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posted
A little later than I wanted, here are some of the proposals for the RC changes I brought up for discussion a while ago.

The following changes provide a definition for basic dashes/HDashes, concept which is already used in the RC, and also regulate dash and HDash usage in terms of (1) what are the conditions allowing their usage in each diff and (2) what conditions are required to allow their consecutive usage, each aspect being presented in a different section. Some rules and guidelines are split into various parts, which may be covered under different sections.

0) New definitions and guideline change

1) The following definitions are added to the glossary:
  1. Basic dash/hyperdash: Any dash or hyperdash whose time between fruits is at least twice the time required to allow dashes or hyperdashes, respectively. As an example, a hyperdash between objects separated by 250 ms in a Platter classifies as a basic hyperdash.
  2. Higher snapped dash/hyperdash: Any dash or hyperdash that doesn’t meet the requirement to be a basic one, i.e. the time between the objects is less than the threshold to be classified as basic.
  3. Walk: Any distance between two objects where no dash is needed to catch both.


2) The following guideline:
  1. Dashes and hyperdashes should not be used when the destination of the dash is located near the left or right border of the play field. This creates an uncomfortable movement as the catcher is forcibly stopped upon reaching the border of the playfield. Try to leave at least 16 osupixels of space between the end point of the dash and the border of the play field, respectively at x:16 or x:496 at most.


Replaces:
  1. Hyperdashes should not be used when the destination of the dash is located near the left or right border of the play field. This creates an uncomfortable movement as the catcher is forcibly stopped upon reaching the border of the playfield. Try to leave at least 16 osupixels of space between the end point of the dash and the border of the play field, respectively at x:16 or x:496 at most.

1) Conditions required to allow usage of dashes/HDashes

Salad

1) The following rules:
  1. Hyperdashes of any kind are disallowed. This is to ensure a manageable step in difficulty for novice players.
  2. Dashes may be used if the time between the ticks of the desired snapping is 125ms or higher. As an example, 1/3 dashes would be allowed at 160 BPM and below, whereas 1/4 dashes would be allowed at 120 BPM and below.


Replace (partially):
  1. Hyperdashes of any kind are disallowed. This is to ensure a manageable step in difficulty for novice players. Difficulties may make use of basic (1/1, 1/2) regular dashing, although no type of dash can be used more than twice consecutively.
  2. Higher snapped dashes may be used singularly (not in conjunction with other dashes) if the time between the ticks of the desired snapping is 125ms or higher. As an example, 1/3 dashes would be allowed under 160 BPM whereas 1/4 dashes would be allowed under 120 BPM.


2) The following guideline is added:
  1. All distances should be clear on whether they require the player to walk or dash. This is to ensure that players can easily recognize patterns that require dashing.


Platter

1) The following rules:
  1. Hyperdashes may be used if the time between the ticks of the desired snapping is 125ms or higher. As an example, 1/3 hyperdashes would be allowed at 160 BPM and below, whereas 1/4 hyperdashes would be allowed under 120 BPM.
  2. Hyperdashes must not be followed by antiflow patterns.


Replace (partially):
  1. Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers (e.g. with a distance snap of 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used.
  2. Higher snapped hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the time between the ticks of the desired snapping is 125ms or higher. As an example, 1/3 hyperdashes would be allowed under 160 BPM whereas 1/4 hyperdashes would be allowed under 120 BPM.


2) The following guideline:
  1. Strong hyperdashes should not be used. For basic hyperdashes, a limit of 1.5x above the trigger distance is recommended. For higher snapped hyperdashes, a limit of 1.3x is recommended instead.


Replaces (partially):
  1. Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers (e.g. with a distance snap of 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used.


3) The following rule is added:
  1. Dashes may be used if the time between the ticks of the desired snapping is 62ms or higher. As an example, 1/6 dashes would be allowed at 160 BPM and below, whereas 1/8 dashes would be allowed at 120 BPM and below.


4) The following guideline is added:
  1. All distances should be clear on whether they require the player to walk or dash. This is to ensure that players can easily recognize patterns that require dashing.


Rain

1) The following rule:
  1. Hyperdashes may be used if the time between the ticks of the desired snapping is 62ms or higher. As an example, 1/6 hyperdashes would be allowed at 160 BPM and below, whereas 1/8 hyperdashes would be allowed at 120 BPM and below.


Replaces (partially):
  1. More complex hyperdashes (1/3, 1/4) may begin to appear, but no type of hyperdash can be used between more than four consecutive objects. Additionally, hyperdashes of different beat snap (1/2, 1/4, etc.) must not be used between consecutive objects.
  2. Higher snapped hyperdashes may be used singularily, if the time between the ticks of the desired snapping is 62ms or higher. As an example, 1/6 hyperdashes would be allowed under 160 BPM whereas 1/8 hyperdashes would be allowed under 120 BPM.

2) Conditions required to allow consecutive usage of dashes/HDashes

Salad

1) The following rules:
  1. Basic dashes can't be used more than two times between consecutive fruits. If higher snapped dashes are used, they must be used singularly (not in conjunction with other dashes)
  2. Dashes of different beat snap (1/2, 1/4, etc.) must not be used between consecutive fruits.


