Oh my O_O) Here are my thoughts:Dungeonfire wrote:
Maybe add a dark mode switch?
Would look like this:
[img ]yikes.jpg [/img]
(CSS)
abraker wrote:
Oh my O_O) Here are my thoughts:Dungeonfire wrote:
Maybe add a dark mode switch?
Would look like this:
[img ]yikes.jpg [/img]
(CSS)
1) If there is an addon to this, I would put native support to be low priority unless Kert says otherwise | Maybe I understand this sentence wrong, but it's just plain CSS so it should be relatively easy to implement
2) That color pallet is just so wrong | Any suggestions what I could change to what? I'd assume the red/pink to something like light blue?
3) I do agree that websites in general need a dark and a light theme | Yes
Yeah, that's exactly why I think this would be such a nice feature to have. I really want to know the value of my top rank in a skill in determining my other skills.Scarlet Evans wrote:
That would be a really nice thing to have! =)
This could help in understanding better at which point you currently are. Instead of checking in which categories just passed song appeared, you could check all it's scores at once (or at least you could, if at least one of the skills was to made it into your top scores^^).
This could help players to analyse their scores better and easier, and after just playing the song as a whole it would be really interesting to look at it "as a whole, but fragmented" into different skills :3
It could be nice to see the whole picture, not just seeing things like: this song I just played became one of my top stamina, but no idea why it didn't made into my top 100 tenacity scores and no idea what other skill ratings it have.
I had similar situation like described above like yesterday or day before that. I was really pondering about what "streaming" is, when my almost FC (-4 combo = -2 on sliderends and miss before ending spinner) on map with many 173 BPM short bursts gave me less Tenacity than FC on 132 BPM map (88 BPM without DT) with like... 3 triplets and the rest being slow BPM single tapping^^.
If we could see all the stats for a played songs, then maybe it would be easier for players to understand better both the system and their skills. If you don't really understand something, it can sometimes be really confusing.
You generally should avoid large patches of bright colored elements on a dark skin. The entire thing is too black itself. It needs to be dark, but not to the point where it's pulling you into a void.Dungeonfire wrote:
Is this better? Or any other stuff that should be improved?
Even though I appreciate the criticism, I would enjoy if it was more concrete. Like "make the font color #BBB instead of #FFF".abraker wrote:
You generally should avoid large patches of bright colored elements on a dark skin. The entire thing is too black itself. It needs to be dark, but not to the point where it's pulling you into a void.Dungeonfire wrote:
Is this better? Or any other stuff that should be improved?
Thing is that it might be a bit hard since osu!skills colors use light blue/pink and I find working around that a bit difficult from what I can tell when I played around with it. Destroying that those colors would be a solution for the dark theme, though I am not sure if that is a good solution. It's like destroying a bit of your identity.Scarlet Evans wrote:
..but that one is something small and doesn't really need any variety of colours, nor does it include some pictures and other stuff. You would need few of these very contrasting colors and it could end up being a little painful or too rainbowy. Maybe something less dark than your current theme... but with little different palette than I use
If this is to be implemented, I'd suggest to put it on the place of the "manual score input", as a "check skills from a score" button. It would show the amount of each skill you got from that score, and if one (or more) of the skills are high enough to be in the top 100, automatically puts it there. If possible, make it support adding multiple scores at a time, just like it supports by now.Scarlet Evans wrote:
That would be a really nice thing to have! =)Domplol wrote:
Is it possible to see the individual skill rating of each one of the skills for a specific score?
This could help in understanding better at which point you currently are. Instead of checking in which categories just passed song appeared, you could check all it's scores at once (or at least you could, if at least one of the skills was to made it into your top scores^^).
This could help players to analyse their scores better and easier, and after just playing the song as a whole it would be really interesting to look at it "as a whole, but fragmented" into different skills :3
It could be nice to see the whole picture, not just seeing things like: this song I just played became one of my top stamina, but no idea why it didn't made into my top 100 tenacity scores and no idea what other skill ratings it have.
