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Snap Taiko hit objects to match Stable #22553

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merged 2 commits into from Feb 9, 2023

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OpenSauce04
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@OpenSauce04 OpenSauce04 commented Feb 8, 2023

As said in the title, when hit objects are hit, they should snap to the hit target.

This lack of snapping feels unpleasant to play, as the way the notes "wiggle" back and forth on the hit target makes you feel like your accuracy is bad, even though you are hitting the notes perfectly fine. This leads to the game feeling uncomfortably floaty.

This issue is especially prevalent on longer streams, as I've found myself to notice that the notes are going slightly off-center and end up overcorrecting my positioning, which leads to my accuracy going down significantly

Here is a video demonstrating a comparison between Stable, this proposed change, and current Lazer:

slowtaikosnapdemo.mp4

I showed this change to some members of the community and this was their feedback:
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I really hope you consider this change, as I strongly believe it would greatly benefit how the Taiko gamemode feels to play, and would make the transition from Stable to Lazer much more comfortable for the Taiko community

@bdach
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bdach commented Feb 8, 2023

So where's the full analysis of other TnT implementations which was requested on several occasions, and which you yourself obliged to provide?

I don't see anything in the relevant discussion thread (which this PR description contains copy-pasted chunks from, notably).

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OpenSauce04 commented Feb 9, 2023

So where's the full analysis of other TnT implementations which was requested on several occasions, and which you yourself obliged to provide?

I believe that was from when the discussion was about using the snapping from TnT, where only Great hits cause a snapping animation

This now purely pulls from stable, so I'm not quite sure why TnT would be involved

It's known that TnT's snapping does behave differently to stable, and Peppy was explicitly clear in the Discord conversation that he wanted to match Stable's behaviour, so I'm unsure what good providing frame data from a system that isn't the one we are implementing would do
Screenshot_20230209_072027_Discord

In any case, I will get some footage of the TnT games if that's still required

@peppy peppy self-requested a review February 9, 2023 07:47
@pull-request-size pull-request-size bot added size/S and removed size/XS labels Feb 9, 2023
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peppy commented Feb 9, 2023

I've changed this to only apply to classic mod for now. It feels really bad to my eyes so I'm not willing to force on all users just because that's what stable did.

This is standard practice for subjective mechanics like this.

@peppy peppy requested a review from a team February 9, 2023 09:26
@OpenSauce04
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OpenSauce04 commented Feb 9, 2023

I'm fine with that for now, it will give an option for people who strongly want this change while also gauging how the overall community truly feels about the change outside of just showing them a video; They will be able to try it for themselves

@sw1tchbl4d3r
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I feel like it'd be nicer as an option like scroll direction in mania, because I feel that this change is important enough to not be locked behind the mod, but that's just my take.

@mk56-spn
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mk56-spn commented Feb 9, 2023

I feel like it'd be nicer as an option like scroll direction in mania, because I feel that this change is important enough to not be locked behind the mod, but that's just my take.

Some more important things are "locked" behind mods in other rulesets. Such as slider accuracy in standard. That seems arbitrary

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OpenSauce04 commented Feb 9, 2023

I feel like it'd be nicer as an option like scroll direction in mania, because I feel that this change is important enough to not be locked behind the mod, but that's just my take.

Now that you bring it up, I do think a setting would be for the best if it is amicable with the developers, because it doesn't affect the actual gameplay at all outside of visuals, and would stop people who feel uncomfortable playing without this from being locked into classic mod. Given that there is only a single ruleset setting for Taiko I'd say there's space, and as a boolean setting it would be small.
It would also stop a potential conversation in the future about moving this out of classic mod.

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Yeah I should have specified that the difference here is purely visual feel, and not actual scoring, which would fall in line with how scroll direction is a "visual preference"

@peppy
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peppy commented Feb 9, 2023

I'm not making it a setting because I don't even think the current behaviour is correct to have as a setting.

It's classic mod or nothing for now. I'm going to go ahead and merge this to end discussion. If any issues are found please open a follow-up PR to resolve.

@peppy peppy merged commit ab81397 into ppy:master Feb 9, 2023
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Alright then. Thanks

@OpenSauce04 OpenSauce04 deleted the taiko-stable-snapping branch February 9, 2023 14:41
Comment on lines +665 to +672
/// <summary>
/// Whether the location of the hit should be snapped to the hit target before animating.
/// </summary>
/// <remarks>
/// This is how osu-stable worked, but notably is not how TnT works.
/// It results in less visual feedback on hit accuracy.
/// </remarks>
public bool SnapJudgementLocation { get; set; }
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@peppy Why is this all the way up here in DrawableHitObject? Surely it makes more sense to have it more localised, even to taiko alone?

I was scrolling past DHO today and I was quite surprised to see this here. The property doesn't even semantically make sense for any ruleset that isn't scrolling.

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@peppy peppy Feb 12, 2023

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This looks to have been a large oversight. #22617

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5 participants