Option to adjust the Approach Circle's starting size.

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +14
Topic Starter
abraker
I have noticed that some maps with low AR have approach circles that take up a fair amount of the screen. With a lot of notes at the same time, there are a bunch of huge approach circles, and that's is just a mess. I think the approach circle's starting size should be allowed to be configured as part of the skin. This starting size would be relative to the hit circle's size. So in skin.ini it would be something this:

[General]
ApproachCircleStartingSize: 1.5 <-- approach circles start out 1.5 times the size of hit circles' size.

NOTE: This in no way changes the amount of time the approach circle and the hit circle stay on screen (AR) and this in no way changes the hit circle size (CS)

Video Comparing the speeds of the approach circles at different sizes: http://puu.sh/iuzHj/34f7ec81ef.mp4

Hadis
I think that's appropriate since you can adjust the scrollspeed in mania too.
Sea_Food
This should be a supported feature, as its already kinda possible just modyfing your skin image files.
Topic Starter
abraker

Sea_Food wrote:

This should be a supported feature, as its already kinda possible just modyfing your skin image files.
If you do that, then the approach circle's minimum size will not equal to the size of the hit circle.
Sea_Food
Thats why you use a two sized hit circle. One where the downsized approach circle hits, and one that indicates the hit box. With good coloring/shading/texture you can make it so that its not confusing at all.
Topic Starter
abraker

Sea_Food wrote:

Thats why you use a two sized hit circle. One where the downsized approach circle hits, and one that indicates the hit box. With good coloring/shading/texture you can make it so that its not confusing at all.
You still have the original circle (indicating the hit box) + another circle. I can't imagine how having a thick/double approach circle would not be even more cluttered. I think it's a feature worth considering. And going with what hadis1000 said, my accuracy changes dramatically on different scroll speeds in mania. Having this would allow players to find that sweet spot where the approach circle isn't too big to overlap a bunch of other approach circles, yet not so small that you don't know when to hit it.

Updated the first thread with the depiction of the idea.
autoteleology
I like this idea.
Italo
If I had stars I would shoot them, totally support but I don't think that people will aprove this since that can make the gameplay more easy in some cases.
Topic Starter
abraker

Italo wrote:

If I had stars I would shoot them, totally support but I don't think that people will aprove this since that can make the gameplay more easy in some cases.
It's the equivalent to the scroll speed in mania. I don't see the problem.
If you put "ApproachCircleStartingSize: 4" on a high AR map, for instance, the approach circle would be huge and speeding inwards. On a low approach rate, it would be going inward slower.
Bara-
Just set the setting lower
Ar 10 will be ar 9 speed
Inb4Free ar10 fc's
CptBlackBird

baraatje123 wrote:

Just set the setting lower
Ar 10 will be ar 9 speed
Inb4Free ar10 fc's
you can use gamma too :^)
Gumpy

Italo wrote:

I don't think that people will aprove this since that can make the gameplay easy
manjumochi
Why not make a new easy mod (using something like this), trully easy (because actual easy isn't that easy). Or even a beginner mod.
Topic Starter
abraker

Gumpyyy wrote:

Italo wrote:

I don't think that people will aprove this since that can make the gameplay easy
The amount of time the approach circle and the hit circle stay on screen doesn't change with this feature. Also, hit circle size also remains the same, according to the maps' parameters. The only thing this feature affects is the starting approach circle size and the speed at which it becomes smaller as it goes to the size of the hit circle. That means the time frame you have to hit the note stays the same, and the required accuracy to position the cursor on the note (which is big or small according to CS) stays the same. Therefore, the difficult of the map remains unchanged. The approach circle is there to help you approximate when to hit the notes. More advanced players use hidden because they don't need that help and hit the notes by hearing and following the rhythm.
Dephix
bumping, gigantic approach circles ftw
Deva
Bad idea. Would make higher ARs easier. Would be same as asking for custom AR on every map.
Bauxe

HK_ wrote:

Bad idea. Would make higher ARs easier. Would be same as asking for custom AR on every map.
Not at all, the circles would still close over the same time period, the speed would be adjusted.
Deva

Bauxe wrote:

Not at all, the circles would still close over the same time period, the speed would be adjusted.
Im sorry but peppy cant change the laws of physics.
Dephix

HK_ wrote:

Bad idea. Would make higher ARs easier. Would be same as asking for custom AR on every map.
this wouldn't change the AR, this is about changing the speed of approach circles.
Deva

Dephix wrote:

HK_ wrote:

Bad idea. Would make higher ARs easier. Would be same as asking for custom AR on every map.
this wouldn't change the AR, this is about changing the speed of approach circles.
In orded for approach circle to cover smaller distance during same amount of time its speed has to DECREASE and thus AR11 could be made AR9 just by decreasing travel distance enough.

BAD IDEA.

But if you are willing to change the laws of physics and actually increase the speed im all for it.
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