I had similar situation like described above like yesterday or day before that. I was really pondering about what "streaming" is, when my almost FC (-4 combo = -2 on sliderends and miss before ending spinner) on map with many 173 BPM short bursts gave me less Tenacity than FC on 132 BPM map (88 BPM without DT) with like... 3 triplets and the rest being slow BPM single tapping^^.
If we could see all the stats for a played songs, then maybe it would be easier for players to understand better both the system and their skills. If you don't really understand something, it can sometimes be really confusing.
hahahahahahaha that's actually a good suggestion xDDD based on retries and map length or drain time. It may also help to show how consistent or inconsistent the player is. And... I guess it could be called either patience or determination.-Tatsuo wrote:
you could add patience for retrying a map a lot
I actually threw this idea around and it was concluded you should look at your pp instead.snyviper wrote:
It may also help to show how consistent or inconsistent the player is.
Well.. I said "may" as a possibility, forgive my english. But I like the idea of patience/determination xD it's funny, so... I think it's worth discussing about it, even if it ends up not being one of the skills in the future.abraker wrote:
I actually threw this idea around and it was concluded you should look at your pp instead.snyviper wrote:
It may also help to show how consistent or inconsistent the player is.
If I'm right, this was written somewhere as the goal of osu!Skills, to be able to show people how much a map would award for each skill... but some months ago I was confused (I still am) because I just couldn't find it written anywhere again... Is my mind just tricking me, or any of you developers really wrote it somewhere?Shiro wrote:
Can you add a way to search scores by value ? I'm looking to improve my aim and it would be great if I could find all maps that give say between 550 and 650 aim score
they're not going to remove it, they're adding loved maps in the future which would break agility / reaction even moreso due to the amount of 2B maps already in the categorysnyviper wrote:
Also, the IAHN map is broken on osu!skills, and you all probably know that. It wouldn't normally become ranked due to the way it was mapped, but it did reach ranked due to that mapping contest. What about disabling it on osu!Skills, at least for reaction and agility, so ranking would be more... fair?
Theoretically you can't break something that is already found brokenfieryrage wrote:
they're not going to remove it, they're adding loved maps in the future which would break agility / reaction even moreso due to the amount of 2B maps already in the category
Use the /b ID not the /s one. I manually submitted it for you:TheLordKiwi wrote:
https://osu.ppy.sh/s/108296
This map is not supported, it don't exist when I want to add it and the ID is consider invalid
Please fix this.Thanks
Ok, thanksabraker wrote:
Use the /b ID not the /s one. I manually submitted it for you:
cs factors into precision, not agilityIcyteru wrote:
Is there a reason why aim values are not affected by CS?
I mean, as a temporary fix... When they add the loved beatmaps (if they do add them), they would have probably reworked agility and reaction, so they can activate the IAHN map again with no issues.fieryrage wrote:
they're not going to remove it, they're adding loved maps in the future which would break agility / reaction even moreso due to the amount of 2B maps already in the categorysnyviper wrote:
Also, the IAHN map is broken on osu!skills, and you all probably know that. It wouldn't normally become ranked due to the way it was mapped, but it did reach ranked due to that mapping contest. What about disabling it on osu!Skills, at least for reaction and agility, so ranking would be more... fair?
i hope so but i mentioned this issue as soon as aspire was ranked with it giving too much agility/reactionsnyviper wrote:
I mean, as a temporary fix... When they add the loved beatmaps (if they do add them), they would have probably reworked agility and reaction, so they can activate the IAHN map again with no issues.
In HD the note fades in much faster than no mod, so you see it sooner. Same with mods. This makes HRDT harder to react to than HDHRDTScarlet Evans wrote:
Could someone explain why playing without Hidden requires much more reaction than while playing with HD?
With HD enabled, objects are fully faded in after 40% of the AR window (so on ar10 with 450ms, it's faded in after 180ms). Without HD enabled, fade-in time is a static 400ms.
