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Small bonus with selection of SuddenDeath [Denied]

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
Topic Starter
Elit3noob
Having recently got a new computer, and I have started to start playing a lot of osu! again, I'm starting to get adapted to the new way my mouse is moving in osu!. Going back to my old scores, I want to try to imporve a bit more and gain a slighter higher ranking. But the difficulty increase mods (other than Hardrock) are way too hard for me for most beatmaps :( . I figured that about 99% of the time I don't miss a note, and there is the option- SuddenDeath. But it doesn't give me a score bonus multiplier.

So I'm thinking: If you complete a beatmap with no misses, and you have the SuddenDeath diff. increase on, then you get a score multiplier.. or something like that :oops:
Winshley
Disagree.

Achieving full combo itself already gives you a bunch of scores. Plus, other than missing a note makes you fail, the gameplay itself doesn't really change unlike other mods (and the multipliers are justified properly according to the difficulty of the mod itself):
- HardRock: You have to aim and time a lot more accurate than the usual beatmap settings, plus all the notes are flipped vertically.
- DoubleTime: You have to react 1.5× faster than usual. This includes your timing accuracy as well.
- Hidden: You have to use some brain power to memorize the next notes in advance.
- Flashlight: You have to use a lot more brain power to memorize ALL notes especially if you're aiming for full combo.

I personally am a SuddenDeath player myself though. 100% of my beatmap records have that mod. I only used that mod since it's very useful for me to get SS right away without getting S or lower beforehand (like: when I play a beatmap and happened to get 100 or lower, I'll continue on and then intentionally missing the very last note so that it won't reduce my accuracy just because I will only scored S or lower later on)
Topic Starter
Elit3noob

Winshley wrote:

I personally am a SuddenDeath player myself though. 100% of my beatmap records have that mod. I only used that mod since it's very useful for me to get SS right away without getting S or lower beforehand (like: when I play a beatmap and happened to get 100 or lower, I'll continue on and then intentionally missing the very last note so that it won't reduce my accuracy just because I will only scored S or lower later on)

The rest of what you said I agree because you are awesome at osu!. But with this quote, you pushed yourself by using SuddenDeath to achieve much more SS ranks than S. So there should be a bonus nevertheless if the player is a n00b or legendary at osu! for pushing themselves for achieving a very high rank on a beatmap.
Aoko
Hm, it could be a good idea. But, I quite disagree as well. I agree with Winshley. Even if we had this feature on, it won't be super useful on the fact that it just helps us go back to the start of the song when we get a miss lol. Anyway, I still hope it has a add on score as well. Even .05 xD
Winshley

Elit3noob wrote:

The rest of what you said I agree because you are awesome at osu!. But with this quote, you pushed yourself by using SuddenDeath to achieve much more SS ranks than S. So there should be a bonus nevertheless if the player is a n00b or legendary at osu! for pushing themselves for achieving a very high rank on a beatmap.
No, I pushed myself because I wanted to, and that's completely optional thing. Also, is FC-ing with and without the mod any different? In the end, you have to play a lot for both cases anyway. The scoring is already as good as it already is, and any scoring changes affects a lot even if it's just 1 point difference (and if that happens, I would either demand on the score adjustments, or just play it again. Isn't that making things worse?).

How I used the mod is just a matter of preference. It doesn't have anything to do with this.

I won't call myself awesome because I can't even play any Insane maps. :P
Frizz
SuddenDeath doesn't make gameplay much more difficult. As Winshley said, there's no difference FC-ing with or without SuddenDeath.
peppy
This would be silly.
Jinxy
Sudden Death makes gameplay more difficult because you get way too nervous with it on
Just kidding. For anyone who actually thinks it's a legit point, it doesn't apply that difficulty to everyone, someone who is highly focused can get through it without any problem.
Mercurial
ShaggoN, taNa, SiLviA, osuplayer111, SunnyMario, rEdo, estel

CTB, meh.

