nice update
Not sure what you mean by this? How does this affect anything for 4:3 players? The only thing this affects is 16:9 players being forced to 4:3 with HDHR.Nofool wrote:
Sooo it's 4:3 players turn to get fucked? Not sure why you dont keep both resolutions but Im not gonna register for that single reason and might not be the only one doing so. Idk if your plan is to get even less people participating but if so then yea sure keep going
Not for the time being no. It's made specifically for the TWC right now, which fallback players will not be able to participate in anyway.Niko-nyan wrote:
uhm any plan to make the scorev2 to fallback too? It's quite ridiculous that old pc can't use scorev2 (but long long ago i tried scorev2 on ctb on fallback or so D: ). Sadly i can't check the new ScoreV2 update. I will keep my eyes on the discussion as well. :/
Weaker in which sense?babysnakes wrote:
Is the HR supposed to be weaker in score v2? 'Cause that seems the case.
babysnakes wrote:
The finishers having bigger impact is a problem in the current play system. It's not better than breaking combos when not hitting both sides, it's just different.
Finishers having bigger impact will mean that people will avoid them at all in every single play in the current pp system since only the top score play matters and people will purposely not hit the finishers since it won't break the combo and will give them another way to secure, in the future a better score that wields more pp.
This backfires on pp players since score is not weighted, only if you want to farm top 50's and for championships.
(Assuming score v2 completely replaces score v1)
Suggestion: Let the play that wields more pp count instead of the one with most score (They already did this with different mods)
Is the HR supposed to be weaker in score v2? 'Cause that seems the case.
smoogipooo wrote:
Please, do not discuss Star Rating and PP here.
Well spotted, thanks. A patch for it is currently being reviewed.babysnakes wrote:
About the HR:
bolded the one thing that confuses mesmoogipooo wrote:
Finisher second key hits now award between 3 and 10 times (linear scale) the amount of points of a normal hit as bonus points, dependent on the number of finishers in the beatmap. In this way a beatmap with less than or equal to 30 finishers will award 10 times the amount of points, and a beatmap with 120 or more finishers will award 3 times the amount of points.
Forgive my ignorance, but what is meant by this?SteveOsu420 wrote:
Definitely YES For me
But anyways, there's no Score V2 .png skinning. Where is it imo?
the mod icon, like selection-mod-nofail.png for nofailCaptainAhab wrote:
Forgive my ignorance, but what is meant by this?SteveOsu420 wrote:
Definitely YES For me
But anyways, there's no Score V2 .png skinning. Where is it imo?
Firstly, this is _not_ Taiko no Tatsujin. If you want to play TnT go play it, but our goal is not to remain loyal to the original game and copy it mechanic for mechanic.Syphist wrote:
I still have some problems with the current system, as they do not reflect how taiko is supposed to play. I'll list them below.All in all it feels like you are trying to make taiko play like the other modes, and it honestly isn't supposed to play like them.
- GOOD notes counting for 1/3 instead of 1/2 - it's far less punishing and a good middle ground to have it at 1/2, it's one of the reasons I prefer Taiko over STD, it puts way less pressure on perfection
- Some drum roll ticks being required and drum rolls counting towards combo - what, why? They were optional in the original game, and gimmick maps will suffer. This is just nonsensical no matter how I try to look at it
- Same as above but with spinners - this is also dumb. Why count extra points to the overall accuracy and combo? It takes away from the original game
Here is what I do like about the system though.In all honesty if this is never going to be used outside of tournaments and anyone who wants to toggle it on then I'd say this state is passable as a final release. If this is never going to affect casual play then basically disregard this post.
- Accuracy based score - OG Taiko scoring is nice, acc scoring sounds better. I'd like to see my score reflect how well I hit the notes rather than seeing a score tank because I break combo 3 times instead of too.
- New HDHR - Wow, it's actually readable, thank you
Pretty much this. I could care less with the underlying score that's changed. It's when you make force it to be a game it was never meant to be. Also I agree, how are spinners even rhythmic? It's just spamming the alternating k and d as fast as possible. Another question, why is someone who has not actively played osu!taiko in 2 years spearheading the score change, shouldn't it be an active player that actually understands the game?agu wrote:
Spinners are rhythmic?
Nah but the main problem I have with people arguing that osu!taiko isn't Taiko no Tatsujin say so for changes that makes osu!taiko less unique than other modes, generally. It seems more like trying to make osu!taiko unique by making it less unique and more similiar to other rhythm games, which is dumb and unecessary in my opinion.
My issue with ScoreV2 is that a lot of changes seem unecessary and honestly dumbed down to be more like other rhythm games.
So that's the excuse for making the mode less unique? The reason I (I can't speak for others) was attracted to Taiko was because of how unique it was. By making drum rolls and spinners required objects you are essentially turning Taiko into a more mania like game and removing it from its roots completely. If you REALLY need to have them as required objects, the conditions to count them as a miss should be incredibly low to still reflect the roots of where the mode came from. Also just a thought, but it might help if the people designing the score system actually actively played the mode.peppy wrote:
Keep in mind we are attempting to standardise our various games modes to allow for better modularity and future extensibility. One of the things that I believe should be standardised is that every object gives at least one combo.
Nope sorry, this thread is not for complaining about the "uniqueness" or the roots of taiko. Can you please stop mentioning this if you have nothing productive to say otherwise? Thanks. I will not be speaking of that topic henceforth.Syphist wrote:
So that's the excuse for making the mode less unique? The reason I (I can't speak for others) was attracted to Taiko was because of how unique it was. By making drum rolls and spinners required objects you are essentially turning Taiko into a more mania like game and removing it from its roots completely. If you REALLY need to have them as required objects, the conditions to count them as a miss should be incredibly low to still reflect the roots of where the mode came from. Also just a thought, but it might help if the people designing the score system actually actively played the mode.peppy wrote:
Keep in mind we are attempting to standardise our various games modes to allow for better modularity and future extensibility. One of the things that I believe should be standardised is that every object gives at least one combo.
I was making suggestions on how to not make changes for the worse, instead you oversimplify my points and misrepresent what I'm trying to say. Honestly if you're not going to listen to what I have to say or take the time to create a proper response and instead dodge around the points it's not even worth my energy.smoogipooo wrote:
Nope sorry, this thread is not for complaining about the "uniqueness" or the roots of taiko. Can you please stop mentioning this if you have nothing productive to say otherwise? Thanks. I will not be speaking of that topic henceforth.Syphist wrote:
So that's the excuse for making the mode less unique? The reason I (I can't speak for others) was attracted to Taiko was because of how unique it was. By making drum rolls and spinners required objects you are essentially turning Taiko into a more mania like game and removing it from its roots completely. If you REALLY need to have them as required objects, the conditions to count them as a miss should be incredibly low to still reflect the roots of where the mode came from. Also just a thought, but it might help if the people designing the score system actually actively played the mode.
And for the record I'm not designing the system myself.