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Epik High - Fly

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Topic Starter
Zetera

CrimsonClaw wrote:

Hey babe

M4M (please mod it after the 15th of April): https://osu.ppy.sh/s/351759 You personally asked me to delay this even furtherly, so I'll do.

General Stuff
  1. We've talked about it before: Approachrate Spread. As I was telling you: It's a pretty modern way to recude the approachrate difficulty wise, as of the hardest diff is having the lowest Approachrate, which makes it (probably) harder to read them proper. I actually like it. I don't think it's a big issue after all because you just could change it to a classical rankable AR spread if it's a real issue. So just keep it and let's let the discussion about it roll. Let's have more people talk about it.
  2. I like your SR spread.
  3. Timing: Alright.
  4. Background: Great + Alright.
Easy
00:17:324 (2) - the space in this large slider is kinda unused. Maybe reshape it a bit and put 00:19:199 (3) - this bad boy in there? Nah, I'm avoiding complicated shapes.
00:54:824 (1) - I really enjoy those. Creative, even if they weren't that big of an effort. I've drawn millions of them when I still were in
primary school. Well, they perfectly fit into the song's theme.
Constant break spread. Nice
03:05:605 - empty? why? Kiai pls Fixed.
Normal
00:00:449 (1) - (completely optional) emphasize the red point a bit more by pulling it down. Maybe that's just me but I think the heart needs it :^D Good idea, but I had too much trouble setting the shape up in the first place. I would change it if I was good at doing proper slider shapes.
00:17:558 (2) - at least make the sliderend end near the slidertick of 00:18:027 (1) .-. I won't do this because the intention was to form half a circle together with 00:16:386 (1) - .
00:18:027 (1,2,1) - I know it's nothing special but I really enjoy the flow here.
00:27:636 (2) - same with this one. I actually think it is more important to have the sliderends point towards the head of each following slider.
00:42:636 (1) - same tbh
And by the way, by near, I mean this: http://puu.sh/ogXf0/5e78a9a46f.jpg
02:15:449 (1,2,3,4) - make this a blanket spam maybe? Idk it looks fine to me like this Nah, I'll keep it this way to kill the blanket modders' OCD. c:
03:11:464 (1) - that spacing, damn son. I seriously think this was not intended! It was intended, but I see it's a bit too much.

Neat diff.
Hard
00:26:230 (4) - make this badboy end on a red tick. Explaining this would be a bit troublesome, maybe you see my point. Yeah, fixed.
00:31:386 (6,1) - maybe just stack them because you didn't really use this kind of overlap consistently OR do it like you did here: 01:05:136 (5,1) - and 01:12:636 (5,1) - here Used a whole new pattern tho
01:43:574 (1,2,3,4,5) - I don't see a reason for this kind of inconsistent Distance Snap I think I remember what I did there. Boy was I stupid.
02:38:886 (2,1) - I don't see a reason for these not to be blanket-ized! :^) Come on, that's good enough of a pattern
A I R
01:06:074 (1) - more spacing? .-. Okay
Nothing else from my side. Gosh, 10/10
C o o L D u d e !
Stjpa
Sorry für die Verspätung. :v

[Easy]
00:39:824 (1) - Vocal-wise a circle + 2/1 slider would make more sense.
01:39:824 (1,2) - Ugliest blanket I've ever seen.
01:41:699 (3) - Shouldn't this be NC'd because it's actually a new sentence?
01:49:199 (1) - And here you need to remove NC.
02:38:417 (2,3) - Isn't this inconsistent because you didn't map anything 02:34:667 here? I can only guess if you have a reasoning for it or not, but if not you gotta delete them. Also, using a 1/1 slider 02:38:886 here fits way better as your current sliderhead doesn't have a prominent sound on it but the slidertail does.
02:45:917 (2) - Use 1/2 slider here? You have enough recovery time to do that and it covers the music better.
02:58:574 (1) - Rotate it a bit so you can form a triangle with the slidertail of 02:57:636 (3) ?

