Uh, arguing for the sliderchange by stating that osu! is a rhythm game is kind of dumb. Like, yeah, it's a rhythm game, but it's also an aiming game. Just because other rhythm games have it, doesn't automatically mean it would work well in osu!. Some rhythm games have timing on hold release too, but that would really screw things up because of the 1/4 usage these days accompanied by jumps. And spinners aren't rhythmical, but we're still okay with that. Sliders are less rhythmical than notes, which is probably why they're often used in situations were the mapper thinks it's better to focus on other parts of the game than on just the rhythm, while still maintaining some requirements to rhythm.
The slider changes won't actually impact most good players other than on a select few maps anyway, since they're most likely already hitting them mostly on time anyway. Playability doesn't actually change in the sense that, well, if you didn't miss before, you won't miss now either. You'll just get an accuracy drop.
But using slider leniency as part of mapping is definitely a thing, especially on lower difficulties where emphasis with higher spacing often uses sliders as they're much more lenient on the aiming component of the game, and rhythms are also simplified with the use of sliders in easy/normals. To be honest, I think this change would impact lower level players more than it would the higher level.
My main gripe is more just how late it is to change such a game mechanic now. I don't like the idea of a divide between old and new ranked maps, where suddenly the game mechanics changes between the old and the new. I'd much rather see it apply to every map that exists, but if that's done, then all previous scores don't matter anymore, and that's kinda shitty too. Which is why I think people are suggesting alternatives such as adding it as a mod or difficulty setting to the mapper. That means these changes can apply to every map, without destroying several years of work put in by the playerbase.
As for scoreV2. Have you ever tried to FC a song with very good accuracy to set a really good score? If you have, then you've probably felt the
nerves included at the end of the map. If something hard is at the end of a map, you'll be nervous leading up to it, and if it's in the middle, you might start getting nervous much earlier than on other maps. Playing under that mental pressure is a part of the game currently that wouldn't really be a thing anymore with score v2. If there is, say, a very jumppattern somewhere, I wouldn't actually need to attempt to hit all the jumps anymore, since I'd still get rewarded if I can keep a high accuracy. Missing at the end of a map is also no longer as much of a dent in your score anymore, resulting in the possibility to relax more during the end of a map. While a lot of rhythm games don't incorporate a combo based scoring system, but they also don't have the aiming aspect of the game to consider. Also, I always enjoyed the sense of accomplishment from full comboing a map, because that means you didn't mess up your aim anywhere within the map, but that might just be me so eh.
Scorecap is fine, but it should be much higher than a million, and shouldn't be technically reachable in my opinion. Just make the max score of a map increase slower and slower with object density upwards to whatever the score cap is right now. This way, you'd prevent score overflow on stupid long marathon maps, but still maintain the competitiveness on score-rankings (and yes, some people still care about that). And it makes sense that a map with more objects, would mean the player gets more 300 hits, and scores more points anyway, so it's much more intuitive.
But well, I think the main problem with it right now is that we don't know exactly how peppy wants to implement these changes into the game. I think for a lot of people (me included) it isn't so much the fact that slider accuracy is bad, but more so what it does to existing maps, scores, and different ways people enjoy this game (score farming, for instance). If the implementation is going to create a divide between the old and new, and/or the potential for a
score wipe down the line, then no, I don't really want this.
But yeah, I guess I'm kinda just rambling.
How slider accuracy works right nowI dunno, reading around on reddit makes me think most people don't actually know how slider accuracy works right now.
You get a 300 if you hit all sliderstart, sliderends, sliderrepeats and ticks of a slider.
You get a 100 if you hit over 50% of the elements above.
You get a 50 if you hit below 50% of the elements above.
You miss if you miss all of the elements above.
You don't break combo if you miss the sliderend, but you don't add +1 to your combo either.
You break the combo if you miss anything else.
Which also means just touching the sliderpath doesn't count as hitting it.
And if slider accuracy is added.
Please make a distinction between slider rhythm accuracy and slider aiming accuracy.