Nope.Scarlet Evans wrote:
But in both cases approach time, the real time you have to react, is 450 ms, right? Isn't taking fading into account by player more like memorisation and predicting when you should click the circle, while the time you have to react is the same? Or I don't understand the subject properly? I mean, even if it fades faster, it appears in the same time, so you have the same time to react, right?
so on ar10 with 450ms, it's faded in after 180msIt's fully faded in at 180ms, leaving you with 270 ms reaction time requirement on HD assuming you suddenly see the object at 100%. Code uses somewhere between 40-60% iirc (am on mobile so will need to check, so will use 40% for this example). That means that the object is 40% faded in at 72ms giving us with a 378ms reaction time requirement. On no mod, the object is fully faded in at 450ms, meaning it's 40% faded in at 180ms, giving us a 270ms reaction time requirement.
What do you mean by NoMod circles fading away? I never noticed anything like that :Oabraker wrote:
Nope.Scarlet Evans wrote:
But in both cases approach time, the real time you have to react, is 450 ms, right? Isn't taking fading into account by player more like memorisation and predicting when you should click the circle, while the time you have to react is the same? Or I don't understand the subject properly? I mean, even if it fades faster, it appears in the same time, so you have the same time to react, right?
In the example provided:so on ar10 with 450ms, it's faded in after 180msIt's fully faded in at 180ms, leaving you with 270 ms reaction time requirement on HD assuming you suddenly see the object at 100%. Code uses somewhere between 40-60% iirc (am on mobile so will need to check, so will use 40% for this example). That means that the object is 40% faded in at 72ms giving us with a 378ms reaction time requirement. On no mod, the object is fully faded in at 450ms, meaning it's 40% faded in at 180ms, giving us a 270ms reaction time requirement.
40% fade-in @ NM: 270ms reaction time
40% fade-in @ HD: 378 ms reaction time
The sooner you see the circle the sooner you have to realize where it is located, the more time you have to react and move the cursor there. While both start fading in at the same time, HD fades in faster, allowing you to percieve the note sooner.
Fade-in: The circle first appears transparent, then it's opacity gradually increases over time.Scarlet Evans wrote:
What do you mean by NoMod circles fading away? I never noticed anything like that :O
I just tried to compare some AR0 + HT plays, using CE's [5] frame-by-frame speed key, with HD and without it and I fail to notice anything other than nomod circle disappearing... after it's clicked or missed, which doesn't affect reaction at all (because that happened in past).
For me, from what I see, the circle and approach circle both appear exactly at the same time on screen and the circle persists, until it's missed or clicked. Nothing fades away. At least on CuttingEdge.
Both on NoMod and HD circle appears not immediately, but a little faded, however it's really a tiny amount of time and I don't see a time difference in how long it takes for NoMod and Hidden circles to reach their normal state and stay on screen for these XXX milliseconds.
In other words, you start seeing HD and NoMod circle at the same time. The difference is that you see NoMod all the time, while HD starts to fade away, but it doesn't really affect your reaction. You already registered that there is a circle, both with HD and without it, within the exact time brackets. Now, with HD, it's more like a memory that "there is a circle here" from now on, rather than an actual change in the reaction time needed, because the Approach Time is not affected by HD in any way.
In other words, there's "an animation time" and the difference is that with HD it still happens and takes the same time, but it's just faded away and invisible for us. Nevertheless, it was no less or more visible for us for a certain extend of time and it appeared at the same moment at which NoMod circle would appear, so there's no really any difference in reaction time needed.
(1) Circle appears on screen, at the same time on HD and NM;
(2) Now, you perceive the circle and your time to react starts here;
(3) If it's Hidden, then circle starts to fade-in after some timespan;
(4) You reach the Perfect Click moment and your Reaction Time ends here. After that you can still get 300,100 or 50, but you clicked too late.
(5) Time you had to react is the one that lapses between (2) and (4), which isn't really affected by HD.
This is how I see this. But of course, I can be terribly wrong, as with anything I ever say
So, I'd really love you to explain more what is this NoMod fading-in that you say about