[Normal]
Isn't this diff unrankable because of the bad SV spread?
00:39:824 (1,2) - This would be neater if you ask me.
01:30:449 (1,2) - I'm actually really unsure about using triplets in a Normal, but since it's low BPM it should be fine I guess. Also, this pattern needs to be a triplet too because 01:31:152 (3) this has a sound that also appears 01:30:683 here.

[Hard]
00:00:449 (1) - Spinner doesn't make any sense since you mapped the vocals normally in the previous diffs.

[Air]
01:34:550 (4,5) - Are you sure about this spacing when there's just 1/4 difference? You never did something similar anywhere else in the map.
02:18:495 (8,9) - Jump is a bit huge compared to all the other ones. At least I had problems aiming that when testplaying lol.

That's it, time to let the mapping scene explode.
Topic Starter
Zetera

Stjpa wrote:

Sorry für die Verspätung. :v Hab nichtmal nen Mod erwartet LOL

[Easy]
00:39:824 (1) - Vocal-wise a circle + 2/1 slider would make more sense. True
01:39:824 (1,2) - Ugliest blanket I've ever seen. For the love of firetruck, since when are blankets relevant?
01:41:699 (3) - Shouldn't this be NC'd because it's actually a new sentence? I figure that this leads to NC-spam, so I narrowed stuff down.
01:49:199 (1) - And here you need to remove NC. Aye
02:38:417 (2,3) - Isn't this inconsistent because you didn't map anything 02:34:667 here? I can only guess if you have a reasoning for it or not, but if not you gotta delete them. I distinguished those parts individually, so their structure is different as well. It's consistent throughout the part of the song, so it should be okay.
Also, using a 1/1 slider 02:38:886 here fits way better as your current sliderhead doesn't have a prominent sound on it but the slidertail does. Oh my god, I ignored a downbeat... Guess that happens with filler diffs...
02:45:917 (2) - Use 1/2 slider here? You have enough recovery time to do that and it covers the music better. Using a slider here will ignore a downbeat.
02:58:574 (1) - Rotate it a bit so you can form a triangle with the slidertail of 02:57:636 (3) ? That's what I tried.

[Normal]
Isn't this diff unrankable because of the bad SV spread? I don't see how SV-spreads can influence the rankability of a set. The Normal is well-sandwiched between the Easy in the Hard, so why would the SV not be okay?
00:39:824 (1,2) - This would be neater if you ask me. I refrained myself from using those too often for simplicity's sake.
01:30:449 (1,2) - I'm actually really unsure about using triplets in a Normal, but since it's low BPM it should be fine I guess. Also, this pattern needs to be a triplet too because 01:31:152 (3) this has a sound that also appears 01:30:683 here. I used a different kind of reasoning tho. Imagine the second set of objects as a double plus a connecting slider, and you might see what I mean. With this reasoning, your suggestion rather causes an inconsistency.

[Hard]
00:00:449 (1) - Spinner doesn't make any sense since you mapped the vocals normally in the previous diffs. Fixed.

[Air]
01:34:550 (4,5) - Are you sure about this spacing when there's just 1/4 difference? You never did something similar anywhere else in the map. True, I used the cavaty of the slider to place the stream in.
02:18:495 (8,9) - Jump is a bit huge compared to all the other ones. At least I had problems aiming that when testplaying lol. Slightly decreased the spacing and improved the flow.

That's it, time to let the mapping scene explode.


