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[gameplay proposal][taiko] Increase the maximum SV allowed from 5x to 20x

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Topic Starter
tatatat
Apparently there has to be a general consensus on this forum before any gameplay changes are made, so my proposal is pretty simple. Current the maximum slider velocity allowed in the editor (for taiko) is 4x, and the hidden maximum you can get by editing the .osu file is 10x. My proposal is to change both these values to 20x.

Why? Freedom, and memorization. Having the OPTION to be able to use up to 20x SV only gives you the freedom to use it. You don't have to use 20x SVs if you don't want to (and you likely won't). The main reason to being able to use 20x SVs (at least in my opinion) is being able to make memorization gimmicks. Where a section repeats itself, but on the repeat it uses unreadable SVs. Right now, thats severly limited. simple patterns at 4x SV are still quite possible to read, and the same goes for 10x. While 10x is pushing the limit for what is readable, the point of having a memorization gimmick is to have the repeated part be nearly/completely unreadable. 10x SV doesn't cut it.

If you agree with this, show your support. Thanks


Edit: Changed 5x to 4x. Mixed up the numbers
realy0_
uhh, this should be technical stuff, go to github for those stuff
there's nothing in the rc that disallow using such sv values ?
Topic Starter
tatatat
I asked on github, and apparently a general consensus is supposed to be met here first.
Genjuro
Don't see a reason to have these limitations in the first place, i support this even if i won't personally be using it :>
realy0_
doesn't really matter imo
beaw
5x to 20x is a massive jump but I don't see a reason not to.
salchow
it wouldn't hurt I guess to make it 20x.
Usaha
i don c y not
Red Riding Hood
yeah no harm in adding it really
Serial Dreemurr
I don't really see a reason to have these limitations so yea, I support this.
Vulkin
i dont see much purpose on having this, however, i dont see a purpose on not having it

so ye i support
Edward
Why not...? w
Skull Kid
my support
Jaye
This is a significantly better solution than the current "let's set the "memorisation" sections to 1000bpm".
Ideal
it feels weird that this is a rc limitation according to what smoogipoo said on the github page considering that svs should be reasonable for maps that want to be ranked.

this limits gimmicks somewhat (and .osu file editing is annoying as hell imo), so i don't see why svs should be capped this way, or at least this low.

support
smoogipoo
Looking through the RC, it was not an RC amendment. It was discussed though, which is exactly what's going on here :+1:
DeletedUser_6637817
I see no issue in giving more freedom to have very high SVs used in mapping.

This has even been utilized in high-tier ranked maps such as https://osu.ppy.sh/community/forums/topics/622886, where a spinner is flung at 64x (in reality 10x) to create an "unreadable" kind of gimmick.

Since this kinda stuff can be used for uses like this i am wholly for expanding the editors/.osu SV range to 20x
Faputa

tatatat wrote:

Why? Freedom, and memorization. Having the OPTION to be able to use up to 20x SV only gives you the freedom to use it. You don't have to use 20x SVs if you don't want to (and you likely won't). The main reason to being able to use 20x SVs (at least in my opinion) is being able to make memorization gimmicks. Where a section repeats itself, but on the repeat it uses unreadable SVs. Right now, thats severly limited. simple patterns at 4x SV are still quite possible to read, and the same goes for 10x. While 10x is pushing the limit for what is readable, the point of having a memorization gimmick is to have the repeated part be nearly/completely unreadable. 10x SV doesn't cut it.


This topic should not be a RC amendment anyway, but this ^ should be restricted to loved and unrankable section since we do not want ranked maps to be learned from the editor on the unreadable notes (except spinners that is long enough for players to realize they have a spinner to finish within the time set) at first try. Other than that giving a pass on setting higher SV values within the editor instead of editing it from .osu is nice and convenient to mappers so why not.
Nardoxyribonucleic
The idea of enabling editor functions like this is not bad, but it should not be posted in this sub-forum as it is unrelated to Ranking Criteria.

