Purpose of thread:
The purpose of this thread is to facilitate discussion about note locking so that a viable solution can be agreed upon and presented to Peppy as a possible implementation.
Guideline:
Posts that comment on possible solutions, give new solution, or point out errors are allowed.
Think of these factors when posting (not exclusive):
Right now if each note was 60 ms away and the hit window was 140 ms wide, then each note has an overlapping window of 45 ms. If you do not hit the 1st note, then the 2nd note would only have 80 ms hit window. Even if the 2nd note is hit at exact time, subsequent notes are not considered to be hit, resulting in a series of misses.
As such note locking penalizes the player with a possible fail of the whole map when only one note has been missed. Note locking also prevents feedback given to the player. When a series of notes are missed due to note locking, the player cannot determine which of the notes have been pressed or missed.
Current list of solutions:
Solution 1
Get rid of overlaps, and make score 300 window relatively smaller.
The problem with this solution is that note density of the map can affect actual OD.
Even if the map had OD10, notes that use this solution would have a smaller score 300 hit window. Mappers may take advantage of this to artificially inflate OD leading to higher pp maps. This also means streams will be more weighted than before.
Solution 2
Get rid of overlaps, and make score 300 window absolute value. For example, OD10 score 300 window is 39 ms. This will stay the same even with the solution implemented. The score 50 window or score 100 window will be cut off.
The problem with this solution is that it increases proportion of 300 window. While OD is not affected, streams are less likely to have 100s and 50s than before. This may make streams more underweighted than before.
Solution 3
If you have note 1, 2, and 3, hitting note 2 before note 1 is valid (not miss or combobreak). However, hitting the notes in wrong order creates an accuracy penalty that allows score 100 at maximum.
The problem with this solution is the possibility that a player can take advantage of this mechanism to make the map easier. On a map that has jumps back and forth, the intention is to make the cursor go back and forth. Instead, the player can click notes two times on each side having to move the cursor only once (like hitting two doubles).
Solution 4
(from Endaris. refer to p/5434427 for full explanation)
Make hit window for each OD smaller in general. Hit window for 100 and 50 is very lenient, decreasing very little compared to hit window for 300. Making hit window for 100 and 50 smaller on high OD would reduce note locking considerably.
One problem with this solution is that eventually note locking becomes an issue again at higher BPM. Reducing 50s area from current 100 ms to 70 ms would eliminate note locking of streams up to 190 BPM. However, higher BPM streams would be affected. It is likely that this solution will be presented in conjunction with one of the other solutions.
Solution 5
(from Fleimi)
Notelocking only occurs from combo to combo. Example scenario:
Stream = 1 2 3 4 1 2 3 4
You can hit notes in both combos in whichever order you prefer eg. 2 1 3 4 and 3 2 1 4, provided that the hitwindows of the notes are active. However, you can't hit a note in a new combo until you have cleared the previous combo or their hitwindows have expired, so an order of 1 2 3 1 4 2 3 4 isn't allowed. This way combos have a gameplay element as well. Normal accuracy rules still apply. Given the way streams are usually mapped, with 4, 8 or 16 note combos, this gives plenty of occasions to recover even if you misaim a stream.
Solution 6
(from Full Tablet)
In the case where a note is missed because the player completely ignored hitting the key, and the timing window of the ignored note overlaps the perfect timing time of the next note, the next note would be registered as being hit late (which is not a problem, since that occurring means the player effectively ignored the first note and then pressed the next note late).
Mistiming can be solved using solution 1, 2, or 3.
The purpose of this thread is to facilitate discussion about note locking so that a viable solution can be agreed upon and presented to Peppy as a possible implementation.
Guideline:
Posts that comment on possible solutions, give new solution, or point out errors are allowed.
Think of these factors when posting (not exclusive):
- does the solution abide with the intention of the mapper?
- does the solution provide player appropriate feedback?
- can the solution be taken advantage of?
- what are the possible effects of solution on performance point weighting?
Right now if each note was 60 ms away and the hit window was 140 ms wide, then each note has an overlapping window of 45 ms. If you do not hit the 1st note, then the 2nd note would only have 80 ms hit window. Even if the 2nd note is hit at exact time, subsequent notes are not considered to be hit, resulting in a series of misses.
As such note locking penalizes the player with a possible fail of the whole map when only one note has been missed. Note locking also prevents feedback given to the player. When a series of notes are missed due to note locking, the player cannot determine which of the notes have been pressed or missed.
Current list of solutions:
Solution 1
Get rid of overlaps, and make score 300 window relatively smaller.
The problem with this solution is that note density of the map can affect actual OD.
Even if the map had OD10, notes that use this solution would have a smaller score 300 hit window. Mappers may take advantage of this to artificially inflate OD leading to higher pp maps. This also means streams will be more weighted than before.
Solution 2
Get rid of overlaps, and make score 300 window absolute value. For example, OD10 score 300 window is 39 ms. This will stay the same even with the solution implemented. The score 50 window or score 100 window will be cut off.
The problem with this solution is that it increases proportion of 300 window. While OD is not affected, streams are less likely to have 100s and 50s than before. This may make streams more underweighted than before.
Solution 3
If you have note 1, 2, and 3, hitting note 2 before note 1 is valid (not miss or combobreak). However, hitting the notes in wrong order creates an accuracy penalty that allows score 100 at maximum.
The problem with this solution is the possibility that a player can take advantage of this mechanism to make the map easier. On a map that has jumps back and forth, the intention is to make the cursor go back and forth. Instead, the player can click notes two times on each side having to move the cursor only once (like hitting two doubles).
Solution 4
(from Endaris. refer to p/5434427 for full explanation)
Make hit window for each OD smaller in general. Hit window for 100 and 50 is very lenient, decreasing very little compared to hit window for 300. Making hit window for 100 and 50 smaller on high OD would reduce note locking considerably.
One problem with this solution is that eventually note locking becomes an issue again at higher BPM. Reducing 50s area from current 100 ms to 70 ms would eliminate note locking of streams up to 190 BPM. However, higher BPM streams would be affected. It is likely that this solution will be presented in conjunction with one of the other solutions.
Solution 5
(from Fleimi)
Notelocking only occurs from combo to combo. Example scenario:
Stream = 1 2 3 4 1 2 3 4
You can hit notes in both combos in whichever order you prefer eg. 2 1 3 4 and 3 2 1 4, provided that the hitwindows of the notes are active. However, you can't hit a note in a new combo until you have cleared the previous combo or their hitwindows have expired, so an order of 1 2 3 1 4 2 3 4 isn't allowed. This way combos have a gameplay element as well. Normal accuracy rules still apply. Given the way streams are usually mapped, with 4, 8 or 16 note combos, this gives plenty of occasions to recover even if you misaim a stream.
Solution 6
(from Full Tablet)
- When the player hits a key within the timing window (including the "early miss" timing window) of the circle, but the cursor is not aiming the current circle, instead of making it as if the circle wasn't interacted with at all, make it instantly miss, unlocking the next note.
- A variant of this would be adding a "misaim miss" area surrounding circles that gives you a miss in the circle regardless of timing as long as you hit them in their timing window. This area should be big enough to include the distance between circles in a jumpstream.
In the case where a note is missed because the player completely ignored hitting the key, and the timing window of the ignored note overlaps the perfect timing time of the next note, the next note would be registered as being hit late (which is not a problem, since that occurring means the player effectively ignored the first note and then pressed the next note late).
Mistiming can be solved using solution 1, 2, or 3.