Hopefully in a positive way tho. Thanks!
phaZ
irc C:
2016-04-19 14:40 Zetera: Hey, könnt ich dich evtl nach nem Mod fragen?
2016-04-19 14:40 phaZ: mach
2016-04-19 14:40 Zetera: ACTION is listening to [https://osu.ppy.sh/b/624245 Epik High - Fly]
2016-04-19 14:42 phaZ: ingame ok?
2016-04-19 14:42 phaZ: :D
2016-04-19 14:42 Zetera: Wär sick von dir c:
2016-04-19 14:43 phaZ: easy:
2016-04-19 14:43 phaZ: 00:39:824 (1,2,3) -
2016-04-19 14:43 Zetera: Klar
2016-04-19 14:43 phaZ: mach daraus n pattern
2016-04-19 14:43 phaZ: also was zusm gehörendes
2016-04-19 14:43 phaZ: tatata und oh-oh-oh muss zsm sein :p
2016-04-19 14:44 Zetera: Wie stellst du dir das vor?
2016-04-19 14:46 Zetera: Könnte es zum flowen bringen tho
2016-04-19 14:48 phaZ: bin noch am pattern bvasteln^^
2016-04-19 14:50 Zetera: Okay
2016-04-19 14:51 phaZ: http://puu.sh/oo0ZO/a9c96dd261.jpg hab jett nur das
2016-04-19 14:51 phaZ: das woran ich dachte geht vllt in der normal besser
2016-04-19 14:53 phaZ: 02:32:324 (1,1) - unsymmetrie suckt
2016-04-19 14:53 phaZ: 02:36:074 (1) - mavch den symmetrisch
2016-04-19 14:53 phaZ: start 192:168
2016-04-19 14:53 phaZ: mitte 256:298
2016-04-19 14:53 phaZ: ende 320:168
2016-04-19 14:54 phaZ: 02:32:324 (1) - den ctrl+g, dann auf 02:36:074 (1) - stacken
2016-04-19 14:54 phaZ: und wieder umdrehen
2016-04-19 14:54 phaZ: 02:39:824 (1) - den dann ersetzten mit 02:32:324 (1) -
2016-04-19 14:55 phaZ: https://osu.ppy.sh/ss/4965094 sowas
2016-04-19 14:57 Zetera: Uh
2016-04-19 14:57 Zetera: An dem runden Slider ändert sich so doch nichts
2016-04-19 14:57 Zetera: Der Kreis bleibt ein Kreis
2016-04-19 14:57 phaZ: ja aber der sitzt net symmetrisch :D
2016-04-19 14:58 Zetera: Bei 02:39:824 (1) - wars mir einfach nur wichtig nen eckigen Slider zu holen
2016-04-19 14:58 Zetera: Wollte nicht die selbe form 2x verwenden
2016-04-19 14:58 phaZ: hmm
2016-04-19 14:58 phaZ: als ich02:32:324 (1,1) - das gesehen habe
2016-04-19 14:59 phaZ: dachte ich so "aah n schönes symmetrisches patern kommt jetzt
2016-04-19 14:59 phaZ: weil der kreis slider so mittig, fast symmetrisch war
2016-04-19 14:59 phaZ: und dann kam die enttäuschung^^
2016-04-19 14:59 Zetera: Näh, ich find Achsensymmetrie langweilig
2016-04-19 15:00 phaZ: w/e easy ist good to go
2016-04-19 15:00 Zetera: Nice
2016-04-19 15:01 phaZ: aaww
2016-04-19 15:01 phaZ: du hast die stelle so anders gemappt 00:39:824 (1,2,3,4,1,2) - >.<
2016-04-19 15:01 phaZ: würdest eh nicht mein vorschlag annehmen
2016-04-19 15:02 Zetera: Anders zu was? D:
2016-04-19 15:02 phaZ: na ich wollte da vorhin schon n pattern vorschlagen
2016-04-19 15:03 phaZ: aber das wär rhythmisch so anders
2016-04-19 15:03 Zetera: Ah
2016-04-19 15:03 phaZ: 01:06:074 (1,2) - fühlt sich falsch an
2016-04-19 15:04 phaZ: 2x "fly"
2016-04-19 15:04 phaZ: ungleicher rhythmus
2016-04-19 15:04 phaZ: fahk ju
2016-04-19 15:04 Zetera: Ich find das wird sonst zu voll
2016-04-19 15:05 phaZ: dreh einfach n paar objekte um
2016-04-19 15:05 phaZ: std kyshiro rhythmus drauf lol http://puu.sh/oo1Ei/d231e73512.jpg
2016-04-19 15:06 phaZ: würde nur schiwiereig für hier dann werden also
2016-04-19 15:06 phaZ: 01:13:574 (1,2,3) -
2016-04-19 15:06 phaZ: nvm
2016-04-19 15:06 phaZ: 01:47:324 (1) - mach mal mittig den roten punkt
2016-04-19 15:06 Zetera: Aber ich fand es schon wichtig beide "fly"s zu betonen
2016-04-19 15:07 phaZ: 01:49:667 (2,3) - unwichtig
2016-04-19 15:07 phaZ: aber sonst haste den immer gestackt
2016-04-19 15:07 phaZ: die note danach
2016-04-19 15:07 phaZ: dem snykopenslider
2016-04-19 15:08 Zetera: Ja, aber aus Platzgründen D:
2016-04-19 15:08 phaZ: 02:28:105 (4,1,2) - muss das sein :?
2016-04-19 15:08 phaZ: das ist immer noch ne normal
2016-04-19 15:09 Zetera: Ok, das kann ich anders lösen
2016-04-19 15:09 phaZ: ich würd einfdach n circle aus02:28:105 (4) - machen oder so
2016-04-19 15:09 phaZ: vllt
2016-04-19 15:10 phaZ: 02:30:683 (2,3) - mb okay
2016-04-19 15:10 phaZ: aber ich hab noch n vorschlag
2016-04-19 15:10 phaZ: 02:31:152 (3) - remove
2016-04-19 15:10 phaZ: 02:30:683 (2) - mach 1tick länger
2016-04-19 15:11 Zetera: Versteh schon, das ist wirklich familienfreundlicher
2016-04-19 15:12 phaZ: :D
2016-04-19 15:12 Zetera: Funktioniert aber nicht so ganz
2016-04-19 15:12 Zetera: Weil der Slider auf rot anfängt
