Osu lazer map rank system11/15/2022 And even if they are passable, some of them can come very close to the border of perfection or can be crafted to be so, which easiest way to achieve this are probably slow sections and such sliders as the one at the end of the map above: I am personally of opinion that ranked maps shouldn't be impossible to pass with HardRock only because of HP drain. Maybe passive drain could depend on the section of the map, to prevent such things? Or something else could be done? If the maps can be impossible to pass even with SS, then maybe something is actually slightly off? If you can make map that fails you, then nothing goes in the way of making it barely passable, in a way of approaching the fail as close as one wants to, to manipulate with HP drain in a way that probably it shouldn't be manipulated. A better argument might be to limit ranking criteria to HP9 or less?Ĭan I ask about what do You think of this map, ranked last year, where even with SS you die on long slider while playing it on +HardRock? It means mappers can *no longer choose* to make beatmaps of the drain difficulty they can right now. Keep in mind this is a double-edged sword. This is a simple tweak we could make on osu-stable (before even considering lazer) if that's something the community wants to see. So the issue you probably cite is the recovery allowance being too low? on HP10 beatmaps. Think of this like what you need after you miss to get back to full hp.Ĭan recover at least 4% HP per hitobject on averageĬan recover at least 2% HP per hitobject on average On top of this, there's also a recovery allowance. That means the drain will get harsher as drain difficulty goes up since it has more room to play. Lowest hp allowed at the end of a combo: 40% Lowest hp allowed at the end of a combo: 85% Lowest hp allowed at the end of a combo: 99% HP0 (refers to drain map setting, where 0 is easiest) the drain algorithm guarantees these minimums are never crossed The algorithm follows:Īll these numbers are for a perfect play. It calculates the HP drain based on minimum allowable hp anywhere in the difficulty. One thing of note is that stable hp drain doesn't consider the concept of localised misses. Sure, we can tweak if (please point out cases where you think the rate is unfair), but I don't think rmoving is the correct way forward. It really does add something to the game (try lazer and see how boring the HP currently feels with passive drain not occurring). I personally really like the passive drain mechanic. There's no-fail mod after all, if you can't man up to the game. OpenTabletDriver – open source tablet driverĮverything serves a purpose, saying it doesn't is a very short-sighted opinion. Subreddit Resourcesīeginner guides: osu! | taiko | mania External Links We may sometimes remove posts if the content is too repetitive/overdone. Posts and comments must not contain any attempts to influence voting ("don't upvote", "upvote if.", etc.). Posts not directly related to the game must be in some way relevant to the osu! community as a whole. Promotion of video channels or livestreams is limited to one post per week.Īll unofficial server content/promotion, other than scores by players with unrestricted accounts, is forbidden. Score posts will be selected following this criteria. Posts created with the sole intention of appealing or responding to a restriction/punishment will be removed. Rule-breaking discussion, reports, and assertions must be directed to r/osureport. Mapping-related requests must be posted in the Monthly Mapping threads (accessible through the sidebar or front page sticky). Rules wikiĪchievements of low relevance to the community as well as frequently asked questions must be posted in the weekly achievement and help threads. Osu! is a rhythm game based on the gameplay of a variety of popular commercial rhythm games such as Osu! Tatakae! Ouendan and Elite Beat Agents.
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