My approach to this matter is over the end of the comment, so I ask you all to read it entirely:
Also:
I'd also like to add another idea:
What if you only had to activate the hold, and then keep playing?
This way, the hold would keep it's "counter" going, and you'd have to hit it again once the counter is about to stop. This would do for a "different" way of hitting it, there wouldn't be an approach circle on that second stance.
Also this would work really well for patterns in the music that "build up", like crescendos in the background,
I think this could be a really good idea!
I once thought about this, and although it could be really fun, I can totally see people abusing it. But I think that the community should be able to stop those abuses before the maps got ranked.adamskii_uk wrote:
A hold feature would be more interesting during gameplay if they were turned into "mini spinners" that could be placed anywhere on the screen, with a clockwise/anticlockwise icon placed in the middle of them to indicate the direction that they should be spun, and the number of rotations required (360 & 720 degrees) to complete them.
Also:
The accuracy calculation would be a great idea in my opinion, it would give this new objects the unicity they need to exist. After all, a slider is a hold note, it just isn't in one place. Like the hold arrows in Stepmania, it's just that the arrows themselves move.awp wrote:
couple recommendations:
Hold notes must also be released in a certain timeframe. With a slider, you can click and never let go and clear the slider because the "musical flow" is in the movement. With a hold note, the accuracy should be evaluated by a hitwindow (onMouseDown) as well as a releasewindow (onMouseUp)
two UI designs in mind to prompt when to release:
thick outline around the hitobject (think Photoshop Stroke effect) that thins toward release
circular "HP-bar" that drains in a rotational "scanner-sweep" motion
guessing the object would also need a way of being differentiated at a glance from a standard hitcircle, like a unique approach circle
I'd also like to add another idea:
What if you only had to activate the hold, and then keep playing?
This way, the hold would keep it's "counter" going, and you'd have to hit it again once the counter is about to stop. This would do for a "different" way of hitting it, there wouldn't be an approach circle on that second stance.
Also this would work really well for patterns in the music that "build up", like crescendos in the background,
I think this could be a really good idea!