TheVileOne wrote:
If you guys want to make the argument that super difficult maps support those who prefer to play super difficult maps and thus contribute to the supporting of all skill levels, you must also agree then that rankable mods should exist that gives other players a fair chance at beating that map as well.
On what basis
must someone agree? Neither opinion implies the other unless you build your argument on a nice fat stack of bad assumptions. These super hard maps are made for people who can play them as they're presented. Players without the skills have no right to pass these maps. The lesser-skilled players are the majority, and there are
thousands of other maps suited to their skill level.
TheVileOne wrote:
If you can't beat the Half-time scores which have 0.3, then you're obviously not skilled enough to play that map, and are not one of the people targetted by the map, which is really like 5- 10 people or noone at all in the case of TAG maps.
Actually, if you can pass a map without mods, as originally presented, that
kind of means you're skilled enough to play it. The target audience is probably these people and not the halftimers. How many maps do you see where the author states that it was designed for halftime?
Also, this assumes that 0.3x is a reasonable multiplier for Halftime at this level. It isn't. It takes combo, the thing that matters most in scoring, and makes it easier to get to such an extent that it heavily outweighs the 70% score penalty. It takes an already messed-up scoring system and distorts it even further.
TheVileOne wrote:
The reason that certain maps get more Easy tier mods in the top spots is that there is simply not enough players who can play it well enough without easy tier mods. This problem is inherent to the difficulty really. It's not something that can be fixed. It's a flaw of the beatmap, not the mod.
The map's fine. It's a flaw of the scoring system. If the scoring system wasn't broken as hell, halftime at 0.3x would be much more fair than it is now.
These maps aren't for you. They aren't for me. They're for people who wish to play at that level and compete with other players who also play at that level.
And it looks like you made another post while I was writing this, so I guess I'll disagree with that one too.
TheVileOne wrote:
IMO no fail should be 0.8.
The role of HP drain is another discussion entirely. Not sure I have a well-enough-formed opinion on my own to agree or disagree with changing Nofail's multiplier.
TheVileOne wrote:
The original vision of osu! didn't include super top-tiered maps.
The original vision of osu!, however,
did include a broken scoring system that scales horribly to longer maps regardless of the difficulty. Being original makes it original. It doesn't make it right, and it doesn't mean it should never be changed.
TheVileOne wrote:
Now you're saying noone but top-tiered players should be playing them? And you're forgetting it's a matter of combos made... You're kind of just overlooking the fact that this issue only happens with these maps. It is the maps themselves that create the problem. If you want to play and support the continuance of these types of maps, then you should at least accept the flaws that come with them.
I'll give you a slightly different take on my example. AR 10 breaks Hard rock, making it easier to play. These types of maps imbalance the mods, it's not the other way around.
The handsome fellow writing this post wrote:
The map's fine. It's a flaw of the scoring system.
For further reading, see Aqo's first post all the way back on page one. He had this shit figured out already.
I don't normally post in these threads... they don't concern me. But they're fun to read and every once in a while someone makes a post that needs more disagreements than it's currently getting.