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Mania hold note ticks shouldn't exist #24618

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smoogipoo opened this issue Aug 22, 2023 · 8 comments · Fixed by #25062
Closed

Mania hold note ticks shouldn't exist #24618

smoogipoo opened this issue Aug 22, 2023 · 8 comments · Fixed by #25062

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@smoogipoo
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Type

Game behaviour

Bug description

A common theme that comes up is the existence of hold note ticks. There's a few reasons for this:

  1. They're not frequent enough, leading to them being cheese-able and to discussions/issues like "Strict hold" mod for mania #24286 and Reconsider scoring of SmallTick / LargeTick #23403
  2. They affect accuracy and combo, meaning that the final acc% is different to osu!stable, and thus so is the ScoreV2 score.

In general, it seems like players wouldn't mind if LNs were to not increase combo while holding. I believe we'll still want some sort of visual here, especially for the argon skin that animates on ticks, but that should be done as a local implementation instead. Doing so may lead to better visuals anyway for long hold notes that are beat-offset - they could/should all flash at the same time whereas currently they'll flash at different times.

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Version

71ec290

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@peppy
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peppy commented Aug 23, 2023

As someone who is still not a huge fan of having hold notes in their mania maps (very subjective, i know), I tend to agree with this. Distilling hold notes back down to "start + end" rather than "start + ticks + end" is fine by me.

@bdach
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bdach commented Sep 11, 2023

@smoogipoo what's happened with this one? what's with the change from "in progress" to "needs discussion"?

@smoogipoo
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I don't know how to proceed here. I'm awaiting for feedback in #11769 (comment)

@Sebaex

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@bdach
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bdach commented Sep 12, 2023

@Sebaex the blocker here is technical and not game balance.

@bdach
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bdach commented Sep 18, 2023

@smoogipoo does anything that happened in the thread you linked since I brought this up last time help to move this out of discussion? If we're fine with new HitResults then that's probably enough to progress this, isn't it?

@smoogipoo
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I think I could probably be fine with a "ComboBreak" judgement. The way I see this working is having MinResult be overrideable, and doing some post validation of it somewhere to cover supported cases (tick hit <-> tick miss, bonus <-> ignore miss, etc).

However I am not so much on board with what it would take to resolve the osu! issue - adding new e.g. "PerfectNoCombo" judgement (because the combo is only applied by the last tick). I was hoping for a resolution there first because if it turns out that we need to change how judgements work completely then it might get messy.

@bdach
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bdach commented Sep 19, 2023

Hmm okay. I guess we need player consensus on that second one first then...

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4 participants