As Faputa said, extremely high SVs as gimmicks do not suit the ranked section at all due to definite readability concern and must be restricted to loved and unranked sections only. Other than that, this would be a convenient fix to facilitate arrangement of gimmicky SVs using editor built-in.
Topic Starter
tatatat
I have to disagree with both of you, Faputa and Nardo. 20x speeds can be both playable and passable the first time by newcomers, be fun, and improve the overall quality of the map. Some songs such as https://osu.ppy.sh/beatmapsets/701416#mania/1484517 , https://osu.ppy.sh/beatmapsets/960656#taiko/2011221 , and https://m.youtube.com/watch?v=W87wOXK6nvo lend perfectly to memorization sections through instructions in the song. Not having it be memorized would be a disservice to the song, and lower the quality of the beatmap imo.

My own beatmap’s top diff utilizes these speeds, and its been perfectly playable the first time to all players I asked to test it, from rank 10K to rank 200.
Vulkin
https://osu.ppy.sh/beatmapsets/418097#mania/905136 Don't forget this
it's gimmick is memorization, and if mania can allow this (even if its just pre-RC period), then I don't really see any justification as to why taiko can't do it.

We shouldn't really restrict all the gimmicky stuff to unranked and/or unloved, because it would just bring staleness to what is currently the ranking meta, which would be basically boring TV Size maps (or the usual pp 1/4+1/6 or 1/8 doublet and calling it a gimmick), and bring nothing of interest to taiko members, or those who are aspiring to join the taiko gamemode.

Sure it's (probably) not good to bring yellow notes to taiko due to all the technical implications, or to use something dumb like 100x to the entirety of a section, but at least a more lenient SV restriction (or just remove it overall) would allow mappers to bring a bit more creativity to mapping, even if its just a little bit.
Faputa
In my defense, tatatat, your mapset https://osu.ppy.sh/beatmapsets/960656#taiko/2011221 builds in the assumption that people are prepared for repeating patterns. In fact, no. Unless you give accurate vocal or graphical instructions to the players, they can never understand such patterns without checking replays and the editor or wild-guessing.

And to elaborate, no another mode allows it doesn’t mean this mode should allow so. That is a faulty logic. We can put notes within spinner in taiko if we follow this logic. Mania have hold notes + press notes, technically taiko *can* have spinners + hitting notes, but does that make sense for this mode? Some gameplay concepts are suitable for different modes but some aren’t.

Backing to my first paragraph, no if the music doesn’t specifically instruct to repeat ‘dons’ and ‘kats’ or it will lead to confusion. ‘Right’ doesn’t specifically mean to hit don.

And what about abekobes? Players are either trying to repeat notes or reverse notes, or they just don’t understand what the map is doing when they first try it, which I will not accept as it is unclear for players, similar to burai sliders in STD
Topic Starter
tatatat

Faputa wrote:

In my defense, tatatat, your mapset https://osu.ppy.sh/beatmapsets/960656#taiko/2011221 builds in the assumption that people are prepared for repeating patterns. In fact, no. Unless you give accurate vocal or graphical instructions to the players, they can never understand such patterns without checking replays and the editor or wild-guessing.

And to elaborate, no another mode allows it doesn’t mean this mode should allow so. That is a faulty logic. We can put notes within spinner in taiko if we follow this logic. Mania have hold notes + press notes, technically taiko *can* have spinners + hitting notes, but does that make sense for this mode? Some gameplay concepts are suitable for different modes but some aren’t.

Backing to my first paragraph, no if the music doesn’t specifically instruct to repeat ‘dons’ and ‘kats’ or it will lead to confusion. ‘Right’ doesn’t specifically mean to hit don.

And what about abekobes? Players are either trying to repeat notes or reverse notes, or they just don’t understand what the map is doing when they first try it, which I will not accept as it is unclear for players, similar to burai sliders in STD

Every single player I've had try the map understands it within 3 seconds of the SVs beginning WITHOUT my instruction. Sure they might miss a few times at first, but maps being perfectly SS'able on the first playthrough isn't a requirement for rank is it? The map itself teaches the player the gimmick, by having the notes still be visible for long enough that after you miss you can read the color and figure it out. Also, my memorization difficulty is an oni level difficulty. The intended audience which is skilled players, can figure out the gimmick. What would you say is the best option to outright tell the player about the gimmick? In a storyboard with English text? In the background with English text? In the beatmap description? Editing the song with English vocals? I think the song perfectly supports the gimmick.
pishifat
gonna archive this as it's a dev thing and not related to the rc

(plus it looks like it served its purpose already?)
Topic Starter
tatatat
really hope this could be applied soon. where are you @smoogipoo ? :c
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