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Changing section pass/fail for team mode in multiplayer

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
Topic Starter
31Gabe
Although I enjoy osu! multiplayer, I was thinking about certain things; what if it got improved with the following:
* You will get a section-pass if you (and your team) is in the lead while other players who are not in the lead will get a section-fail.
LuigiHann
I wasn't a fan of the small circle attack in EBA and I don't think I'd like it here either.

The pass/fail section idea I kind of like, although it would only really make sense in either 1-vs-1 or team-vs-team battles, and not so much in the every-man-for-himself score battles that are the default osu multiplayer
anonymous_old
1, viewtopic.php?f=30&t=3525

2, I agree it's a good idea. I think it should work for all multi games though, not just two-sided matches.
LuigiHann

strager wrote:

2, I agree it's a good idea. I think it should work for all multi games though, not just two-sided matches.
Curious how it would work. Would first place get the passing scene, and everyone else gets failing? Top half of players get passing? Either way would be kind of weird
Azure_Kite
when in large multi matches (5-8 players) have it so the top 3 people 'pass'.
when in a match with 4 players, 1st and 2nd 'pass'.
when in a match with 3 or less players, 1st 'passes'.

Maybe.
mm201
In the iNiS games, wasn't pass/fail decided by whose Kiai bar was more full?
anonymous_old

MetalMario201 wrote:

In the iNiS games, wasn't pass/fail decided by whose Kiai bar was more full?
Yes, but wasn't it a separate kiai bar based on accuracy or something?
Torran

strager wrote:

Yes, but wasn't it a separate kiai bar based on accuracy or something?
Correct but it wasn't based on accuracy, it was more like a point bar.
  1. It counts the points you get for hitting objects (50,100,300)
  2. If you miss, you lose a bit of your points
  3. The bar has a maximum capacity
  4. This bar does not decrease or increase over time
  5. Although it counts points, it does not count the score so therefore, it's unaffected by the combo counter.
  6. If you fill up another bar, you decrease your opponent's score and activate what I would call "kiai time" (shaking screen, increased difficulty)
  7. Passing/Failing is determined by the player who has the higher score
  8. If both players have the same score then it is considered a tie
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