2016-04-19 15:12 phaZ: wie?
2016-04-19 15:12 phaZ: hö
2016-04-19 15:12 phaZ: http://puu.sh/oo20E/2eb7e1cc31.jpg
2016-04-19 15:13 phaZ: ach du meinst
2016-04-19 15:13 Zetera: Find das etwas weird
2016-04-19 15:13 Zetera: Aber na gut, ich versuchs mal
2016-04-19 15:13 phaZ: 02:30:917 - der fehlt dann?
2016-04-19 15:13 Zetera: 02:31:152 - ja
2016-04-19 15:14 Zetera: Äh
2016-04-19 15:14 Zetera: Ja der weiße
2016-04-19 15:14 phaZ: dacht an die drum
2016-04-19 15:14 phaZ: niucht den bass lol
2016-04-19 15:15 Zetera: Da ist halt der clap
2016-04-19 15:15 phaZ: normal ist auch gut zum gehen
2016-04-19 15:17 Zetera: sick
2016-04-19 15:17 Zetera: Also ich hab das Pattern jetzt so gelassen wies war
2016-04-19 15:17 Zetera: Weil es alles betont
2016-04-19 15:17 phaZ: ja ist nicht so entsheiden
2016-04-19 15:17 phaZ: t
2016-04-19 15:18 phaZ: 01:43:574 (1,2,3,4,5) - perfekte symmerty pls
2016-04-19 15:18 phaZ: hard
2016-04-19 15:19 phaZ: 01:43:574 (1,2,3) - ctrl+h
2016-04-19 15:19 phaZ: ctrl+r=10°
2016-04-19 15:19 phaZ: xd
2016-04-19 15:19 phaZ: *-10°
2016-04-19 15:20 phaZ: die diff ist auc sick
2016-04-19 15:20 phaZ: was wilste überhaupot ne mod
2016-04-19 15:20 Zetera: Ich denk mal ich habs gefixt
2016-04-19 15:20 Zetera: Erst dann bekomm ich ne bubble
2016-04-19 15:22 phaZ: 00:00:683 (2) - hier sind whsitles in hard
2016-04-19 15:22 phaZ: aber keine in air
2016-04-19 15:22 phaZ: nix wichtiges aber ja..
2016-04-19 15:23 phaZ: ok in der air muss ich aber mal jetzt meine pattern vorschläge anbringen :D
2016-04-19 15:24 phaZ: nvm ich kansn auch lassen
2016-04-19 15:24 phaZ: -< faul
2016-04-19 15:24 Zetera: Klar
2016-04-19 15:25 Zetera: LOL
2016-04-19 15:25 phaZ: 00:45:800 (3) -
2016-04-19 15:25 phaZ: der hitnormal verwirrt micht da
2016-04-19 15:25 Zetera: Da waren keine whistles weil ich das rekonstruiert hab
2016-04-19 15:26 phaZ: 00:49:902 (2,3,4,5,6) - vs00:57:402 (2,3,4,5,6) -
2016-04-19 15:26 phaZ: also der spacing unterschied
2016-04-19 15:26 phaZ: HUUST
2016-04-19 15:27 Zetera: Hm.. da muss ich mir was überlegen
2016-04-19 15:28 phaZ: ich hab jetzt nicht weiter dein hitsounding angeschaut aber hier würde ich gern ne soft whistle haben 00:53:183 (2) - dann hört man das triplet besser
2016-04-19 15:29 Zetera: Okay, hab da auch soweit alles fixed
2016-04-19 15:30 phaZ: 01:00:449 (1) - hier aufs sliderende evtl dann auch die softwhistle
2016-04-19 15:30 phaZ: 01:13:574 (1,2) - wär das nicht eher n cooles pattern für die normal oder so?
2016-04-19 15:31 phaZ: 01:06:074 (1,2) - verglichen mit dem auch ezpz
2016-04-19 15:31 phaZ: wobei du wieder solche schwingenartigen flügel wie inder hard benutzen könntest^^
2016-04-19 15:32 phaZ: 01:24:824 (1) - pls nochmal fly-slider :D
2016-04-19 15:32 phaZ: nicht nur so sporadisch
2016-04-19 15:33 Zetera: Meinst du nen Vogel?
2016-04-19 15:33 Zetera: Ok
2016-04-19 15:33 phaZ: ja
2016-04-19 15:34 phaZ: 01:40:761 (7,1,2,3,4) - vs 01:40:761 (7) - man merk schon dass es eig den gleichen rhythmus haben sollte
2016-04-19 15:35 phaZ: http://puu.sh/oo31a/a10fe414bd.jpg sowas geht gut?
2016-04-19 15:35 Zetera: Nö, da wo der Slider ist sind die vocals halt schon anders
2016-04-19 15:36 phaZ: nee+
2016-04-19 15:36 Zetera: Deswegen wollte ich das hervorheben
2016-04-19 15:36 Zetera: Oh
2016-04-19 15:36 phaZ: ganz sicher
2016-04-19 15:36 phaZ: ist das dieser rhythmus da den ich grad vorgeschlagen hab
2016-04-19 15:37 phaZ: beides hat diesen goilen rhythmus+stream davor -> mach was nices, consitentes, patterniges :D
2016-04-19 15:37 Zetera: Mal sehen ob ich was zaubern kann
2016-04-19 15:37 phaZ: beide stellen*
2016-04-19 15:38 phaZ: 01:47:324 (5) - "everybody fall"
2016-04-19 15:39 phaZ: 01:49:902 (2,3,4,5) - vs01:53:652 (2,3,4,5) -
2016-04-19 15:39 Zetera: Da kann man halt schlecht noch höher gehen :P
2016-04-19 15:39 phaZ: gut, hättetst nicht unbedingt beide gleich machen müssen in der 1. kiai aber halt kiaiübergreifend gleich natürlich^^
2016-04-19 15:40 Zetera: True
2016-04-19 15:40 phaZ: gleiches mit dem02:13:574 (1,2) - 02:06:074 (1,2,3,4) -
2016-04-19 15:41 phaZ: nur ist es halt wirklich dann mal viel leichter als in der hard
2016-04-19 15:42 phaZ: rdy for rank
2016-04-19 15:42 phaZ: na los
2016-04-19 15:42 phaZ: :D
Topic Starter
Zetera
Thanks a lot!
Irreversible
Yo!

