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Approach Rate #3

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NekomusuMae opened this issue May 30, 2020 · 8 comments
Open

Approach Rate #3

NekomusuMae opened this issue May 30, 2020 · 8 comments

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@NekomusuMae
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If I'm correct, AR has yet to be added. Right now it seems that all maps use the same AR. I realize this ruleset is early on but when you get to adding in ARs please use a BPM based system like used in osu!taiko and osu!mania. Specifically use the one in osu!mania as that one changes that rate the entire playfield moves (equivalent of the osu!rush skeleton/box-thing/character/etc. running faster) instead of osu!taiko which while seeming similar in how it comes from the right, would be problematic when enemies overlap due to changing BPMs. In fact when the BPM changes you could also change the fps that the running animation plays at in order to make the character appear to run faster with the playfield and enemies. Again, loving this ruleset so far. Very happy you made it.

@swoolcock
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swoolcock commented May 30, 2020

The rate has currently been locked, as many autoconverted maps were unplayable due to weird slider velocities and BPMs. Definitely something to look at, since I want to be able to reproduce the weird enemy speeds in MilK:
https://www.youtube.com/watch?v=AIXl8cfhAro

Edit: It'll probably be something like this:

  • Player run speed is based on current BPM
  • Enemy approach rate will be adjusted based on current slider velocity
  • Notesheets will always approach at 1x BPM regardless

Rush! mappers will be able to set approach rates of individual enemies, but conversions will use SV.

@JopStro
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JopStro commented Oct 1, 2020

definetly think at least some sort of variable approach rate should be implemented as I feel most converted maps are rendered unplayable by how fast the default speed is.

@swoolcock
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Example?

@JopStro
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JopStro commented Oct 2, 2020

I guess if I had to give one: https://osu.ppy.sh/beatmapsets/1176375#osu/2453613 (the 3 star diff). But I feel the main issue is that in muse dash itself the approach rate is rarely as high as it is in rush, and when it is complexity is typically scrificed (in my experience, I'm still relitivley new (can confidently S rank level7 and below)), due to the nature of converted maps they typically tend to be more complex so the super fast default speed makes little sense, at least this seams to be the case on the easier diffs like the example I gave, I can't speak for the harder ones (when it comes to osu!rush at least).

@swoolcock
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The approach rate in that song feels right for me, it's just that the difficulty doesn't scale well. The issue here is that that map has a lot of repeat sliders, which generates note sheets with minions in the opposite lane. This is part of the reason I haven't properly implemented difficulty calculations.

@JopStro
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JopStro commented Oct 2, 2020

that's a good way of putting it, I thought about it more after that reply and came to a similar conclusion regarding difficulty scaling and how repeat sliders are handled.

@JopStro
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JopStro commented Oct 2, 2020

maybe I should try some "harder" jump maps as they might translate better.

@swoolcock
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@JopStro feel free to join the Discord server if you want to discuss it further. :)

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