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instead of accuracy, maybe we can sample the accuracy of the previous x objects hit to penalize or boost hp drain so that people get a punishment for trying to play a map with a single large diff spike that is otherwise super easy and people who can play a map that is consistently hard will survive also, i don't exactly agree with the accruacy thresholds presented i would propose these values(the effects do not penalize great/300 ratings): personally, i think a C/D grade performance is pretty bad and should be punished i also have an idea to have hp drain slow down a bit the less hp you have from 100% at full to 80% at empty(hp gain/penalties remain the same) to make it easier to perform your way out of being close to death |
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Greetings
↓ SHORT VERSION ↓
The idea is to change HP loss so that players die less in beatmaps they're good at (= high accuracy while playing) and more in beatmaps they're bad at/not skilled enough for (= low accuracy while playing).
↓ LONG VERSION ↓
Among things that were changed in Lazer, I used to have one major gripe with osu! classic and it was the main reason I quit : the HP drain rate. It's not that it was too strong, but it behaved in a way that you could
It feels like points 2 and 3 have been changed in Lazer, which is amazing and makes the game much more fun. Point 1 and 4 are still true, however the change in drain rate behavior made it also easier in a lot of beatmaps to simply not die (we'll come back to this shortly), which makes these less punishing. I don't know the exact changes inducing this, but I suspect it has to do with how much HP you loose on consecutive (or almost) misses.
I would like to suggest an additional change to HP drain rate, to make it scale according to your current accuracy % in a beatmap.
I currently have 2 major issues with Lazer HP drain rate. Both seem to be tied to beatmap length.
My point here is that while it's fine in a lot of beatmaps (and actually better balanced I think), for some others Lazer HP drain rate reaches extremes where I believe it's either too punishing (to the point where HP lost is lost practically forever unless you full combo all the way) or too forgiving (to the point where you beat stuff you're simply not skilled enough to beat).
This is how I see it.
The solution I propose is this.
Change the HP drain rate behavior in Lazer so that you loose health on misses or 100/50 hits (natural drain rate shouldn't be affected by this change) depending on how well you're doing so far. In other words, I propose a skilled player playing a beatmap they're good at should be less punished for mistakes, and a player attempting a beatmap too hard for them should be punished """"""more"""""". How much exactly would be beyond me as I do not have the data to propose appropriate number, nor the knowledge on how to get that data.
But to illustrate the idea, here's a proposal for scaling
Of course, in beatmaps in which HP drain rates is such that a 50/100 doesn't actually remove HP, it should change the HP restored accordingly → good accuracy rewards more HP upon clicking a circle, bad accuracy rewards less.
Because accuracy is an average you also cannot apply this change for the very first circles of a beatmap, because you're very likely to have accuracy of 75% or less if you only clicked like less than 10-15 circles or so, making a lot of beatmaps extremely difficult at the very beginning.
The idea here is to make it so short beatmaps with naturally (??) more punishing HP loss aren't harder to beat if you're good at them. Or in other words, I don't think you deserve to die in a beatmap if your accuracy is about 94% and you're actively making good clicks (of course if you stop playing, you die). I think 94% shows very fine skill still, and doesn't necessarily deserve punishment. On the other hand, difficult beatmaps for you will remain difficult, and will be actually difficult to beat, since Lazer won't prevent you to die (unlike what it currently does).
This also address my gripe with classic osu! in which even if you're really good at given beatmap (i.e. high accuracy) it won't necessarily kill you because it has 1 (one) short section that is very difficult ; but if you're not skilled enough for the said beatmap as a whole (i.e. low accuracy), a difficult section will end you.
This might not the way everyone sees it. This is how I see it and how I believe it should be.
I understand if this is out of scope or if it doesn't match the vision for Lazer, or if it's too late for this kind of design change.
Take care ~
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