I am on Discord and currently nowhere else if you need/want to contact me for w/e reason I am on the discord account corsace.io until something IRL happens I will be back on the discord account vinxis afterwards, and never logging in on the other discord account (aside for misc. purposes)
I'm working on my own personal site at https://vinxis.moe/ and a collective project at http://nonacademic.net/ for anyone interested, it will have blogs and stuff up soon
DO NOT CONTACT ME HERE.... I HAVE COMPLETELY LEFT THIS GAME . Read below for an explanation if you want some Tangible form of one Lol
#SLIDERACCASMOD
Now that lazer is unquestionably near in replacing stable, I'm never coming back to osu! (unless slideracc is removed from lazer's default gameplay, which has 0 chance of happening) was an amazing time, loved everyone no more brb, goodbyeee
I just want to explain the experience that I have gotten from trying lazer and scorev2, no idea if this is insightful at all to anyone or not, but I just think I have at least some form of a Valid reason to think the game is not good with slider head accuracy judgement, and that I just wouldn't want to play osu! at all anymore because of it.
The primary issue I have is that it further restricts mapper agency for many instances. Here is a non-exhaustive list of some key reasons I have that make this an issue to me:
loss of eased difficulty adjustment for certain sections
fewer or no non-bullshit ways of any form of rhythmic introduction at any complexity for various contexts
an increase on the ridiculous constraints of mapping swing
loss of mitigating any possible substantial accuracy difficulty spikes from multi-bpm timing.
These may also inadvertently cause undesired player experiences that a mapper may not want from their beatmap. Personally, sliderhead accuracy has provided a decrease in the general enjoyment I have in mapping and playing various beatmaps, including my own. Many of the beatmaps I cherish very dearly, especially these beatmaps, were transform into duller experiences. The jump in Oboetete's 01:52:190 (1,2,3,4,5,6,7) - or the LITERAL intro of here we stand in the morning dew, all lose their nuanced impact that I enjoyed due to the loss of the slider head's leniency. The importance of the slider's anchoring and holding, as well as the importance of the circle's click, all become less important with the added constraint for the slider's head towards a slider's existence, and that is because there is a limited amount of space for what can be in the player's focus. In other words, the impact on the slider's head becomes different, with further focus or impact towards it, taking away from other factors, and these differences for me often caused undesired/unwanted experiences, and the loss of enjoyable ones. I personally don't think this is worth a loss, even if you think I'm exaggerating its effect, just because "it feels bad" because of incompetent mappers, or for ones puritanical ideals of it not being a Rhythm Game
One more thing I wanted to touch on was this video timestamp. While they are related to the slider's existence, and they are VERY GOOD changes (especially regarding the late hit "leniency" even though it's a fucking bug that noone for some reason considers when mapping and everyone gets pissed off from when playing), they do not fix the core issue of the existence of slider head accuracy judgement, because that judgement is still there. One is about the sliderball leniency being bugged by not appearing early (which should have been fixed ages ago), and the other is about reverses not eating the shit out of the judgement window (which DEFINITELY should have been fixed ages ago).
Here is a zip of all my unsubmitted stuff for anyone interested Anyone's free to do w/e they want to any of my submitted/unsubmitted maps (ask others as wanted for any collabs i did/gds in my sets)
(Bold = Significant) 00:54:886 (3,4,5,6,7,1,2,3,4,5,6,7,8,1) - Donkey Kong Country Celeste Super Mario World Donkey Kong Country 2 00:10:411 (1,2,3,4,5,6,1,2,3,4,5,6) - 00:29:444 (5,1,2,3,1,2,3,4,5,1,2,1,2,3,4) - 01:02:695 (8,9,1,2,3,4,1) - | 01:13:495 (1,2,3,4,5,6,7,8,9,10,11) - 00:01:622 (3,4) - vs 00:16:623 (1,2,3) - 00:31:108 (2,1,2,1,2,1) -