Replies: 7 comments 25 replies
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I prefer Anyway, here's my reasoning for why I prefer
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I already gave part of my opinion on discord, but I will try to write a more complete feedback. Just a disclaimer: I'm not a developer and I'm not a scoring expert either. So this will be only based on how it feels and also based on some previous rhythm games I played. In general, I feel like there should be a lot more importance in hitting the start of a "note" rather than anything else. It's how it works on most rhythm games, and some games don't even let you try to catch a long note in the middle if you didn't hit the start. I'm not saying that osu! should follow what other games do, it's just that osu! also works this way for the most part as circles are generally on the start of a "note" (may it be following a percussive instrument or something else). So letting sliders working differently should feel inconsistent, especially for new players. For a new player, it would feel strange to hit the slider head perfectly but get nearly half the accuracy just because you let go from the slider a little sooner. So in my vision, it should discard That leaves me with As for Maybe one big advantage that Edit: Just clarifying that I don't think slider tails are unimportant. |
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Feel-wise:
Scoring-wise:
Edit: After seeing some other ideas being discussed here, I would advocate for Bubbleman's modified version of |
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The introduction of slider acc as a gameplay mechanic changes the way osu is played. Something that should have been present from the start, maps have been built around that you can tap early or late and not worry about acc on sliders, which now is changing fundamentally going forwards. Originally, since the head was just a part of the slider, the judgement coming at the end of a slider made sense, but now that the head is its own circle, scoring needs to be shaken up. Which is what Current fails to do - with the head behaving as a circle, the majority of the score from a slider will happen on that hit. With what is likely 95%+ of sliders in >3 star ranked maps being just the head and a tail, losing 1 combo and 30 score from missing the tail is a tiny punishment compared to what I can assume is the current scorev2 method of 2-2, where missing the tail cuts your score down to a third of a well-timed hit. However, where 2-2 fails is that it reduces the reward for accuracy on the head (rhythmic accuracy) if you miss the tail (movement accuracy). If each object with a timing accuracy is to be judged, there needs to be a concession here towards the head giving a true judgement of 300/100/50, since the tail is a fixed point in time and does not pertain to rhythmic accuracy in the same way. This is where 2-1 has the strongest case for use, though I still believe it's fundamentally flawed since sliders would be worth double what they are currently in stable. High ranking players share this view. The other flaw is that sliders would give two judgements despite being one object, and I have a large desire to see judgement count being equal to object count - that is to say, everything you have to tap. This isn't necessary but would represent rhythmic accuracy fairly on the results screen, since you could then create a static definition of full combo as "hitting every object (ticks included)" and perfect combo as "hitting the entirety of every object". Our discussions were reaching a point where Current was favoured if and only if slider ends could be worth a more arbitrary amount of points, deviating from the standard 30 for a tick, and our discussed numbers were landing anywhere from 120-200 points. We were told this was not possible, so would settle for 2-1 as a most-preferred if the slider judgement was kept separate from accuracy judgements. As for missing slider ends, I'm now used to seeing the slider follow circle expansion animation and registering it as a missed slider end, though would still prefer some skinnable element for feedback on a hit or a miss. I don't think I'd use it personally and would skin it out, but it would greatly benefit those who need it. |
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(Edit: I totally agree with bubbleman, I'm mostly just phrasing things differently and the only difference worth mentioning is that bubbleman seems to want to get rid of the slider-body judgement which I don't mind.) I feel like visual feedback doesn't need to be attached to how the slider elements are valued in the scoring. They are separate issues that should be looked at separately. Visual feedbackIn terms of visual feedback, what matters is that there's a good way to know and distinguish between if you miss-acced the head or miss-aimed ticks/ends. For miss-aimed ticks/ends however, it doesn't necessarily have to be shown through judgements. For that purpose For the head accuracy, stable people might want to have the option to display things as And then for the ticks/ends it depends of how easy is it to tell through the other visual clues, but Scoring valueThe BaseValue of judgements ultimately impacts how much value each element has in the score, especially since the scoring is now giving more weight to accuracy than before.
Then what remains is more subjective:
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Gameplay-wise v2-1 is the best, I can't see any alternatives to it
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Of the three options, I like v2-2 the best. Although, that is mostly just because it is the most punishing on the resulting accuracy. The less punishing messing up a slider is, the less players will be incentivized to play them correctly, and therefore the more negative impact there will be on the flow of thousands of ranked maps that expect the player to be incentivized to play sliders correctly. Having a visual judgement directly after clicking the slider head has always felt off to me, but I recognize how many people want that, so I can tolerate the look of it. (I am, however, against forcing slider accuracy as the new default, but that is not the topic of this discussion.) I really want to emphasize the importance of a visual judgement at the end of a slider that some people have been dismissing in this discussion. It is completely necessary, in my opinion. There is currently very little visual feedback for missing a slider end. This means that new players are not getting the feedback they need to understand how to play sliders well. I've played this game actively since 2014 and after playing a lot of lazer lately, even I've been developing some bad slider habits due to how de-emphasized slider ends are in lazer, both in accuracy and in visual feedback. Having sliders in this state for this long in lazer seems to have already damaged a generation of osu player's ability to play sliders well which is pretty depressing. There is also currently almost no visual feedback at all (correct me if I'm wrong) when getting a combo break on a slider tick if you have the combo count in the UI turned off, like many people do. Sure, the combo break sound still happens, but sometimes combo break sounds can be drowned out by the song making it hard to tell if a combo break happened or not in an intense section of the map. I've seen people complain about this specific issue in the Spotlight playlist chats before. Worse yet is if you get a combo break on a slider tick when the combo is too low to play the combo break sound, there is almost no indication in the gameplay that you made a mistake. This comment has links to videos that showcase how ridiculous this is (the point of the comment itself is unrelated). |
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After somewhat heated discussion over the last few days, I'd like to create a new thread to gather any feedback on slider mechanics here.
https://twitter.com/ppy/status/1729828530651885569
Dean.Herbert.-.sliders.1729828466991013889.mp4
From the twitter poll, the majority prefers
current
, although this comes with a disclaimer that we found out that in the videocurrent (miss tail)
is affected by a bug and should show the same accuracy ascurrent (miss tick)
.From discussions in the dev discord, some users prefer
v2-1
, but I haven't seen much rational reasoning behind this preference.To set a standard for feedback in this thread, please post a single reply with your own personal feedback (importantly: not group aggregated – have each person post for themselves).
Clearly define your feedback as based on feel based (how it looks and feels), scoring (how it affects score / acc) or other.
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