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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +1,203
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posted
No!

It can confuse players and give them lack of reactions
posted
Guys
Isn't it kinda obvious that maps which overuse it and get unreadable can NEVER get ranked?
Also, you disagree with slight changes (8-10), but it's fine for mania. If it's fine there, why can't it be here as well?
Also, huge SV changes are fine, but small AR changes are not? What the heck
posted
https://osu.ppy.sh/s/48738
God this map sucks. It has multiple approach rates god it's terrible. Totally unplayable. Gah! Too confusing!
</sarcasm>
posted
this kills the gameplay
posted
plis no
posted
Taiko uses it
Mania uses it

I see no reason why standard couldn't use it, that way you can fit the AR to the note density of each part of the song even better
posted
terrible idea. Please never implement.
out of all the ideas in this forum.. not this one devs .
posted
No. No. No. Absolutely no. Its a terrible idea. It may seem like a cool idea but its not at all.
posted
Explain why

Example you have a song that changes bpm from 210 to 160 in one section and then back to 210. It would make sense and the map easier to read if the AR for the 160 bpm part went down a bit compared to the 210 bpm part, but right now we are kind of forced to
either map the 210 bpm part in a way that requires not that high AR (the use of AR 9.5ish has become kinda common for that speed)
or map the 160 bpm part with high AR which can be kind of a pain to read.

so basically decimal ARs would solve that problem all that's needed is to block out rooms for abuse as in using this in an unreasonable way.

If you disagree then give me some reasons
posted
1. Changing to lower AR at lower BPM would certainly make map easier to read/play but thats the very problem. Why the heck would you want to make easier something thats supposed to be hard? If you make something hard easy its not hard anymore and that makes no sense at all. Its the best the way it is.

There are other reasons but i wont point them out because probably nobody actually cares them and one i did point out is enough imo.
posted

HK_ wrote:

Why the heck would you want to make easier something thats supposed to be hard? If you make something hard easy its not hard anymore and that makes no sense at all. Its the best the way it is.
Youre not mapping a song to make it difficult. You map a song because you probably like the music and would like to create something that you can share with other players. If a song is calm/slow at a section, then that section is not meant to be fucking hard. If it was, then the artist wouldnt have made it calm. Easy as that.
If it's a fast song, then it's its nature to be difficult on the highest difficulty.

Relevant for that
2c
posted
The AR change would be from only 1 point or 1,5 maximum !
Like you're having a slider ar8 and the next one has a higher sv (ex. 1,50x) then create an ar9 or 9,5 for this said slider.

Hope you see my point of view.
posted

- Lumi - wrote:

The AR change would be from only 1 point or 1,5 maximum !
Like you're having a slider ar8 and the next one has a higher sv (ex. 1,50x) then create an ar9 or 9,5 for this said slider.

Hope you see my point of view.
Make that a ranking criteria, if neccessary. Give the possibility to go all the way through, I'd love to see gimmick maps with heavy AR changes.
posted
I don't play standard that much, but I have to admit I'm not a huge fan of this idea. People say "taiko and mania use it." Well, in taiko, this is easy to read most of the time (not all, just more often than not). And also for the record, when you see this in taiko, that's a change in SV, which standard already allows. As for mania, that's a monster. You can't honestly tell me that when this happens in mania, it never confuses you to the point where you pause wanting to quit :/
posted

BrambleClaw wrote:

You can't honestly tell me that when this happens in mania, it never confuses you to the point where you pause wanting to quit :/
This only ever happens in autoconverted maps lol. Gimmicky mania maps are real fun and pretty much never confuse experienced players.
posted

PyaKura wrote:

BrambleClaw wrote:

You can't honestly tell me that when this happens in mania, it never confuses you to the point where you pause wanting to quit :/
This only ever happens in autoconverted maps lol. Gimmicky mania maps are real fun and pretty much never confuse experienced players.
Oh, well, I guess that makes sense. I don't really play mania, I only have a few mania specific maps lol
posted

HK_ wrote:

1. Changing to lower AR at lower BPM would certainly make map easier to read/play but thats the very problem. Why the heck would you want to make easier something thats supposed to be hard? If you make something hard easy its not hard anymore and that makes no sense at all. Its the best the way it is.

There are other reasons but i wont point them out because probably nobody actually cares them and one i did point out is enough imo.
Are the slow parts of an otherwise fast map supposed to be really hard? Think of Image Material, for example. Do you think the slow slow oh-my-fucking-god-just-fucking-get-to-the-map start of the map would be worse if it wasn't AR10? But hey, there's nothing that says that different AR would NEED to be used in a map anyway. I mean, I really hope that if this was around when Image Material was mapped that it wouldn't have been mapped at all would have been used to make the slow part not be AR10, but if you really wanted to make the start AR10 for some inexplicable reason, then sure, why not?

Your objection to this request is a reason we need better or more specific ranking criteria (and I probably agree about that), not a reason this shouldn't be implemented.




