This is feature request regarding gameplay and scoring for osu!standard. A good question to keep in mind while reading this is, what effect would this have at 'pro level' (championships and tournaments) and would this be an improvement or a hazard that must be avoided at all costs? Discuss
Feature Request Summary
I have friends and family who are interested in the game but are discouraged by its "difficulty". As an example my sister thinks she hasn't gotten any better, even though her accuracy and aim has actually improved, she just couldn't beat her old score because she kept messing up the middle section. There is so much emphasis on score and people really do take this seriously. I personally don't have a problem with it, I just feel that it is still in that stage of improvement.
I've come up with a series of suggestions with the intention of decreasing the skill floor while leaving the skill ceiling virtually untouched. So that scores reflect more of our overall skill, rather than the current complete emphasis on perfect/almost perfect combos. This feature will make it harder to fully break combos, while still allowing the combo to crumble over time with each minor mistake.
I was inspired by the fact that missing sliders will sometimes not break the combo. I noticed this happens when you only catch the first note of a short slider, you can test this for yourself, just single tap without holding. This is proof enough that the idea mentioned is quite feasible, given that a similar feature is already implemented.
Concerns
List of other feature request that are worth noting if this gets implemented
t/220119/start=30 -- this one is about making pp the basis of top 50 charts, though personally I think score should remain but it wouldn't hurt to add a "sort by pp" or something.
More can be added to this list later.
No. Just no. Why should we even listen to this guy?
If you feel strongly that this is a bad suggestion then at least explain why. I consider myself "the average" player and if I'm not qualified to make a suggestion then so be it.
Edit History:
Feature Request Summary
- [Gameplay] Combo multiplier no longer breaks if cursor is within acceptable radius and player taps on time.
- [Gameplay] Catching the tail end of sliders no longer break combo as well (currently only first note).
- [Gameplay] Still no score given.
- [Clarity] Still play DJ scratch sound (hit0.wav).
- [Gameplay] Still apply health penalty.
- [Gameplay] Combo multiplier does not increase.
- [Gameplay] Accuracy percentage still counts it as a miss.
- [Clarity] In-game displays current misses.
- [Clarity] New sound for combo breaker.
- [Shader Effects] Screen flashes red for combo breaker (similar to low health warning).
- [Mod] Combo Breaker -- game ends if combo multiplier is broken, comes before Sudden Death.
I have friends and family who are interested in the game but are discouraged by its "difficulty". As an example my sister thinks she hasn't gotten any better, even though her accuracy and aim has actually improved, she just couldn't beat her old score because she kept messing up the middle section. There is so much emphasis on score and people really do take this seriously. I personally don't have a problem with it, I just feel that it is still in that stage of improvement.
I've come up with a series of suggestions with the intention of decreasing the skill floor while leaving the skill ceiling virtually untouched. So that scores reflect more of our overall skill, rather than the current complete emphasis on perfect/almost perfect combos. This feature will make it harder to fully break combos, while still allowing the combo to crumble over time with each minor mistake.
I was inspired by the fact that missing sliders will sometimes not break the combo. I noticed this happens when you only catch the first note of a short slider, you can test this for yourself, just single tap without holding. This is proof enough that the idea mentioned is quite feasible, given that a similar feature is already implemented.
Concerns
- Combo breaker what? OK cool story bro...
Show illustration
Combo multiplier no longer breaks if player taps on time while cursor is within acceptable radius. The red circle represents this 'mercy radius' if you will, this radius may also be applied to sliders as well. In this scenario the player was off to a perfect start, then suddenly toward the middle he is about to miss his first hit circle. With our current system, this results in a complete failure, messing up the combo half-way could mean the difference between 3 million score and 12 million (75% difference!), as well as a loss to a ton of pp, even if you were to hit every other circle/slider with 100% accuracy. With this feature, because the cursor is barely within the acceptable radius, it would simply mean that he gets one X, missing out on a few ten thousand, flunking the perfect FC and not making it to the top #50.
- This smells like free pp for noobs. I don't want a noobish player like you getting tons of pp.
- But wouldn't this will totally mess up the top 50 charts!?
List of other feature request that are worth noting if this gets implemented
t/220119/start=30 -- this one is about making pp the basis of top 50 charts, though personally I think score should remain but it wouldn't hurt to add a "sort by pp" or something.
More can be added to this list later.
No. Just no. Why should we even listen to this guy?
If you feel strongly that this is a bad suggestion then at least explain why. I consider myself "the average" player and if I'm not qualified to make a suggestion then so be it.
Edit History:
- Added [Gameplay] Catching the tail end of sliders no longer break combo. And explanation under Context. Better formatting for readability.
- Added " and player taps on time" - sorry I am bad at explaining things!
- More formatting.
- And more formatting.
- Added "This is feature request regarding gameplay and scoring."
- Added "gameplay" to thread title for more clarity about what this is about.
- Fixed the unusual gap between lists. Paragraph break is OP.
- Added topic question.