Disagree.
Kei
I don't agree with this. I see Sudden Death like a way to only avoid pressing Esc -> Retry constantly just after missing a note.
Aoko

Kei wrote:

I don't agree with this. I see Sudden Death like a way to only avoid pressing Esc -> Retry constantly just after missing a note.
True enough. ♫
oh loving you

Winshley wrote:

Disagree.

Achieving full combo itself already gives you a bunch of scores. Plus, other than missing a note makes you fail, the gameplay itself doesn't really change unlike other mods (and the multipliers are justified properly according to the difficulty of the mod itself):
- HardRock: You have to aim and time a lot more accurate than the usual beatmap settings, plus all the notes are flipped vertically.
- DoubleTime: You have to react 1.5× faster than usual. This includes your timing accuracy as well.
- Hidden: You have to use some brain power to memorize the next notes in advance.
- Flashlight: You have to use a lot more brain power to memorize ALL notes especially if you're aiming for full combo.

I personally am a SuddenDeath player myself though. 100% of my beatmap records have that mod. I only used that mod since it's very useful for me to get SS right away without getting S or lower beforehand (like: when I play a beatmap and happened to get 100 or lower, I'll continue on and then intentionally missing the very last note so that it won't reduce my accuracy just because I will only scored S or lower later on)
Missing a note and fail does AFFECT the gameplay. It increase the amount of playtime for very hard maps and not all high rankers use that Sudden Death for a FC and AVOID using it. Some people got Top Ranks without a full combo.

Winshley wrote:

is FC-ing with and without the mod any different? In the end, you have to play a lot for both cases anyway.
Yes, there is no different. But you have to play a LOT more with Sudden Death mod on difficult map. Let go the easy maps, but in insane maps, some people who got top rank WITHOUT FC wouldn't try any harder as their primary aim is to get only top ranks.

Yeah, i might be missing a point or something. But it's just my point of view and wanted to give everybody a piece of my mind. I believe that Sudden Death does increase the difficulty or might as well just insert it to "special" mod selector category...

Winshley

oh loving you wrote:

Missing a note and fail does AFFECT the gameplay. It increase the amount of playtime for very hard maps and not all high rankers use that Sudden Death for a FC and AVOID using it. Some people got Top Ranks without a full combo.
You got me wrong about that part. What I meant about "affecting the gameplay" is that you have to alter the way to play the beatmap differently from what it is originally mapped, especially HardRock mod (you have to play with smaller circle size and vertically-flipped notes, from what it's originally mapped) and DoubleTime mod (you have to play 1.5× faster).

Compared to those mods, SuddenDeath doesn't change the overall beatmap design (not even once), other than missing note. The changes of the beatmap design are what I mean by affecting gameplay.

If you're comparing about gameplay to pass beatmap with and without achieving full combo, your arguments are invalid.

oh loving you wrote:

But you have to play a LOT more with Sudden Death mod on difficult map. Let go the easy maps, but in insane maps, some people who got top rank WITHOUT FC wouldn't try any harder as their primary aim is to get only top ranks.
Again, the point of the mod is to achieve full combo. If you're only comparing passing beatmap with and without achieving full combo, your arguments are invalid.
oh loving you

Winshley wrote:

You got me wrong about that part. What I meant about "affecting the gameplay" is that you have to alter the way to play the beatmap differently from what it is originally mapped, especially HardRock mod (you have to play with smaller circle size and vertically-flipped notes, from what it's originally mapped) and DoubleTime mod (you have to play 1.5× faster).

Compared to those mods, SuddenDeath doesn't change the overall beatmap design (not even once), other than missing note. The changes of the beatmap design are what I mean by affecting gameplay.

