Do you have statistics on that?Arrival wrote:
I mean do you guys ACTUALLY looked at what this "MASSIVE" "HUGE" "DRASTIC" modification changes on gameplay ? Well, nearly nothing. Nearly everyone hits sliders / spinners / finishers now, so giving them importance will be only a better thing. If you like taiko now, you'll like it on Score v2. If you hate it now, then you'll hate it on score v2 too.
That's like saying none plays converts and here is n1doking...
The concerns voiced regarding drumroll- and spinnerusage in mapping and how they would play out in the new context can't just be breezed off without thinking.
I for example often like to hit drumrolls with some custom rhythm I deem fitting when I have the impression that spamming all the ticks through doesn't fit the song in that place. And based on how drumrolls used to work maybe this is even what the mapper intended?
The same goes for the selected HP value as well so you should at least take a careful look instead of saying "nah, everything's fine because literally nothing changes". That's definitely wrong because things do change even if they actually end up being fine.
As far as I understood it, the intention of Taiko score v2 is to create a scoring system that is easier to understand for the clueless viewer and as such we get the analogies with 1m score and health to the other modes.
I'm not sure if the current setup is a success because as already mentioned, the mechanic of gaining score is less transparent with the arbitrary cap and the unknown scaling of combo- and accuracyscore which is also impossible to tell apart from each other. I think the possibility of losing score does not really make a scoring system easier to understand either.
I think I can just repeat my already voiced opinion here: The Taiko v1 scoring system is fairly straightforward, easy to understand and does a good job overall. I don't see a value in changing it to some weird values with new calculations just to have the same number as in the other modes when you lose some significant bits on the way that the other scoring systems (specifically std+ctb v1) never offered.
The premise of making all elements contribute to the score meaningfully is good from a viewing perspective though. I don't think the intended mechanics for the elements are suited to make their way into regular Taiko as they are now but for a tournament - why not? There have already been quite some comments on the finisher-mechanic though but it looks like you have an eye on it already. Same for notelock.
Health is just...meh. Taiko is not balanced around it like that. I see how the healthsystem of the other modes is easier to understand for a novice but I really don't think that this small benefit outweighs the balancing of the health and potential player or team deaths. Especially considering that Loctav wants to have the pool being significantly harder than last years...while it may be interesting from a competitive perspective as mentioned by Tasha such stuff is absolutely awful to watch when it ends up happening and most importantly - the team/player that dies on a spike with the new system would have lost the map in 99% of cases anyway! The major difference is that it feels worse and less "gg".