I would cite my most recent suggestion from the old thread but apparently you moved it to the wastelands or some other non-public area so I will just rewrite it here with a higher degree of elaboration:
Change the hitwindows of circles for the sake of reducing notelock.
In OWC we are very likely to see maps with spaced streams that heavily punish the occurence of notelock.
At the same time it can be expected from our elite players that they will only hit something that is currently a 50 when they committed a rather grave mistake. I feel that missing instead due to a lowered hit area is a legitimate punishment for entirely mistimed hits and the benefits of reduced notelock weigh more than that.
Personally I can just say that I feel cheated by the game when I hit a single as a 50 (on OD8) because I obviously messed up so hard that I do not deserve to keep combo. While I can't guarantee it, I think many good players share this experience.
So we got this sweet OD-table on the wiki:
As easy to determine the hitarea of 50s will go down about 1.66 times the value of the 300 hitarea while it is 1.25 times for the 100s area.
For casual OD this isn't that grave but especially at peak-OD (above 8) it really starts to show as the 50/100 area becomes bigger and bigger relative to the 300 hitarea.
I made this little table to elaborate the issue (picked "common" OD-values in OWC and lower for comparison):
As you can see easily, the hitarea of 300s relative to the total hitarea shrinks by a whole 9,4% from OD7 to OD10 (more than it does from OD7 to OD3).
On top of it the 300 area almost halves when comparing OD10 with OD7 while there is only a moderate change for the 100/50 hitarea.
Now this is a very big discrepancy imo. The system is very lenient regarding hitting stuff offtime while it becomes very strict for hitting on time.
The problem with this is that there is no value in having a great leniency for somehow hitting stuff when the actual sweet area is that small (20%).
On the opposite, the great leniency causes problems on certain maps with notelock and timeshifting on streams
timeshiftingtimeshifting is when you misaim in a stream but can't click the next note due to notelock and have to wait for the misaimed note to register as a miss so you can hit the next one without notelock occuring. However there is no way to not hit it off-time (depending on how much the notelock overlaps the next note) and you will often time end up hitting perfectly on time but being shifted by one note against the stream, causing you to hit only 50s unless you purposely overstream (which feels stupid because you were actually streaming perfectly on time).
The result:
When you missed one note in a stream you get heavily punished and can only soften the punishment by hitting off-time and faster to nullify the shift - basically it's everyone's favorite way to die on maps such as Freedom Dive where the notes in streams are 67ms apart from each other. Once you missed a note in the stream you can't hit the next one before being at least 53ms late which means that the minimum time difference to the next note's sweetspot is only 14ms. In the usual case you will fall one note behind and as notelock likes to induces further notelock you will most likely die.
Especially in cases such as Freedom Dive (OWC'15 finals) where the overlap is so big that you're forced to hit 50s in order to not notelock more and die it is extremely difficult to compensate for something that is only ONE miss. Now it's obvious that even with a reduction of the hitareas you can't remove the possibility of notelock on 222bpm streams but it is possible to get it down to a degree where you're not bound to automatically hit 50s and/or die and most of all it significantly reduces the mental effort you have to do in order to not trigger a sequence of notelocks off of one notelock.
tl;dr
Notelock occurs less frequently and is easier to deal with if 50/100 area is reduced.
For reference on notelock also read
[Guide] Avoiding "notelock" at high BPM.
According to the values here pretty much everything at 150bpm and above is prone to notelock within streams at OD10.
I don't see any reason to not introduce a new OD-table that reduces the size of the lower judgements in order to raise this notelockborder to a bpm where a significant range of the relevant bpm is unlikely to cause notelock.
Like this for example (I just cut the areas of 100/50 by 10ms on each side):
With the 50s area being down to 80ms you are already very unlikely to notelock on 170bpm and below making misses actual misses and not timeshifting notelock-bullshit. Reducing it even further to 70ms would cover for streams up to 190bpm.
I think having such timewindows is very fair to the quality of our top 5k players.
It can significantly reduce the occurence of relatively random deaths on maps like PUPA+HR (OWC '15 Finals Freemod) where notelocking on one specific stream will cost you the map regardless of your performance in the other 110 seconds of playtime. (that being said, a 80ms window would still cause notelocking with perfect timing while 70ms wouldn't but notelocking is still likely to occur/being randomly avoided on both).
It will slightly raise the significancy of the accuracy-score as 50s will be more likely to occur and also make a performance that consistently strays far from optimal accuracy more likely for death from drain as you're more likely to miss out on the bonus-health from Katus as well.
In such a context the bonus on HR might have to get increased. As a fun spice you could keep the old judgementareas for sliders as people won't like the sliders that are delicate to hit on time being even harder.
If I messed up the sheets somehow, tell me where because I threw them together rather quickly. Also feel free to come up with different values. I just wanted to outline this problem and propose a solution, details adjustable.
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Another thing I'm not sure of is the drain.
With slider acc you lose out on free health from properly aiming sliders and makes the occurence of Geki more rare as well.
As far as I can see the health lost from missing sliders/sliderbreaks or rather the health gained from 100s wasn't ever adjusted to keep the maps about as hard to pass as without slideraccuracy.
Since the health is set by the mapper with v1 in mind this seems only fair for me and would also make absolutely stupid deaths on maps such as Clumsy Thoughts+HR (OWC '15 Group Stage) a less significant factor. Playing for "who survives?" just isn't that fun when you could look at a more nuanced performance of each player to determine the result instead.
The reasoning here is obviously similar to the one for notelock+PUPA. I don't want to see people not having their score counted when their performance on the map was actually good.
/edit: fixed one typo, one not-so-significant semantic and commented on the nonsense-units in my screenshots
/edit 3years later: reuploaded broken image links