As for the objection in a recent post about this being "confusing", that could mostly be avoided by saying that this can only be used after a break and/or only allowing it to be done via a red line. The AR changing would only be particularly confusing if there were 2 different speeds of approach circles on the map at once. Otherwise, it's just honestly not that difficult to switch between playing different approach rates. Perhaps a change in AR could even be indicated somehow during play so you wouldn't be surprised.
posted

Yauxo wrote:

Youre not mapping a song to make it difficult. You map a song because you probably like the music and would like to create something that you can share with other players.
Im sorry but not everyone thinks of mapping as an art.

GhostFrog wrote:

Are the slow parts of an otherwise fast map supposed to be really hard?
Evary part of a hard map is supposed to be hard.

GhostFrog wrote:

Think of Image Material, for example. Do you think the slow slow oh-my-fucking-god-just-fucking-get-to-the-map start of the map would be worse if it wasn't AR10?
Yes it would because what the heck is ar8/9 doing in a 7 star map?

GhostFrog wrote:

But hey, there's nothing that says that different AR would NEED to be used in a map anyway.
If its not going to be used then why ask for it in the first place?

GhostFrog wrote:

As for the objection in a recent post about this being "confusing", that could mostly be avoided by saying that this can only be used after a break and/or only allowing it to be done via a red line. The AR changing would only be particularly confusing if there were 2 different speeds of approach circles on the map at once. Otherwise, it's just honestly not that difficult to switch between playing different approach rates. Perhaps a change in AR could even be indicated somehow during play so you wouldn't be surprised.
But what about newbies? I mean they have a lot of trouble even with singe ar per map, so why not just throw few more at them anyway?
And no, i dont think that only newbies would find it confusing because i would certainly too.
And what about players like me that dont rely only on their eyesight but on timing and rhythm too? Should i just recalibrate all i got used to in last 30secs just because mapper wanted to put ar9 in some (not so) random part instead of ar10?
posted

HK_ wrote:

Yauxo wrote:

Youre not mapping a song to make it difficult. You map a song because you probably like the music and would like to create something that you can share with other players.
Im sorry but not everyone thinks of mapping as an art.
did he say mapping is an art? No. Also, Yauxo is right, you don't map songs to be difficult, if you do, the map is 100% sure to be a shitmap (unless your name is Scorpiour, Val0108 or Blue Dragon). You map because you want to map the song you like

GhostFrog wrote:

Are the slow parts of an otherwise fast map supposed to be really hard?
Evary part of a hard map is supposed to be hard.
Have you gone insane? This is no way near close. Hey, I have a 260 BPM map full of 1/4 jumps so the star rating is 8 (and still rankable), Oh, here is a slow 28 bpm which is only a violing string, Let's make it a nice slider. Oh wait, that's not allowed, I need to make this a 1/32 stream so the difficulty matches up with the rest.
Uhm, I hope you can see this should NEVER,and I reapeat NEVER be the case in any map


GhostFrog wrote:

Think of Image Material, for example. Do you think the slow slow oh-my-fucking-god-just-fucking-get-to-the-map start of the map would be worse if it wasn't AR10?
Yes it would because what the heck is ar8/9 doing in a 7 star map?
Because it fits. AR 9 is still way to high for a 130 bpm 1/2 slow single part map, let alone that 28 BPM part. AR should follow the BPM + density of the song, NOT the star rating, as that is only an indicator.

GhostFrog wrote:

But hey, there's nothing that says that different AR would NEED to be used in a map anyway.
If its not going to be used then why ask for it in the first place?
Cause ot's a great idea
Every map with big BPM changes, like Image -Material, Alice 2 Alice (one of my current pending maps), Wahrheit, EVERY compilation, and much more would benefit from this a lot. Give 9.5/10 to the faster harder parts, and 8-9 to the slower parts

GhostFrog wrote:

As for the objection in a recent post about this being "confusing", that could mostly be avoided by saying that this can only be used after a break and/or only allowing it to be done via a red line. The AR changing would only be particularly confusing if there were 2 different speeds of approach circles on the map at once. Otherwise, it's just honestly not that difficult to switch between playing different approach rates. Perhaps a change in AR could even be indicated somehow during play so you wouldn't be surprised.
But what about newbies? I mean they have a lot of trouble even with singe ar per map, so why not just throw few more at them anyway? As if newbies would properly play maps like this. I'm new to this game, let's play Image Material. Also, newbies won't even notice a difference between 9-10, as it's both fast for them.
And no, i dont think that only newbies would find it confusing because i would certainly too.
And what about players like me that dont rely only on their eyesight but on timing and rhythm too? Should i just recalibrate all i got used to in last 30secs just because mapper wanted to put ar9 in some (not so) random part instead of ar10?
Yes, if Scorp mapped the last 40-50 seconds of Image material (which is a slow 130 BPM piano) which is really calm AR 10 would be very unfitting, just as the other slow parts
Also, I'd say they should ONLY be changed in BPM changes, nowhere else (as that'll indeed be to confusing)

- Lumi - wrote:

The AR change would be from only 1 point or 1,5 maximum !
Also, this rule is probably a rule which will get added to avoid abuse
posted
Since both of our arguments are purely opinion based further discussion would be pointless.
Bonus: Mappers and non mappers will never view mapping the same. Thats a fact.
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