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posted

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.
posted
I was just saying what changing finishers would imply.

About the HR:



Might give some trouble to people who were used to the old HR
posted

babysnakes wrote:

About the HR:
Well spotted, thanks. A patch for it is currently being reviewed.
posted
By the way, the health bar flashes full for a couple of times until the map actually starts.
posted
i like how apparently hardware issues aren't a problem for finishers

just throwing that here
posted
Even though the new finishers might impact those with hardware issues, you're doing it properly for tournament play... But achieving the complete opposite on normal plays.
posted
so i played around with hr scorev2 on a 2002 note map (all circles, has big notes) and i lost points upon getting 100s and misses

is this intended behaviour
posted
yes
posted
at least it has the merit of being a very concise answer LOL

edit:

smoogipooo 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.
bolded the one thing that confuses me


map has 114 finishers, around 900 combo i get ~500 score for a normal note and ~860 for a big note. assuming 3x (we're close to 120 after all), we're at ~360, which is 120 per note. does that mean the note value is originally 120?

also i made a joke map with only one D to test and had 3 million score somehow, which is weird for a map with much less than 30 finishers. should it be 10 million in this case?
posted
I'm not at all a fan of the reduced scroll speed for HR. Being able to play 260+ bpm, as HR currently is, is immensely satisfying and takes a great deal of practice to master. As I've been playing with scorev2, 280bpm is a total joke to read. Most of the difficulty of the mod -- and, to my mind, all of its charm and fun -- comes from the significantly increased scroll speed. I can understand if a change were implemented that would make higher bpms more readable (say, tapering off scroll speed as bpm increased) but the scroll speed on lower bpm stuff is, to my eyes, slow enough as to be unreadable. That isn't Hard Rock. I have absolutely no interest in seeing any change in the mod, and the only concession I'd be willing to make would be the parenthetical one above. Don't turn HR into "nomod with extra OD."

Edit: Hmm, seems that this is being addressed! Thank you!
posted
Thanks all for your comments on HR. This was a bug and has now been fixed on Beta/Cutting Edge.
posted
The cap should be 1 million in any case. I think something in the calculation is not working as intended, especially since the finisher changes.
posted
Fixed!
posted
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.
posted
Seconding the above post.
posted
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:
posted
Fixed.
posted
Definitely YES For me :)

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

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?
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