Replace (partially):
  1. Hyperdashes of any kind are disallowed. This is to ensure a manageable step in difficulty for novice players. Difficulties may make use of basic (1/1, 1/2) regular dashing, although no type of dash can be used more than twice consecutively.


Platter

1) The following rules:
  1. Basic hyperdashes can't be used more than two times between consecutive fruits. If higher snapped hyperdashes are used, they must be used singularly (not in conjunction with other hyperdashes or dashes)
  2. Hyperdashes of different beat snap (1/2, 1/4, etc.) must not be used between consecutive fruits.


Replace (partially):
  1. Basic hyperdashes (1/1, 1/2) may begin to appear, but must not be used in conjunction with each other. Platters should serve as an introduction to hyperdashing, meaning strong hypers (e.g. with a distance snap of 1.5x above the trigger distance) and hypers combined with antiflow patterns must not be used.
  2. Higher snapped hyperdashes may be used singularly (not in conjunction with other dashes or hyperdashes) if the time between the ticks of the desired snapping is 125ms or higher. As an example, 1/3 hyperdashes would be allowed under 160 BPM whereas 1/4 hyperdashes would be allowed under 120 BPM.


2) The following rule is added:
  1. Basic dashes can't be used more than four times between consecutive fruits. Higher snapped dashes can be used up to two times between consecutive fruits, provided there isn't a direction change between them.


Rain

1) The following rules:
  1. Basic hyperdashes can't be used more than four times between consecutive fruits. If higher snapped hyperdashes are used, they must be used singularly (not in conjunction with other hyperdashes or dashes)
  2. Hyperdashes of different beat snap (1/2, 1/4, etc.) must not be used between consecutive fruits.


Replace (partially):
  1. More complex hyperdashes (1/3, 1/4) may begin to appear, but no type of hyperdash can be used between more than four consecutive objects. Additionally, hyperdashes of different beat snap (1/2, 1/4, etc.) must not be used between consecutive objects.
  2. Higher snapped hyperdashes may be used singularly, if the time between the ticks of the desired snapping is 62ms or higher. As an example, 1/6 hyperdashes would be allowed under 160 BPM whereas 1/8 hyperdashes would be allowed under 120 BPM.

Discussion for these proposed rule changes will be open for two weeks, ending at 23:59 UTC+0, Tuesday the 17th of April. If there are no open discussions that warrant revision by this point, the proposal will be amended into the Ranking Criteria with immediate effect. Therefore, if you have questions, concerns, or ideas for further improvement, please continue to discuss them here over the next two weeks.
posted
Only had a question about the antiflow HDash thing in Platter (when the other rule is not concluded yet):

So is it acceptable that antiflow right after an HDash? For example, (two horizontal 1/2 sliders)
......o
......
....o
................o
..................
.................o

or another example, consecutive 1/1 reverse HDash for once, as the other change tries to allow one consecutive 1/1 HDash?
posted
I just noticed a mistake in the proposal, which has been fixed. The antiflow after HDashes thing in Platter was listed under guidelines, whereas this proposal keeps them as a rule as the current RC. Discussion on whether to move them to a guideline or not is undergoing on the following separate thread: t/725256
posted
Two points I want to make:

On platter, I really feel as if higher snapped HDashes not being used should be a rule, not a guideline, as 1.5x is already super lenient compared to how I feel it should be really, making it a guideline isn't necessary because there should never be any reason for a mapper to go even higher than that in this difficulty.

Also on platter, higher snapped dashes not being allowed to be used consecutively gets rid of a lot of creative patterns that can be used (Such as places in a stream where you hold dash for 2 or 3 notes), which are fine to play for a platter player, whereas I think this rule is being made to challenge higher snapped dashes having direction changes. May be best to change this to compensate for dash streams without direction changes?

That's all for now I think.
posted
Given that enough time has passed, I'll say that a majority agreement was reached. What we agreed after revising MBomb comments:

1) It is not considered necessary to move the guideline to rules. A guideline should still be enforced in almost all cases, and any obviously excessive or inappropiate HDash strength can get ironed while modding, veto'ed or caught during Qualified status by any user, including the QAH and the QAT.

2) Consecutive higher snapped dashes will be allowed in Platters, given the condition that no direction change occurs between them (as indicated by MBomb) and that you don't have more than 2 dashes in a row. This would be included as following:
Basic dashes can't be used more than four times between consecutive fruits. Higher snapped dashes can be used up to two times between consecutive fruits, provided there isn't a direction change between them.

This change has been updated in the initial post.

Given that this is a shorter revision, discussion will be open until Saturday the 2nd of June at 23:59 UTC+0.. If there are no open discussions that warrant revision by this point, the proposal will be amended into the Ranking Criteria with immediate effect. Therefore, if you have questions, concerns, or ideas for further improvement, please continue to discuss them here.
posted
merged
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