I stand by my previous points.
How is 1/4 drumrolls with forced hit percentage okay in a Kantan and Futsuu? Where mappers are advised to only map 1/1 and 1/2 and have to resort to drumrolls and spinners to add a bit of variety? The difficulty on those maps will be in no comparison to what they should be.
well, given that you only have to hit 30% of them, hitting only the 1/2 ticks of them works just fine. in original TnT (even though this isnt really a valid point), they are even free spam parts where you can hit as fast as you want. Drumrolls should be, in my idea, a part where you just hit as fast as possible whatever possible (consider you can hit dons and kats on drumrolls in any sort of combination). Maybe we can scale the amount of completion required with OD? That would scale the needed percentage down in Kantans and Futsuus, as they have a lower OD.
And your last finisher suggestion is not much better, if they award a 100 point hit if played with one note they should also award 50% accuracy and not break combo otherwise it's inconsistent with regular notes.
Have one note finishers be 50% acc and 100 points but not break combo if you really have to nerf one hit finishers. Anything more than that is way overkill and not a good change imo
given that combo score only occupies a small minority of scorev2 (30%? 20%? even less?), breaking combo penalizes the score you gain via combo, but the biggest portion will still remain accuracy, which a miss would impact way high than a 100. It's decreasing the penalty in every way, but I still believe that making the combo break is crucial to measure the combo portion of the score properly. Keep in mind that scorev2 does not use the classic score tiering upon combo like scorev2!
An important principle of gamedesign is "easy to learn, hard to master". Forcing these v2 changes onto Kantan and Futsuu maps will break many of them (as well as harder maps). The difficulty curve will be messed up and make it hard, even frustrating to get into taiko. The current system is forgiving for new players, giving them motivation to go on and improve their accuracy and score while also allowing good players to put in extra effort on bonus point elements to gain an edge on the leaderboard..
I don't understand why we should break this system and replace it with something worse
don't forget that this isnt been replacing scorev1. At least not in its current stage. Before this even happens (and the concerned appliance on kantans and futsuus), it will need to undergo plenty of revision first, like we do here. right now it is oriented for top level play and doesnt account lower difficulties perfectly just yet. So that is still open for debate how this system can be applied without breaking all kantans and futsuus altogether.
yes, it gives you more accuracy score. read the quote reply above concerning how scorev2 separates score into an accuracy and combo portion.
Loctav wrote:whenever you hit a D only with one red key, you get a forced 100 (without the x4 bonus) and break combo like a sliderbreak, but you don't miss. This still accounts for actually hitting something, but seem to punish you with sliderbreaking and ignoring the double hit mechanic. I like that more than what it is now, tbh and I will try to bring that forward instead.combobreak vs miss on a finisher from not using both keys... correct me if i'm wrong but does this change anything apart from giving you an S rank instead of an A assuming FC on the rest of this map? because if not, then it's doing nothing meaningful to the score apart from the extra points you got from getting a 100 vs a miss, which is negligible.
if anything it should be more like missing a slider end in standard, but since taiko isn't combo-based like standard is you can't really draw that comparison. i still think a score drop is enough, even a more harsh score drop as you are implying, but i don't think you should break combo from missing a finisher.
the score difference won't be that huge anymore as the accuracy portion won't be that much affected.
Loctav wrote:I also have considered to suggest altering the way finishers work, Garpo came up with the idea of making them work a bit different, as in: whenever you hit a D only with one red key, you get a forced 100 (without the x4 bonus) and break combo like a sliderbreak, but you don't miss. This still accounts for actually hitting something, but seem to punish you with sliderbreaking and ignoring the double hit mechanic. I like that more than what it is now, tbh and I will try to bring that forward instead.That's better but breaking the combo is still unfair. There will be already a huge score difference. The bonus points should be high I agree, but combo break? Not really because jackhammering doesn't exist in Taiko and yet you are trying to create (or force people to do it) this thing (for index finger players like me as an example). If you are trying to make Taiko similiar to Mania, just delete this "combo" thing, and everything will be fine.
@tasha (too lazy to remove the boxes lol)
I don't see how making the finishers work like this (or even in the nerfed variation) slims the options in gimmick maps. if anything, it makes the map selection in world cups just different. And yes, I plan to make next one quite some tiers harder than before.
Also keep in mind that HP isnt drained properly right now. I didn't explain the way it was supposed to be sufficiently and therefore it is like triple too harsh than it should be. So do not judge upon that just yet, ok? A fix is already in the pipes and just needs to be thrown out.