage of playfield, regular rate used in mod. Lv. 3 - 25% blockage, however the darkness climbs up at a incredibly fast rate.
Accelerate - Lv. 1 - Increases speedrate by 1.25x. - Lv. 2 - Increases speedrate by 2.00x. - Lv. 3 - Increases speedrate by 3.00x. (This means it pretty much multiplies current speedrate number by how much it is. On Lv 1., rounds the number.)
Break - Lv. 1, 2, and 3 - Same as Accelerate, however, use - instead of +.
Courage Shaker - Lv. 1 - Will sometimes change judgement to misses and breaks combo at random, however, it actually doesn't. If you keep playing good, the combo, accuracy, and your judgement will still be the way it was. - Lv. 2 - Random points where effect appears is moderately more common, length of effect is more common. - Lv. 3 - Random points and length is much higher.
Spike - Lv. 1 - Difficulty to opponent changes to a higher difficulty by half a star or more (or more being if none exists that's half a star higher.). - Lv. 2 - Difficulty increases by a star or more. - Lv. 3 - Difficulty increases by 2 stars (or to hardest?).
Increase - Lv. 1, 2, and 3 - Changes approach rate, overall difficulty (judgement window). Gets higher based on level. 2 is Hard Rock.
Add - Lv. 1, 2, and 3 - Adds notes. 1 makes all areas doubles if they aren't already, 2 makes areas triples, and 3 randomly shuffles the notes in different positions. (a 4k chart could shuffle a jump (left and right) to a corner jump (right and up/middle right).)
There are no lifebars in this mode, but the lifebar stays as a powerup indicator. Glows brighter based on what level you're at. If you're in the lead, your powerup meter fills up much slower. If you're last, expect to deal powerups more often. The game will popup saying what powerup you're hit by, what level, and who it was from. Score doesn't matter in this game mode either, so accuracy, score, and other scoring modes are gone. Adding mods are disabled. And again, it's impossible to fail.
If having a powerup trigger after the bar fills, you could have 3 seperate lifebars, and fills up at a moderately slow rate, similar to pop n' music, and you have to push a button to trigger it at each level. What the powerup is will be shown next to the lifebars.
AGREED!yanQQ wrote:
BEST IDEA EVER