Aqo wrote:
As the chart goes on, if LN reaches a point where its start time + judgement timing range are "below" the current time, and the state is 0, that means the player failed to press this LN at all (pressed too late), so:
- state becomes 2.
- you get a judgement notification with your skin for a miss (and you get 2 misses from this, since you failed the start you won't be able to release either)
- combo resets to zero.
- miss gets calculated into the total accuracy.
(since the LN is state 2 now, it will be impossible to press it anymore)
I think that failing to press the LN start should give 1 miss, but still give a chance to play the release, that way, the judgments for the start and the release are as independent as possible (which is good for making a scoring system based on judgment counts).
So, what about this?
(ADD) If you press a key on the LN's column AFTER the judgment timing range from the LN's start time, and its state is 0, then:
- the state will become 1.
(MODIFY) As the chart goes on, if LN reaches a point where its start time + judgment timing range are "below" the current time, and the state is 0, that means the player failed to press this LN at all (pressed too late), so:
- state is still 0
- you get a judgement notification with your skin for a miss (you get 1 miss)
- combo resets to zero.
- miss gets calculated into the total accuracy.
(ADD) As the chart goes on, if LN reaches a point where its end time + judgement timing range are "below" the current time, and the state is 0:
- state becomes 2.
- you get a judgement notification with your skin for a miss (you get another miss)
- combo resets to zero.
- miss gets calculated into the total accuracy.
(since the LN is state 2 now, it will be impossible to press it anymore)
Also, currently, the game has a MISS timing window for early hits, how do you think those should be handled?
a) Removing that MISS timing window.
b) Handling that time window just like other timing windows, but instead of giving +1 combo, it resets combo.
c) Same as "b", but hitting a LN start within the MISS timing window sets the state to 2 instead of 1 (release becomes a MISS as well).
d) Same as "b", but hitting a LN start within the MISS timing window keeps the state as 0 (player has to re-press the key to release the LN)
e) Considering MISSES got this way the same as other judgments (giving +1 combo), combo breaks would only happen for notes that weren't pressed/released at all, or releases that are so early they are outside the MISS timing window.
f) etc...