[Game] Osu! - Page 174
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Rizare
Canada592 Posts
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Bobbias
Canada1373 Posts
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McFortran
United States79 Posts
On September 10 2012 17:59 Bobbias wrote: ARGH. This game can really frustrate me sometimes. I just tried Homework Crisis about 20 times (I think that's the most retries I've ever racked up in a row on anything, to put things into perspective) and failed within the first 30 seconds every single fucking time. Every other recent time I've played that map, I've gotten to at least the solo. What. The Fuck. I've had similar experiences with that song. Sometimes I beat it on the first try, but others (most times I think) I lose very quickly. How well I play usually depends on how much energy I have. The most retries I remember having in a row was around 200, but I always end up exiting instead of retrying at some point. I think it should be closer to 3- or 400. | ||
Executrix
Netherlands36 Posts
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Tankz123
Denmark228 Posts
they should really make it optionally to have bg's on tbh. | ||
wooozy
3813 Posts
I DON'T ACCEPT NO 100s THAT EARLY | ||
Bobbias
Canada1373 Posts
On September 10 2012 22:39 Tankz123 wrote: sigh, dloaded homework crisis n did 5-6 tries where i failed pretty early, decided to remove the BG and did it in first try. they should really make it optionally to have bg's on tbh. On Let's Jump! difficulty? If you got it first time after deleting the BG that's pretty damn impressive. | ||
Tankz123
Denmark228 Posts
On September 11 2012 04:53 Bobbias wrote: On Let's Jump! difficulty? If you got it first time after deleting the BG that's pretty damn impressive. yeah, did some tries later and started to "consistenly" beat it whenever i got to the streaming section. | ||
ThaZenith
Canada3116 Posts
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Bobbias
Canada1373 Posts
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Tankz123
Denmark228 Posts
i have a really bad habit of combo breaking alot doing the jumps though, classic 200 combo, fail a single note, repeat till end of song ![]() | ||
Bobbias
Canada1373 Posts
Nearly every map works out like what you describe though.... Get a decent combo started, and fail around the 150-200 mark, rinse and repeat. :/ | ||
Aqo[il]
Israel183 Posts
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Xafnia
Canada874 Posts
On September 13 2012 03:51 Aqo[il] wrote: How to get better at this game ;_; why is it so hard to just click on those circles... maybe I need a better mouse? More playcount T_T If some of you didn't waste all your feature request stars: Show AR and OD in game | ||
Bobbias
Canada1373 Posts
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Flameling
United States413 Posts
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_Void_
Germany78 Posts
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Bobbias
Canada1373 Posts
On September 14 2012 07:21 Flameling wrote: Show AR would be awesome. On the other hand, I saw a feature request for allowing you to change it. Idk about that one, I thought it should be allowed as long as the mapper specifically allows you to ;~; Warning, another rant incoming. I've made numerous posts about that in support of the idea. I don't understand why people think the mapper needs control over the AR. AR is different for everyone. Some people can't handle high AR, while others can't handle low AR. I don't see how the AR contributes to the artistic aspect of the map, either. The timing of the notes and the patterns used are what makes a map. Everything else is eye candy. A map feels the same to me whether it's AR5 or AR10, other than the fact that I'd be far better at the AR10 due to the fact that I read high AR far better than low AR. The idea that people who play the game for their personal enjoyment should be subject to the whim of a mapper just because maps are a form of artistic expression is just as ludicrous. If you don't have fun playing a map a certain way, you should be allowed to change things, as long as it doesn't change the core mechanics of the map. Every other music game allows for changes of various options. Sometimes they're poorly done with only a small selection of changes (o2jam and their 0.5x, 1x, 1.5x, 2x, 2.5x, 3x, 4x, 5x, 6x speeds), but it's still available. As far as I'm concerned there are two kinds of music games: those designed for casual players which generally have few features outside of the core gameplay (guitar hero definitely counts here, despite having a higher skill ceiling than most casual games) and those which are geared towards the rhythm gamer who is serious, which have a number of options which can be changed, etc. Such as o2jam, stepmania, etc. Osu seems to be stuck somewhere between the two, occasionally making features which benefit the players who play seriously, but often making decisions which gear it towards casual play. Locking AR, forcing backgrounds, and generally allowing the mapper more or less full control over the experience the player has while playing firmly points osu in a direction which alienates serious players and fosters a casual approach to the game. To foster high level gaming you need to make the interface as clean and non-intrusive as possible, and allow the player to customize as much of their experience as possible without impinging on the core mechanics. Another example of something I haven't yet mentioned from stepmania. There is a noteskin (which changes the appearance of the arrows) called Note. The default skin for arrows in stepmania/DDR is a technicolor animated arrow. Note changes that so that depending on where in a bar of music the note would fall, the color of the arrow changes. quarter notes are red, 8th notes are blue, 16th yellow, etc. Triplets have their own colors. This probably makes it quite a bit easier to read for most people. Did the community argue about whether or not scores were valid using that noteskin? Hell no, we embraced it. Some people still chose to use the normal notes, some people chose to use Note as their skin. It made no difference to anyone else because it didn't change any patterns in the song, it didn't change the life difficulty or the timing difficulties, so it was fare game. I don't get why the osu community is so zealous about controlling how a player plays the game. Just let us have fun, if you like making maps with intricate storyboards and skins, go right ahead. The players who care about that won't delete everything. The players who don't care will. Forcing the players who don't care to deal with your bullshit is a good way to piss them off, and force them to leave. Normally I would be willing to donate to a cause like Osu, but with the way peppy and the other elitist mappers treat the people who play the game, there's no way on earth he's getting my money now. | ||
