well i don't see any problems
I think it has less to do with how much you have to spam, and more until when you can stop spamming. When the player realizes the spinner is over they will begin to stop, the less recovery time the less time they have to prepare for the next note. The length of the spinner/spinner ticks or whatever they're called isn't the problem, its the recovery time. I don't even actually expect the newer players to always hit the spinner correctly, but they'll keep trying until the end of the spinner. Also the usual 1 OD difference between kantan and futsuu only ever amounts to 1-2 spinner ticks for normal length spinners (about 4/1 to 8/1). The difficulty of hitting the spinner doesn't change much from kantan->futsuu, its more the skill of the player changes. I look forward to seeing your response!Okoratu wrote:
i think it should be 1 beat for both difficulty levels, because the amount you have to spam is derived from the od of the beatmap so making the spinner shorter forcibly is only going to do so much
Thank you!Okoratu wrote:
That... is fair enough, I'll write this as a PR in a bit unless someone has a differing opinion on it
Yes it is different from standard Raiden. The point isn't to make the spinners have less ticks or make them easier though, its to give newer players more time to stop mashing(likely incorrectly mashing) before preparing for the next note. It'd be comparable to having rest moments after 1/2 patterns in kantans. Yes 1/2 patterns aren't very dense, but allowing the player a rest moment afterwards allows the player to get their bearings. Spinners typically require 1-2 hits per beat at the low OD of kantans/futsuu which is comparable to 1/2 patterns. So why shouldn't there be comparable rest moments?Raiden wrote:
Spinner recovery time in taiko works very differently from standard. The naturally lower OD makes the spinners already have fewer ticks, so there is no need to shorten them. The general guidelines (1/2 for preceding and following) work just fine here.