Taiko ScoreV2 Discussion

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Luna
Not sure if this has been mentioned already, but there is an issue with HDHR on widescreen.
I love the fact that HDHR is playable now, but right now it's way harder on widescreen because it still uses the accelerated/widescreen-adjusted HR scroll speed while also cutting off part of the track for HD. This makes the effective scroll speed way higher than the same mod combination on 4:3
If HDHR cuts the track to 4:3, it also needs to adjust the scroll speed back down to 4:3 HR levels.
karterfreak
Seconding the above post.
k3v227
I also agree with Luna. I noticed this right away put couldn't put it into words lol. For example: trying to read, not even play, but read Renatus HDHRDT on 16:9 is absolutely impossible :cry:
Topic Starter
smoogipoo
Fixed.
yuki_momoiro722
Definitely YES For me :)

But anyways, there's no Score V2 .png skinning. Where is it imo?
Topic Starter
smoogipoo
Should be there. Have you tried selection-mod-scorev2.png?
CaptainAhab

SteveOsu420 wrote:

Definitely YES For me :)

But anyways, there's no Score V2 .png skinning. Where is it imo?
Forgive my ignorance, but what is meant by this?
darkmiz

CaptainAhab wrote:

SteveOsu420 wrote:

Definitely YES For me :)

But anyways, there's no Score V2 .png skinning. Where is it imo?
Forgive my ignorance, but what is meant by this?
the mod icon, like selection-mod-nofail.png for nofail
Syphist
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.

  1. 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
  2. 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
  3. 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


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.


Here is what I do like about the system though.

  1. 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.
  2. New HDHR - Wow, it's actually readable, thank you


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.

EDIT:
I discussed this with some people in #taiko and an idea that came up was to have both systems have their own kind of separate ranking system. Kind of like competitive and casual you see in most games today. That might actually be something cool to see come to osu, not just for this mode, but all modes.
Topic Starter
smoogipoo

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.

  1. 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
  2. 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
  3. 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


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.


Here is what I do like about the system though.

  1. 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.
  2. New HDHR - Wow, it's actually readable, thank you


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.
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.

Two of the three problems you've listed are non-issues - both changes to drum rolls and spinners add a deeper rhythmic sense to their mechanics. As far as I'm concerned this is not going away, however adjustments to the amount of ticks/spins required for 100s/300s can be considered.
roufou
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.
Syphist

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.
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?
peppy
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.
Gezoda
My only worry for the far future is that sliders will slowly die out in favor of spinners, as there will be practically no reason to use them over spinners because of the fixed tick rate (for high or low BPM). While I'm not asking to have a fix right away for TWC, it would be nice to see if anything can be done about it later on.

I mean no one wants 1/4 25 BPM ticks :thinking:
Nwolf
slow songs in general are beyond rare in rhythm games, even more in taiko

I don't see sliders dying out either, as spinners end when the player completes aka not the song, while the slider still adds something rhythmic to the song, and also ends together with the song (as the mapper has intended). Most maps already use 1/4 tick sliders anyway, so that's not changing. I believe sliders won't become an endangered species in taiko, they will stay as uncommon as they are now.
Syphist

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.
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.
Topic Starter
smoogipoo

Syphist wrote:

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.
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.
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.

And for the record I'm not designing the system myself.
Syphist

smoogipooo wrote:

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.
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.

And for the record I'm not designing the system myself.
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.
Gintoki8
I don't even understand why a new system have to come up(not everyone are competing as long as I know) and was pretty satisfied with the old one. Why a Mania copy?

But at least being able to play hidden + HR correctly feels so great OMG
Topic Starter
smoogipoo

Gintoki8 wrote:

I don't even understand why a new system have to come up(not everyone are competing as long as I know) and was pretty satisfied with the old one. Why a Mania copy?

But at least being able to play hidden + HR correctly feels so great OMG
??????.???????? Mania copy? In what way? Please close your browser and never return to this thread.

I will be removing any further posts that derail the topic and don't provide any constructive feedback. Make your own thread if that's what you want to do.
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