If percy lns will not be implemented in lazer but stay in stable it will certanly discourage the players that are used to percy lns to change over. It is questionable to say if this is genuine to vsrgs. But scores set without percy lns will be worth less although they are more difficult. If percy lns is implemented, players will adapt to changes and leaderboards will change with it. Although, you can say it changes the core gameplay of vsrgs as it will be different from how other vsrgs are played. It does change the gameplay as some lns become shortnotes but it doesn't really change the core gameplay of mania. The big problem is if it deviates from normal gameplay. It is often called cheating because it gives such a big advantage although, it isn't an unfair one as everyone has access to it. Nothing in other gamemodes have been able to do such a big change except for taikomania (and maybe touchscreen). Gaining 10% more pp by just changing a skin does have a huge impact on leaderboards. The bigger problem with cut lns is that it gives such a huge advantage so players can get more than a 5-10% acc improvement on a map. The sliderend (the blue part) is removed and it looks physically shorter. The right proposal looks straight up like cut/percy lns. Wouldn't really call them cut/percy lns but it does help with release timings. The left proposal seems good and is quite similar to the gradiant lns that already exist in stable. It would be more similar if the sliders in standard became visually shorter or faded so dense sliderspam maps become more readable. I think the comparison to standard slider isn't completely fair as percy lns doesn't change any properties of the long notes, only the visual length. It would also break certain intended ln patterns on maps not mapped with percy in mind and would almost certainly force ln mappers to use percy lns. I don't know if this will break the current version of the pp calculations for long notes but it is certainly a point of concern. Although, this comes with the question if mappers should map with percy lns in mind or not. Percy lns definetively breaks loose ln wall patterns but not the ones that are dense enough. If you press certain long notes as shortnotes, wouldn't it make sense for them to look similar? It felt a little bit weird when i started playing mania that certain long notes look so long when they act as short notes. While I understand that the devs do not care about changing the meta in how the patterns are being played, from a mapper perspective it simply hurts to see your original creation being butchered and simplified by a visual change that is in reality just almost the same as if you modified an original notechart.īeta Was this translation helpful? Give feedback. In comparison to osu!standard this would be similar to making a skin which would reduce the slider complexity so that the sliderbody only goes through the ticks ignoring the original curves mapped by a mapper. It can completely remove the original patterns the mapper intended to map (reducing reverse longnote walls to a shortnote pattern with only a few longnotes visible - instead of reading the gaps between the objects and pulling your fingers upwards when the right time comes you simply press it like a normal note and release way earlier, ignoring the supposed length of an object). This esentially changes the way patterns in the notechart are to be read and played by the player into a different, simpler ones. You can dim the LN body and it will reduce clutter as well, the problem with percy LN is that it changes the length of a hold object, basically it can reduce 1/8, 1/4 or sometimes even longer beat longnotes into a single short note. This isn't like dimming the long note body though.
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