We've did an IRC mod, where we mainly fixed things in the A I R diff.
irc AIR
21:57 *Irreversible is editing [https://osu.ppy.sh/b/624245 Epik High - Fly [A I R]]
21:57 Irreversible: 00:02:324 (1) - finde ehrlich gesagt 64 136 iwie passender, sehe aber was du machen wolltest
21:57 Irreversible: up2u
21:57 Irreversible: 00:35:370 (2) - falscher clap ?
21:58 Irreversible: 00:46:386 (5) - NC? für vocal
21:58 Irreversible: 00:57:402 (2) - hätte hier ehrlich gesagt ein triplet cooler gefunden, weil der nächste double versaut iwie dieses "dudududu"
21:58 Irreversible: 01:02:324 (1) - vielleicht ein kiai fountain?
22:00 Irreversible: 01:31:620 (6) - 151 245? finds mehr readable
22:00 Irreversible: 01:34:550 (4) - hmm, problem mit sowas ist dass der clap nicht so passt xD ich fix das immer mit drum whistle aber wenns beim rest nicht so ist D: der clap hier ist iwie komisch tho
22:01 Irreversible: 01:43:339 (4) - bissl mehr spacing verträgts
22:02 Zetera: Der eine Clap bei 00:35:488 - ist glaub ich nicht falsch
22:02 Zetera: Siehe 00:33:613 -
22:02 Irreversible: 01:54:355 (6,1) - O_O so ein antijump intended? iiwe bis jez nich gesehen
22:02 Zetera: Fand die doubles außerdem wichtiger
22:03 Zetera: Stehe nicht so auf short kiai fountain stuff
22:03 Irreversible: 02:50:136 (5) - wenn ich mit dem rest vergleiche, hätte ich hier so einen bluetick rhythm (vom placement her ) erwartet, vllt hätte ich das iwie weiter gemoved
22:05 Irreversible: ok der clpa is gut
22:05 Zetera: Das Spacing ist hier aber vorher schon verringert
22:09 Zetera: Sonst alles fixed
22:20 Irreversible: Die anderen maps sind gut

