Notes that require 2 keys to be pressed to clear.

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +292
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Vuelo Eluko
the thing is you can already do it, it's just takes longer without a tool to do so, feels clunky due to play cause of note lock, and is obviously unrankable. Like jesse said, it's just a new tool for mappers. This isn't some game play changing paradigm shift like giving sliders accuracy.

right now you're just being adversarial for the sake of being adversarial, like Stefan. May as well go to the forum index, open up the Adblock Element Hider, and do this if that's how you think:



'cause going into the Feature Requests forum to make replies like "this feature isnt going to happen becos its new" is beyond silly
Topic Starter
jesse1412

xxjesus1412fanx wrote:

the thing is you can already do it, it's just takes longer without a tool to do so, feels clunky due to play cause of note lock, and is obviously unrankable. Like jesse said, it's just a new tool for mappers. This isn't some game play changing paradigm shift like giving sliders accuracy.

right now you're just being adversarial for the sake of being adversarial, like Stefan. May as well go to the forum index, open up the Adblock Element Hider, and do this if that's how you think:



'cause going into the Feature Requests forum to make replies like "this feature isnt going to happen becos its new" is beyond silly
Also doing it the makeshift way is legitimately wrong timing for most cases.
Vuelo Eluko
How would you handle the hit windows on double notes?

Like if _ is a hit window and . is a 'keypress' would it work like _._._ or just _.._

or does it take how far apart your 2 keypresses were time-wise and just adds that difference to how late/early you tapped it in the first place? so if the map is od10 and you hit 15ms early and your double taps were 5ms apart you'd get a 100 because 15+5 = 20
Topic Starter
jesse1412

xxjesus1412fanx wrote:

How would you handle the hit windows on double notes?

Like if _ is a hit window and . is a 'keypress' would it work like _._._ or just _.._

or does it take how far apart your 2 keypresses were time-wise and just adds that difference to how late/early you tapped it in the first place? so if the map is od10 and you hit 15ms early and your double taps were 5ms apart you'd get a 100 because 15+5 = 20
Just take the time of the "second" press. They'll be barely a few ms apart anyway I would assume.
Outline

jesse1412 wrote:

Here's a 210bpm ghetto example of it quite reasonably working whilst having to deal with mad note lock. http://jesse1412.s-ul.eu/hVZkpk7m
You got 100s on almost all of those
Topic Starter
jesse1412

Outline wrote:

jesse1412 wrote:

Here's a 210bpm ghetto example of it quite reasonably working whilst having to deal with mad note lock. http://jesse1412.s-ul.eu/hVZkpk7m
You got 100s on almost all of those
Those are 210bpm 1/16 doubles at 1/2 spacing using od10. Let me break that down. Firstly, 1/16th doubles aren't correctly timed because the second note is 1/16th out of place. Secondly, at OD10 there's a 19.5ms timing window to hit a 300, the time between two notes at 210bpm 1/16 is 1/(210*16/60) = 0.01785s = 17.9ms. What this essentially means is that you have to hit the notes slightly late compared to the proper 1/2 timing and you no longer have a +-19.5ms timing window, you have only a + 19.5ms timing window. You have to hit late AND you have to hit with double the precision required to get a 300 at od10 WHILST mentally forcing yourself to press late AND pressing 2keys at the same time whilst pressing at 210bpm 1/2 speed.

No shit it's mostly 100's. Hence why this feature request exists, to fix all of the problems with the ghetto method of implementing "double notes".
Outline
I don't see how it would be implemented well unless there was a mode for it.
Topic Starter
jesse1412

Outline wrote:

I don't see how it would be implemented well unless there was a mode for it.
A mode for it? It would be a note you place in editor. I'm mildly confused.
Chippy
unko
what if a player uses a keyboard from the 16th century that only has 1-key rollover

e; i did this without vibrating not too long ago so there's a fraction of a percentage less dead for you
Bauxe
Sounds good tbh, the game could do with more hit-types anyway.
darkmiz
well the truth is, in taiko we have these big notes that require two keys pressed, and they are the devil when mixed with normal notes
semantics
cool idea, could lead to some interesting (ab)uses.

e: can i make a feature request to make voting multiple times less painful?
Drezi
no, this isn't taiko, std is about aiming and tapping the correct rhythm, not having to decide which keys to use. while we're at it you could also suggest colored notes that require k1 or k2 (or k3, k4 extra keys for this purpuse only) to be pressed specifically etc. but that just doesn't fit what std is.

(also alternating is a thing, and double/restricted-key note spam would just force us to basically singletap, which I personally dislike and find boring, and I feel it would be unfair to suddenly force people into that.)

for more variety we could introduce hold notes, which are basically zero length sliders, that would be fine I guess.
semantics

Drezi wrote:

no, this isn't taiko, std is about aiming and tapping the correct rhythm, not having to decide which keys to use. while we're at it you could also suggest colored notes that require k1 or k2 (or k3, k4 extra keys for this purpuse only) to be pressed specifically etc. but that just doesn't fit what std is.

(also alternating is a thing, and double/restricted-key note spam would just force us to basically singletap, which I personally dislike and find boring, and I feel it would be unfair to suddenly force people into that.)

for more variety we could introduce hold notes, which are basically zero length sliders, that would be fine I guess.
just because it's not the same as it is currently, doesn't mean it's bad.

he suggested doubletap notes only, not some arbitrary shit you made up to make his suggestion look bad.
Drezi
it's the same principle... as in restricting which keys you use to tap the rhythm, you can see both these elements in taiko.
semantics

Drezi wrote:

it's the same principle... you can see both these elements in taiko...
yes, but that's not what he suggested, is it? he didn't suggest colored notes, or using more keys than the current two you already use, or anything like that.

also, doubletaps in taiko aren't required afaik, you simply get more points for doubletaps on the larger notes than singletaps, and combo remains the same between single and doubletap.

why would doubletaps not aid in tapping the "correct" rhythm moreso than single keys only? doubletapping emphasised beats could be quite fun, assuming it matches the music.
Painketsu
This would bring a whole new mapping trend with so many possibilities and fun, sign me up.
Yumikoi
So would you only be required to do this for K1+K2 and M1 would always count as "correct", because how do you press "M2" on touchscreen or tablet only?
Also would hitting 2 keys on a regular note count as a miss? If so it would interfere with streamed 1/4 notes on like any bpm above 150 even on high OD (some double tabs that should count as a 300 and a 50 would become a double miss).

As a new mode it could work like a mix of mania+osu! and you could even add more than 2 keys, 3k or 4k (or 5k with like spacebar) and aiming with second hand. Don't see how it could work in osu! classic.
Chintam
There's a few 'troll' maps where you have to hit a circle in the middle of a slider. I find those pattern fun but it isn't possible to get 300 on the slider once you do that despite using the first key for slider and the second for the circle. If this could be changed then it would give mappers new opportunities. It's not like standard is dead but why not give more stuff to play with.
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