If you're comparing about gameplay to pass beatmap with and without achieving full combo, your arguments are invalid.
If it's like that.. U shouldn't use the word "game play"? i mean, your definition of game play is more like the size of the notes and speed the the beatmap BUT game play is a coverage of everything, from the moment u start the beatmap till the end of it. AND your argument of my argument is invalid~

Winshley wrote:

Again, the point of the mod is to achieve full combo. If you're only comparing passing beatmap with and without achieving full combo, your arguments are invalid.
It's sounded like your argument are so damn personal that you can't accept people's point of view. Your ignoring everything that i said.
Winshley

oh loving you wrote:

If it's like that.. U shouldn't use the word "game play"? i mean, your definition of game play is more like the size of the notes and speed the the beatmap BUT game play is a coverage of everything, from the moment u start the beatmap till the end of it. AND your argument of my argument is invalid~
If that sounded rude to you, I apologize. I never meant myself that way.

The problem is: how your argument helps in making SuddenDeath mod able to provide the "small" bonus score. Remember that this thread is about discussing the bonus, not about our opinion for the term "gameplay". I used the term "gameplay" because I can't find any better word(s) than that. This is what I'm trying to explain to you.

You should have directed our opinion via PM instead of this thread, as you're trying to derail into off-topic.
Louis Cyphre
make no video mod like light mod, which discreases score by 0,01x.
same with sudden death. It's just ridiculous
oh loving you

Winshley wrote:

oh loving you wrote:

If it's like that.. U shouldn't use the word "game play"? i mean, your definition of game play is more like the size of the notes and speed the the beatmap BUT game play is a coverage of everything, from the moment u start the beatmap till the end of it. AND your argument of my argument is invalid~
If that sounded rude to you, I apologize. I never meant myself that way.

The problem is: how your argument helps in making SuddenDeath mod able to provide the "small" bonus score. Remember that this thread is about discussing the bonus, not about our opinion for the term "gameplay". I used the term "gameplay" because I can't find any better word(s) than that. This is what I'm trying to explain to you.

You should have directed our opinion via PM instead of this thread, as you're trying to derail into off-topic.
Indeed, when you said that my argument was invalid. It was RUDE.

I am not trying to derail into off-topic. As i am gonna REMIND u, your earlier posts said that the reason why SuddenDeath don affect the Gameplay and my first post giving a reason that Suddendeath does affect the gameplay and increase the difficult of it. Then your next post was saying bonus mod should have a Gameplay like this and that which is sort of like nothing related to what i am trying to say. Next, i gave a post of "normally how we look of the term Gameplay" to you. By the way, all of this is relevant to the topic. Don't make me draw a mind graph.

In matter of fact, I never said that sudden death deserve bonus and I agree that it shouldn't get a bonus. But i cannot accept the statement that the earlier posts stated that Sudden Death DOESN'T affect, "zero percent", completely doesn't affect the gameplay or increasing the difficulty at all and i am trying to prove this few statement:

1.SD mode is NOT ONLY about full combo but failing people who can't get full combo.
2.SD mode is does INCREASE the DIFFICULTY of a beatmap in ways.
( All of this is still IN-TOPIC as i am arguing your statement of rejecting the small bonus )

Lol, if you said something like SD mode does increase the difficulty of a beatmap but doesn't increase the difficulty to a level of needing the bonus. I would look at your post in a much different way. Anyway, PEACE. I don want to look at this topic anymore!
Louis Cyphre
2.SD mode is does INCREASE the DIFFICULTY of a beatmap in ways.
And how SD mode can increase the DIFFICULTY of map?
Yuzeyun

Louis Cyphre wrote:

2.SD mode is does INCREASE the DIFFICULTY of a beatmap in ways.
And how SD mode can increase the DIFFICULTY of map?
Do you know any SD players that have passed Mad Machine with this mod ?
I am talking about the champion diff
Louis Cyphre
Do you know any SD players that have passed Mad Machine with this mod ?
I don't know. And what?
Yuzeyun
I don't either, but the challenge given by this mod virtually increases the difficulty (being stressed as you're forced to fc - this means no s-breaks or misses) so somewhere you're right.

Actually, 1 out of... 500 players use that mod pretty much. I know my exmple was bad, but that map has a curiosity - this will be never fc'd easily in taiko :P
KamiSama007_old
I totally agree with this! there should be a point bonus for that mod XD
Yuzeyun
It's denied...
KamiSama007_old
sry couldn't delete the msg ^^"
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