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Mania hold note ticks shouldn't exist #24618
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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. |
@smoogipoo what's happened with this one? what's with the change from "in progress" to "needs discussion"? |
I don't know how to proceed here. I'm awaiting for feedback in #11769 (comment) |
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@Sebaex the blocker here is technical and not game balance. |
@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 |
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. |
Hmm okay. I guess we need player consensus on that second one first then... |
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:
SmallTick
/LargeTick
#23403In 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.
Screenshots or videos
No response
Version
71ec290
Logs
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