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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +41
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posted

theowest wrote:

yoyomster wrote:

I wonder what the purpose of hidden really is: learning to read fading hitcircles or learning to follow the flow of the music WITHOUT reading any circles.
If it's the latter, I think this can help improving it.
both
I have to call BS on that. The reading of the timing from fading circles is definitely not part of the purpose or design, it's just an emergent feature that happens to be an accepted way to cheat knowing how to play the map from the music alone, without timing information (which is fine). That really can't be part of the design, because that's the part that makes hidden become much easier with harder maps (so much so that sometimes hidden makes maps easier than without it).

So I really think that it's a serious consideration on whether there should be better signaling on the timing for the first circle of those songs where the map begins on the first audible note. After all, bands don't typically turn around and watch the drummer's hands so they can time their first note to the first drum hit. Beats are laid out... someone will count or one of the instruments will lead off and the others will join. In the recording studio, headphones are used with prerecorded tracks to play against or a metronome. So I don't see why osu players shouldn't get the beat laid out as well... certainly better than using the small, out of the way, lead time meter or timing from the disappearance of the circle, both of which almost never match the beat and thus just throw me off for the second and third notes because of the jerk and the offset. Because really, I'd rather play to the music's beat than sync to a timing that's offset and different from it.

That said, I don't think that showing an approach circle is the way to go. All that's really needed is to get the beat laid out for the tracks that need it, and that could just as well be done with the countdown or a metronome effect (either audible or visual in the background (eg a sweeping meter like the current lead in meter, but larger and centered in the play area so you don't have to look away for it)). Just give people the beat before the first note and let them count in their head for the first note.
posted
^
Brilliant, getting a beat to listen to would be the best thing, I agree.
posted
It seems that nobody read my last post, you really should learn to read all people's opinion, as I do. If you can't hit the first note well in a map in HD because there's no lead-in music, tell the mapper in the map's thread, don't complain of this as if it was an issue given by the mod.

Oblimix wrote:

Avoiding flaws and implying people aren't good players or need training, because they'd rather avoid the "fake difficulty"; it's pretty apparent you're scared of change.
Not scared, I'd feel offended as a HD player, it'd be like throwing my own effort and hours (minutes for me) of practicing the skill needed to the junkyard if something like what you ask for is added. Read my first paragraph again.

Also:

DakeDekaane wrote:

If you get mad for getting a 100 in the first note a lot of times while retrying, then keep retrying, play the song without HD at least once to "memorize", or don't use it at all.
I add 50/miss next to the 100

I'm so tempted to bring another mods here, but I won't. As far as I can see, you are annoyed for the amount of retries you do for hitting correctly the first note, that's a nice way to unlock the playcount achievements! something like showing a way to the first note it's pointless as there are stacks, and objects hidden by hitbursts. I still get annoyed by that, but I won't ask for making approach circles for those elements, I can live with it. What I recommend you is ask for an alternative mod to Hidden, as NC is for DT and PF is for SD, but I don't have any idea of how could it be, I left that to you.
posted
can i just deny this now? or do you all wanna discuss this some more ._.
posted

deadbeat wrote:

can i just deny this now? or do you all wanna discuss this some more ._.
Please do that finally. The topic of this thread is just a joke. A big, fat, unfunny joke.
posted
i feel a lot better now.

anyway. there is enough reasoning in this thread to deny this. if you want to know why, read page 4. page 4 had pretty much the accurate reason for denying this :p
posted
[invalid]
Sad... Very sad...
posted
yeeeeeeees finally.
woo.

Not sure what peppy or the devs really thinks about this though.
posted
This shouldn't get implemented. The hidden mod , like all the other mods are to show off you skills.
How it would be that hard rock would have the 1st bead in normal sise , or double time in normal time the first 10 secconds, or flashlisht would be full screen the 1st 5 secconds , pls no , this its supposed to show how good your skills are , not to make easyer get score
posted
it won't be implemented, all ready denied
posted

deadbeat wrote:

i feel a lot better now.

anyway. there is enough reasoning in this thread to deny this. if you want to know why, read page 4. page 4 had pretty much the accurate reason for denying this :p
Actually, that reason was totally weaksauce. A modification to help with the first beat of a song cannot change things to reduce difficulty "a lot in many maps", that is simply impossible. All it would do would help with one note, which would be easier to score a 300 instead of a 100, and at that point of the song, that's actually just a 200 point difference. It's not going to help with hitting any other note later on, so it can never be said to do "a lot" of anything, difficulty or score wise. The only "a lot" that applies is that it could reduce a lot of unnecessary frustration on some maps.

As for playing it once to "memorize"... well, see my post for why that's bull cookies. Yes, you can do that to learn the timing of the disappearance of circles to when you should hit that first note. However, that timing has nothing to do with the actual music. So all it serves to do is throw you off for the next note where you need to shift from an irrelevant timing to the actual beat. Learning to read the timing between the disappearance of a circle and when to hit it is something you can do, but it shouldn't be required because it's definitely not part of the original intent of hidden... or if it is, it only serves to make hidden easier on harder maps, which runs counter to it making things more challenging (like that post on page 4 says it should be).

But as I also said above, I don't think an approach circle is the solution. But I think it's important that the basic idea of laying out the beat in some way is a good one, and shouldn't be discarded.
posted
Yet again osu! proves to be about skills that have nothing to do with following music. Wasn't this supposed to be a "rhythm game" or something? Having to guess the timing without any sort of audible clue is not rhythm game gameplay.
posted
learn2play better
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