I have decided to bubble this set with these AR settings for the following reason:
- Easy: I personally think the high AR compliments the song and the map very well. I think this is an interesting challenge for the player, and it also makes everything surprisingly more readable. Zetera assured that he looked for testplays while getting opinions - it was positively accepted.
- Normal: AR was nerfed here, because it looked more like a hard. CS was buffed.
- Hard: Fine as was.
- A I R: ^. Map is not that dense as it would get unreadable.

Please don't judge this mapset because of sole numbers, but also check the maps themselves and then judge before taking any actions.

Bubbled & Good luck~
Topic Starter
Zetera
Thank you very much, good explanation.
Though I do not consider high AR more challenging rather than beneficial for newcomers, but I've explained myself already.
Topic Starter
Zetera
Self-pop because I added some korean metadata. It is currently being checked.

Edit:
Okoratu
did one thing that would require popping:
deleting the old osb

rest that was done as a rough summary
changing ar on easy to fit the new scaling
letterboxing died
od on a i r is nerfed a bit
01:42:636 (1,2,3,4) - is different in last diff
01:34:199 (3,4,5) - changed too

z
rebubbling since all changes already happened
Topic Starter
Zetera
Why does deleting an unused file make me require a third BN?
Okoratu
It doesn't. Also Bonsai suggests to use AR 7 for all diffs
Topic Starter
Zetera
adapted
Okoratu
snapped breaktimes properly haha
Irreversible
rechecked, nothing much changed
Topic Starter
Zetera
Many thanks, guys.
Modem
Congratz~ ٩( 'ω' )و
ProfessionalBox
Ayy Congratulations mate :)!
Surono
spooky.....
Topic Starter
Zetera
scary.....?
VINXIS
spooky.....
Yauxo
scary.....?
Topic Starter
Zetera
YOU WERE SUPPOSED TO SAY "SKELETONS"
Nakano Itsuki

Zetera wrote:

"SKELETONS"
ac8129464363
skeletons
Shohei Ohtani


I'm not even going to rant because honestly from the previous things you seem unwilling to really listen to anybody about why AR7 easies are a bad thing, guising it as an "experiment" (kind of like why everyone just ignores high CS when it's literally just so gimmicky).

So uhhhh

yeah

you could have at least chosen a song that doesn't already have an existing map

an existing map that is easily one of the most well-created maps in the game

lmao

maybe i will kill myself today
Underforest
ar7 D:
Monstrata
Looked at a few replays from people who are clearly beginners at osu (under 50 total pp). Players who knew how sliders worked, and were generally on rhythm could react very well to the AR. Players who didn't know how sliders work (instantly moved the cursor to the end of the slider instead of following the ball) tended to do poorly.

