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With this discussion I'm addressing an annoyance with slider leniency, stemming from a slider's hard aim requirement of the cursor being inside the sliderball, as well as wanting to make the optimal strategy for keeping combo on certain maps not be in conflict with the accuracy requirement for sliderheads. The sliderball requirement sometimes creates situations where the player assumes the sliderball is active when it's not (given they're trying to hit precisely, but was off by just enough to matter), which is pretty frustrating if it results in a miss for sure, but another reason to be more lenient with this requirement is that players realizing it works this way will be inclined to hit early on certain high SV sliders, or sliders with a tick/repeat just after the slider starts to make sure they don't break. Attempting to be on time should always be the best option, but right now this mechanic prevents that. Early hitCase: the player clicks a sliderhead early, and moves off the sliderhead to aim the rest of the sliderbody just before the sliderball appears Late hitCase: the player clicks a sliderhead late, and the sliderball is already outside of the sliderhead *: if the player hits before the time the slider would spend covering the length of the followcircle radius. (this check prevents the catchup from applying to edge cases where the body exits the followcircle radius but the first tick is close) The idea is the same as the early hit, but with a contingency for distance since you can't check directly for if the cursor is inside the sliderfollowcircle without introducing weird edge cases with repeats and sliders that curve back towards the sliderhead. Completing the sliderticks in case of a late hit is also vital to preserving accuracy as the best option. This has been discussed by players who were asked about QoL changes to the game already. |
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Replies: 6 comments 27 replies
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I may agree with the early case, but late seems a bit weird to me. Are you able to provide videos showing each of the cases (isolated with a test beatmap would be best) to better visualise? |
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#24966 actually somewhat exacerbated issues with fast sliders (#25200 (comment)) and so maybe this is an escape hatch to fix it. Maybe. If I can understand the OP that is because I'm not sure I do and I've read it thrice. |
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Taking a step back: Based on the issue title and opening paragraph, it seems like the goal here is to appease those that are against slider head accuracy. I want to make it very clear that the changes proposed here are likely not going to help with that. Both stable and lazer have the same hit windows for slider tracking mechanics already. The only difference is that in lazer you can get 50/100/300 equivalent judgements on the head instead of always 300. A miss of the head behaves in the same way on both versions of the game. So all proposals in this thread, while on their own may be worth further investigation to make the game more approachable to players, do note that they are going to be increasing the lenience aka making the game easier than it ever has been. @isakvik @Zyfarok can you confirm this is the intention here? If it is, then I think this issue needs to be renamed, and the opening post should be edited to make it very clear on the aim here. |
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Sliderhead behavior should fully match logical user expectation |
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The main problem with slider-head leniency is the non-activation of the follow-circle in scenario where the player would expect it to be active, either because:
So I believe the two simplest yet reasonable fix should be as follows: Solution 1When one of the following two events happens, the slider-ball is activated (follow-circle "deployed"/active) :
In both case, the slider-ball and follow-circle should only be activated if the cursor is within follow-circle range (no need to aim the ball), and it is disabled as soon as the cursor leaves the follow-circle range as expected. However, the biggest change is that until the slider-head is hit, the slider-ball stays active even if the key is not pressed, but as soon as the slider-head is hit (or missed) the requirement of holding the key starts. Solution 2Before the hit (or miss) of the slider-head (or alternatively until the end of the hit-window no matter what ?), the follow-circle remains active at all time and ticks are validated if the cursor is inside it. That is, you don't need to pass on the slider-ball to reactivating it, just entering the follow-circle again is sufficient. Similarly as Solution 1, as soon as the slider-head is hit/missed the requirement to hold the key starts and the slider-ball and follow-circle starts behaving as usual again. Common to both: Judgement orderIn both solutions, it is required to make sure that judgements are still applied in order. Thus, any slider-ticks validated before the head hit/miss has to be buffered. This adds complexity but is necessary to cover the full spectrum of scenarios. Final note: The only "issue" of those solutions is that there are some scenarios where it might be better to hit late (except Solution 2 if keeping the follow-circle "active" till the end of the hit-window no matter what), but this would be so very edge-case (specific shapes of fast sliders) and hard to perform in practice that it can be reasonably ignored. |
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As an update, this change will be implemented fully in the next release (#25748 and #25776). Please make sure to give it ample playtesting over the coming weeks. |
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As an update, this change will be implemented fully in the next release (#25748 and #25776). Please make sure to give it ample playtesting over the coming weeks.