Sliders that last for a very short amount of time will cause breaks if they reach the sliderend before the player clicks the beginning.
Sliders are already lenient when clicking on their beginnings. You can hit them very late, even after the ball has started moving and still get a 300.
The problem is, slider ends or repeats are not lenient at all. If they are reached and the player has not clicked on the slider, it combo breaks.
This means sliders that last for a very short time, let's say 30 ms, create a cap on when the player can click on them after the slider starts.
Sliders that have this problem can easily be 300'd by clicking on them far earlier than they actually start, but that is a bad gameplay workaround for a serious bug.
For an example of this, I'm going to list one of the earlier examples of this issue, Chipscape.
http://osu.ppy.sh/ss/1594526
The 1/8 repeat sliders on this map last for 34 ms. This means that if the player clicks these sliders >34 ms late, they are guaranteed to break.
I'm not certain what the actual leniency of slider beginnings is, so I will be using 100 ms in place of their actual value.
The player is able to click the sliders in chipscape far far earlier than 34 ms to complete them, so the hitwindow ends up being (100 early - 34 late) instead of the desirable and correct (100 early - 100 late).
Basically, it's easier to hit these sliders earlier than later, which is a huge problem.
As maps are developing and people grow fond of short sliders, more and more of these cases are occurring, mainly due to the obscure nature of this bug.
Here are 3 more examples.
Forgotten has repeats that last 30 ms.
CUSTOM DRIVE has repeats that last 25 ms.
Almagest has repeats that last 21 ms.
1/8 sliders have been used well for fast percussion, and 1/16 has been used to make satisfying buzzing sounds.
Fixing this bug will stop players from slider breaking unfairly as well as allow these mapping developments to continue.
osu! version: 20140410.5 (latest)
Sliders are already lenient when clicking on their beginnings. You can hit them very late, even after the ball has started moving and still get a 300.
The problem is, slider ends or repeats are not lenient at all. If they are reached and the player has not clicked on the slider, it combo breaks.
This means sliders that last for a very short time, let's say 30 ms, create a cap on when the player can click on them after the slider starts.
Sliders that have this problem can easily be 300'd by clicking on them far earlier than they actually start, but that is a bad gameplay workaround for a serious bug.
For an example of this, I'm going to list one of the earlier examples of this issue, Chipscape.
http://osu.ppy.sh/ss/1594526
The 1/8 repeat sliders on this map last for 34 ms. This means that if the player clicks these sliders >34 ms late, they are guaranteed to break.
I'm not certain what the actual leniency of slider beginnings is, so I will be using 100 ms in place of their actual value.
The player is able to click the sliders in chipscape far far earlier than 34 ms to complete them, so the hitwindow ends up being (100 early - 34 late) instead of the desirable and correct (100 early - 100 late).
Basically, it's easier to hit these sliders earlier than later, which is a huge problem.
As maps are developing and people grow fond of short sliders, more and more of these cases are occurring, mainly due to the obscure nature of this bug.
Here are 3 more examples.
Forgotten has repeats that last 30 ms.
CUSTOM DRIVE has repeats that last 25 ms.
Almagest has repeats that last 21 ms.
1/8 sliders have been used well for fast percussion, and 1/16 has been used to make satisfying buzzing sounds.
Fixing this bug will stop players from slider breaking unfairly as well as allow these mapping developments to continue.
osu! version: 20140410.5 (latest)