Imo, this concept works well for new players who are coming here from other games. If you look at pewdiepie's replays on his youtube, he's always clicking too early because the AR is too low. People with a background in gaming would benefit from a higher AR on lower diffs because they are able to react to the significantly lower approach rate. I also think the AR is still high enough to train "rhythm" even among beginners.

If you want to be really technical, AR 6.8 (930 ms) fits slightly better because the AR will align almost perfectly with the tempo of the song. AR 7 = 900ms approach rate. The song's bpm is 128 so you get 1872ms per measure, or 936 ms every half measure (2/1 rhythm).
Shohei Ohtani
also the hitsounds are garbage like fuck the AR who puts normalfinishes on every beat
Involve
Nice xD
riffy
A disqualification has been requested!

Krfawy wrote:

https://osu.ppy.sh/b/950640

May I ask how is it that possible to use AR7 in the easiest difficulty if:

A) it's not a marathon map
B) it would work better with AR2 or AR3
C) it is clearly not okay when it comes to play it
D) newer players aren't usually able to read anything above AR5 or AR6

Clearly, I am asking about standard mode.
In addition to that, I have to add that the current AR on Easy and Normal takes the rhythm-centered structure of the game away and makes it more reaction-centered, hence the original concept of a rhythm-game is taken away. Easy difficulties have to be beginner-friendly, and this is where your AR7 concept fails.

With this being said, I have to add that multiple people have complained about it with more concerns:
  1. Players who are still learning general concepts of the game will not be able to read it at all
  2. The high AR does not work with low velocity and spacing values, making gameplay feel broken and forced
Having this said, we want you to reply to these concerns, so we can have the discussion going in some productive direction.
riffy
Now let me put some personal notes and thoughts.

[General]
  1. Please, get rid of extra transparency in your .png files, I do not think they serve any purpose.
[Easy]
  1. Slider Tick Rate seems to be making little if any sense with the main rhythm you follow as you're constantly following 1/1 rhythm.
[Normal]
  1. Since we are talking AR changes, this could benefit from AR 5 or 5,5. For SV/DS matching purposes. This should deliver more comfortable gameplay.
  2. I also do not support the concept of spacing changes in this difficulty, as I believe it to be too much of a difficulty jump from Easy to Normal.
    Example: 03:03:027 (2,3,1) -
  3. 1/4 usage there also causes a lot of questions. For example, we cna have a look at 02:28:105 (4,1) - that requires quite a lot of rapid (for the target skill level player) reaction and in comparison with the Easy we are having a huge difficulty gap.
Hope this can get addressed as well!
Bonsai

this should be the fail-background tbh

I like how there are several people (like Monstrata right up there) showing that Easy-players can actually handle AR7 very well and then Krwafy's post is literally only saying "The AR clearly doesn't work bc it's too hard." ..
imo it is definitely still beginner-friendly, but the thing with taking away the rhythm-aspect is probably true yeah : \
Karen
if you want to show how 'creative' you are you should make sure who you make your maps for first, and a map's playability is supposed to be made for as many people as possible.
basically every top player likes ar10 since it's nice to read so can we put ar10 on all extra maps? the answer is obvious, because there are a lot of players who want to play with the most appropriate setting.
so my opinion is no.
Topic Starter
Zetera
I am currently not at home, so I will address this DQ later on.

But, quite frankly, I am not motivated to adapt to the requested changes, not because I reckon they are not sensible, but rather because of this very, very rude attitude some users have brought up in reaction to the map. Is it so hard to stay elaborate when addressing an issue, to not offend someone for trying something unusual and out of the meta? Come on, we are civilised humans, right?

This goes to you, Reditum.
Topic Starter
Zetera

Bakari wrote:

A disqualification has been requested!