Flameling
United States413 Posts
On September 14 2012 10:26 Bobbias wrote: + Show Spoiler + Warning, another rant incoming. I've made numerous posts about that in support of the idea. I don't understand why people think the mapper needs control over the AR. AR is different for everyone. Some people can't handle high AR, while others can't handle low AR. I don't see how the AR contributes to the artistic aspect of the map, either. The timing of the notes and the patterns used are what makes a map. Everything else is eye candy. A map feels the same to me whether it's AR5 or AR10, other than the fact that I'd be far better at the AR10 due to the fact that I read high AR far better than low AR. The idea that people who play the game for their personal enjoyment should be subject to the whim of a mapper just because maps are a form of artistic expression is just as ludicrous. If you don't have fun playing a map a certain way, you should be allowed to change things, as long as it doesn't change the core mechanics of the map. Every other music game allows for changes of various options. Sometimes they're poorly done with only a small selection of changes (o2jam and their 0.5x, 1x, 1.5x, 2x, 2.5x, 3x, 4x, 5x, 6x speeds), but it's still available. As far as I'm concerned there are two kinds of music games: those designed for casual players which generally have few features outside of the core gameplay (guitar hero definitely counts here, despite having a higher skill ceiling than most casual games) and those which are geared towards the rhythm gamer who is serious, which have a number of options which can be changed, etc. Such as o2jam, stepmania, etc. Osu seems to be stuck somewhere between the two, occasionally making features which benefit the players who play seriously, but often making decisions which gear it towards casual play. Locking AR, forcing backgrounds, and generally allowing the mapper more or less full control over the experience the player has while playing firmly points osu in a direction which alienates serious players and fosters a casual approach to the game. To foster high level gaming you need to make the interface as clean and non-intrusive as possible, and allow the player to customize as much of their experience as possible without impinging on the core mechanics. Another example of something I haven't yet mentioned from stepmania. There is a noteskin (which changes the appearance of the arrows) called Note. The default skin for arrows in stepmania/DDR is a technicolor animated arrow. Note changes that so that depending on where in a bar of music the note would fall, the color of the arrow changes. quarter notes are red, 8th notes are blue, 16th yellow, etc. Triplets have their own colors. This probably makes it quite a bit easier to read for most people. Did the community argue about whether or not scores were valid using that noteskin? Hell no, we embraced it. Some people still chose to use the normal notes, some people chose to use Note as their skin. It made no difference to anyone else because it didn't change any patterns in the song, it didn't change the life difficulty or the timing difficulties, so it was fare game. I don't get why the osu community is so zealous about controlling how a player plays the game. Just let us have fun, if you like making maps with intricate storyboards and skins, go right ahead. The players who care about that won't delete everything. The players who don't care will. Forcing the players who don't care to deal with your bullshit is a good way to piss them off, and force them to leave. Normally I would be willing to donate to a cause like Osu, but with the way peppy and the other elitist mappers treat the people who play the game, there's no way on earth he's getting my money now. Well, I'm all for more player controls, and all that other stuff. You say that it feels the same, but I just can't agree with that, especially considering that you are better at some maps than others because of AR. Though, if it were implemented, I'd probably want it to be unranked, rather than be allowed for ranked play, which would make the top40 much stupider, unless they would separate each AR category in the ranks(which would probably be even dumber). Idk though, I'm pretty content with the way the game stands as of now, besides some things such as the ranking system of course. | ||
ThaZenith
Canada3116 Posts
On September 14 2012 11:17 Flameling wrote: Well, I'm all for more player controls, and all that other stuff. You say that it feels the same, but I just can't agree with that, especially considering that you are better at some maps than others because of AR. I'm not completely sure, but wouldn't turning on HR, and low AR on songs to rank be somewhat OP? Rather than a song with AR9-11 with HR. An easy example I guess would have to be airman, where the AR is the thing that makes the map what it is. If you could change that, it would be incredibly stupid having those who have FC'd it using an "easier" AR (I say easier because it could be easier for some, MAYBE harder for others, doubt it) Though, if it were implemented, I'd probably want it to be unranked, rather than be allowed for ranked play, which would make the top40 much stupider, unless they would separate each AR category in the ranks(which would probably be even dumber). Idk though, I'm pretty content with the way the game stands as of now, besides some things such as the ranking system of course. If customizable AR were in, it would only be toggle-able upwards, I can basically guarantee it. | ||
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