Charles445 wrote:
Maps are designed around first try sight-reading. This also assumes the player has not heard the song.
This hasn't been completely true for quite some time. There are plenty of ranked maps with traps and other awkward things that might require multiple playthroughs for most players to understand. It's also a philosophy that's outdated, maps are becoming more complicated and sometimes readibility gets sacrificed for interesting/fun things (note readability and playability are different things).
As to the main point of this post, I don't think introducing slider timing is a bad thing. First off, if your timing is proper, your timing on sliders will almost always be correct as well. Second, this change does not effect slider leniency in the slightest. It might take a bit of testing on scorev2 for people to actually understand this, but just because you can now get 100's on slider starts doesn't actually change the way the sliders play. If you have a spam slider section, or lots of 3/4 sliders, or large jumps off of sliders, the slider leniency
still applies. It's just now possible to get bad accuracy on these sections... if you have bad accuracy. But just because someone might get 100's here now, suddenly mappers have to think about that? The ability to play it and keep combo will stay the same, and that should be what's important.
So I think there's a very serious misunderstanding a lot of people are having, that these 100's will somehow be detrimental to the way the map plays. And I think that's not true.
As for slow sections/tempo changes/weird rhythms - I stated at the beginning of my post that I think mapping around sight-reading is outdated and misguided. At least, mapping around sight-read FC's. People expect to grind maps for good scores. It's a part of the game. It's okay to have weird things that people have to figure out in order to get a good score. And once they figure it out, it's not an issue. You can still map these types of sections in the same ways, just now people have to actually learn the rhythms to get a good score instead of mashing through them. Not to mention, sliders can still be used as a way to warn the play the rhythm is changing in a weird way - you will always have perfect accuracy on the slider end and the slider end will tell the player the new rhythm. And more often than not, the slider end is what's telling the player the rhythm is changing - NOT the beginning of it.
And like people have said before, most other rhythm games have hit judgment on every object, and players in those games have been dealing with tempo changes and weird rhythms for a long time. People might say "well those games aren't osu!" and that is correct, but they are very similar in a lot of ways. If it's something people can deal with in those games, why can't players here also deal with it? The answer is they can, actually.
I hope this makes sense. I always worry I'm not able to explain my opinions properly, in a way that other people can understand.