Krfawy wrote:

https://osu.ppy.sh/b/950640

May I ask how is it that possible to use AR7 in the easiest difficulty if:

A) it's not a marathon map
B) it would work better with AR2 or AR3
C) it is clearly not okay when it comes to play it
D) newer players aren't usually able to read anything above AR5 or AR6

Clearly, I am asking about standard mode.
Answer to Krfawy's arguments: I do not see how you can make these judgements when in reality, there is no comparison. Time Bomb does not count as an example, since its density and OD are completely different. So your points on functionality and easier gameplay are nullified, because I am fairly sure you cannot tell whether it is okay or not due to a lack of maps that follow my principle.

In addition to that, I have to add that the current AR on Easy and Normal takes the rhythm-centered structure of the game away and makes it more reaction-centered, hence the original concept of a rhythm-game is taken away. Easy difficulties have to be beginner-friendly, and this is where your AR7 concept fails. I can agree on this aspect. Seni and I had a conversation over this and I know about what I am doing with that high AR. However, I chose not to DQ the set myself, since the other difficulties of the set are realising the exact opposite, to display how I do care about rhythm. Therefore, I assumed it is justified to have the lower diffs also have AR7, just to have beginners realise how the connection between object and music is set up. With that knowledge, players were supposed to handle the higher diffs with relative ease, at least accounting for the step from Easy to Normal or Normal to Hard.
If this can absolutely not be agreed on, I am of course willing to change the AR for the lower diffs, while I want to keep the low AR on the highest diff because of the additional challenge.

With this being said, I have to add that multiple people have complained about it with more concerns:
  1. Players who are still learning general concepts of the game will not be able to read it at all This is what I have discussed in my comment on Krfawy's points. How do we know it is not actually supporting them? Monstrata gave the example of PewDiePie playing in his video and pressing way too early on, which is exactly what drove me to try this.
  2. The high AR does not work with low velocity and spacing values, making gameplay feel broken and forced What if it was slightly adjusted, lowered, to make this more adequate?
Having this said, we want you to reply to these concerns, so we can have the discussion going in some productive direction.

Bakari wrote:

Now let me put some personal notes and thoughts.

[General]
  1. Please, get rid of extra transparency in your .png files, I do not think they serve any purpose. If you are talking about the SB files, then my b, I am very bad at graphical editing. I might as well just delete the storyboard, for it was made j4f.
[Easy]
  1. Slider Tick Rate seems to be making little if any sense with the main rhythm you follow as you're constantly following 1/1 rhythm. I intended to make it consistent, but I'll change that if you insist.
[Normal]
  1. Since we are talking AR changes, this could benefit from AR 5 or 5,5. For SV/DS matching purposes. This should deliver more comfortable gameplay.
  2. I also do not support the concept of spacing changes in this difficulty, as I believe it to be too much of a difficulty jump from Easy to Normal.
    Example: 03:03:027 (2,3,1) - Yeah, since I mainly don't have those in the Hard either, I proceeded to fix that.
  3. 1/4 usage there also causes a lot of questions. For example, we cna have a look at 02:28:105 (4,1) - that requires quite a lot of rapid (for the target skill level player) reaction and in comparison with the Easy we are having a huge difficulty gap. There is one part that I cannot really deal with other than using 1/4 sliders (01:30:449 - ), but I got rid of most the 1/4, primarily the ones that were in that post-kiai part.
Hope this can get addressed as well!
riffy
The highest I can agree on now is 4,5. If you're up for experiments, try it for both E and N. So, we are still trying higher velocity for E and keeping things low on Normal. Kinda like the thing you do with Hard/Insane.
Topic Starter
Zetera
Can you agree on 4.5/5/6.5/7?
Okoratu
I'd go 5 5 7 7

To keep lower diffs as one block and higher diffs as one

Im suggesting 5 because the original experiment was with ar 8 so i think this woukd lose its meaning if it was reduced to something lower than 5
Topic Starter
Zetera
That would also sound okay to me, we still got higher AR on the lower diffs.

Sad that it won't have much of an effect then. Monstrata suggested AR6.8 and made a good point as to why it was optimal. Can you consider this?
riffy

Zetera wrote:

Can you agree on 4.5/5/6.5/7?
Fair enough.

Sole 6.8 would mean practically no change at all and still keep our concerns valid.
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