kill me
In IIDX if you mash you're pretty much fucked.ziin wrote:
Uh, how is it handled on BMS and other similar games? IIRC on stepmania you get boos and misses for mashing, which makes mashing not realistic. If you keep the correct timing and do a "slider break" if you press the wrong note within the 50 range of another note.
In SM, Judge 4 for SM Marvelous has a 45 ms range. OD10 is 40 ms for 300. http://slexy.org/view/s21u3PtToW
I think the hit windows for standard are about the same as most other rhythm games (at least on OD10).
I dislike failing songs since to me it's more fun to play the game to get a high score than grind one section until I finally pass it because it's much harder than the rest of the beatmap.
300g/rainbow is also 16ms.Ven wrote:
In IIDX if you mash you're pretty much fucked.ziin wrote:
Uh, how is it handled on BMS and other similar games? IIRC on stepmania you get boos and misses for mashing, which makes mashing not realistic. If you keep the correct timing and do a "slider break" if you press the wrong note within the 50 range of another note.
In SM, Judge 4 for SM Marvelous has a 45 ms range. OD10 is 40 ms for 300. http://slexy.org/view/s21u3PtToW
I think the hit windows for standard are about the same as most other rhythm games (at least on OD10).
I dislike failing songs since to me it's more fun to play the game to get a high score than grind one section until I finally pass it because it's much harder than the rest of the beatmap.
The just great window is like, 16ms.
Timing on o!m is just too loose.
IIDX/LR2 has "bad" and "poor" for extraneous presses, which act similarly to a "miss", but doesn't accumulate on sequential misses as far as i can recallziin wrote:
Uh, how is it handled on BMS and other similar games?
[...]
I dislike failing songs since to me it's more fun to play the game to get a high score than grind one section until I finally pass it because it's much harder than the rest of the beatmap.
yea the unranked hardrock mod is greatabraker wrote:
That's what the hardrock mod exists for.
ohh god, again that video. Some people cant realize that that kind of mashing works only for very slow songs with mostly notes on 1/2 (like map above), otherwise you will fail or you wont even be able to pass a 90%.I've done it on FDFD OD/HP 7 + HR on my livestream, sure I only cleared with a C, but as a player who's main source of enjoyment in these comes from raw clears, this feat is a huge turnoff none the less.
I am surprised I actually agree with you. I don't mind the 50's or 100's for that matter punishing the player more strictly. If I counted correctly, HP 10 currently allows 14 misses in a row before failure. 50's perhaps should allow 50% more (21 misses), and 100's twice as much (28 misses), and why not have the same scaling % for the rest of HP.Drace wrote:
<wall of text>
According to those time windows, the anti-spam mechanic mechanic should give you misses, not 50s (except for LNs, that always give you 50s if you spam them). What you say about HR making spamming easier in that case is true, though.Drace wrote:
Hardrock actually makes some songs EASIER. Think about 7k pressing every 1/2 beat on FDFD (Freedom Dive Four Dimensions). It's 222bpm, so youre tapping at 111bpm, so were talking one tap every 135ms. Lets say you're on OD7 like I was on FDFD, the 50 gate is 130-167ms. I couldn't clear it because that gate was outside of what it should of been for my anmitsus to work, one tap would pop 50s in the next 1/2 beat instead of the one I was working on. So the 50s actually worked as a half-assed antispam. But now add HR, the time gate becomes 92-119ms. Your 50s are no longer acting as antispam here, they're contained within every 7kpresses you do and allows you to keep going without dying.
Yes please! Just make sure it doesn't count during break times, e.i.: When the combo is not displayedFull Tablet wrote:
Hard Rock should be made so pressing at any time always gives a worse or equal result compared to no-mod
To clear up some confusion with the comparison here:Ven wrote:
In IIDX if you mash you're pretty much fucked.ziin wrote:
Uh, how is it handled on BMS and other similar games? IIRC on stepmania you get boos and misses for mashing, which makes mashing not realistic. If you keep the correct timing and do a "slider break" if you press the wrong note within the 50 range of another note.
In SM, Judge 4 for SM Marvelous has a 45 ms range. OD10 is 40 ms for 300. http://slexy.org/view/s21u3PtToW
I think the hit windows for standard are about the same as most other rhythm games (at least on OD10).
I dislike failing songs since to me it's more fun to play the game to get a high score than grind one section until I finally pass it because it's much harder than the rest of the beatmap.
The just great window is like, 16ms.
Timing on o!m is just too loose.
baraatje123 wrote:
No
It's not that I disagree, but don't you think about all scores which have to be recalculated in order to keep up with the new timing?
Thus many scoreboards will be heaviliy change
I think this change is probably to big to be added safely without messing up all replays/plays/scores/rankings
This is true, which is why this has to be thought through carefully. So far if you ignore the consequences due to recorded plays, this doesn't seem like a bad idea. We also know that the ranking system is going to get an upgrade in the future (per-mod ranking), so it's probably best not to worry about this.abraker wrote:
If that's implemented, however,there might be instances where players will loose PP and score due to after calculation results to failure. Just throwing that out there.
lmao better than sitting here accepting it-Kamikaze- wrote:
lol are you guys really thinking that timing windows will be changed?
you really haven't been here for long
Y'know we've been complaining about this for over a year and look what it got us.Ven wrote:
lmao better than sitting here accepting it
You lost me at this. If HR is 2M score max, wouldn't current scores remain the same since, you know, there are no HR modded scores? And HR as the default? WHAT?xelivous wrote:
divide all past scores by 2
then make the HR mod the default gameplay and make hr unranked again
flawless
But as a player who's main source of enjoyment in these comes from raw clears, this feat is a huge turnoff none the less.The issues simply lies with what players prioritize when they play. Even if you say "you don't get high score", the players are still "clearing" the map. And in the overall rhythm gaming community that extends well beyond just osu!, there is many, many, more players that get their enjoyments out of simply clearing higher difficulty things rather than grinding a score. And whereas you can do both with no issue in any game, the prior is a completely useless feat in osu because of it's mechanics. This is a fundamentally large problem since it turns away the majority of VSRG players, even most players that started with this game move on to others.
Blaizer wrote:
I need some help with the exact mechanics of the bad/poor thing, and some specifics on what the life loss/recovery should be.
There is actually a score bonus for Hard Rock, but it is quite small (and it gets smaller the closer the play is to a SS).Baraatje123 wrote:
Now that's something I agree with
HardRock should be ranked, but it's quite weird it makes everything harder, but no score bonus, so I'm not sure how that'll work
Finally something we can agree on. Ok so no score bonus, but what about pp bonus?Redon wrote:
I would like to see how things work out if you were to just remove the stricter HP modifier from HR and instead make 200/100/50 judgements cost HP instead of filling the bar.
That might already be enough of a punishment for mashing without making the mod stupid hard to the point where you almost need to FC a map to pass it (see HP10).