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Drain level does not match stable #7975
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Raised as a concern before (#7606), was never reopened as a separate issue about the drain level itself (draining after break is tracked in #7607). Renamed for better searchability (not that I advocate for completely reverting to stable algorithm, maybe slightly less harsh drain will be ok too). |
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Especially since I speak well of hp drain 6 in particular because I tested scarlet rose which has 7 hp drain and I lose much less hp when you have a 100, 50 or miss (When I was around 75% and I had a lot of miss and well a 300 gave much more hp than hp drain 6). The problem is more complex |
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Please refrain from posting "confirmation / +1" comments as they don't really bring in much value - you can use comment reactions as means of support instead. We are well aware that the current drain algorithm is not exactly as was in stable and it was a conscious decision at the time of re-adding it. Suggestions on what should be done to change this situation are however welcome. |
Instead of using the lowest percentage attainable during a perfect play, I propose that the lowest percentage during the worst possible no miss play (or slightly harsher like all 100s) should be used to determine the drain rate. This can make the drain more relaxed. |
The 2020.225.0 update seems to fix the problem. It's your turn to test |
I'm going to keep this issue open until people are satisfied with the HP drain. @mcendu using the worst possible play will make HP drain significantly more lenient, which isn't what we're aiming for. We want the drain rate to be rougher in these higher HP maps (HP>5); HP6 results in a minimum HP from drain of 62%. The PR above raises the amount of HP awarded for GOODs from 1.5% to 2.5%, without lowering the drain rate. |
So, if we make a 50. what happens? @smoogipoo |
Currently, HP is decreased by 0.25%. osu/osu.Game/Rulesets/Judgements/Judgement.cs Lines 64 to 89 in 2c0b8ab
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But, what is HitResult.Ok it is for mania/taiko or something ? |
From hp drain 6 it's much more playable than before. Thanks @smoogipoo |
But for specific maps that's very hard like before... |
I hope this anecdotal case is all right to post here, apologies if not. I was playing this map on I notice similar behavior with other maps too; some maps (due to the spacing of notes or BPM?) tend to have cases where your HP can drop to a very low percentage and then not recover while maintaining a "local" accuracy of >90%. Is this desired behavior? |
leaving my own anecdotal case as well way too easy to fail the map (with DT and HP 6) towards the end of the chorus, struggle to get above half health the entire time despite maintaining a ~94% accuracy. I managed to lose about a quarter of my health in the ~1 second space between the end of the break and the next note. I instantly fail upon missing a note 58 combo later. using the newest 2020.229.1 release for windows 10 |
Generalising this as drain has now been called both too harsh and too lenient, so clearly the user expectation is that drain will be exactly the same as stable (which, to emphasise, it might not necessarily end up being). |
no, drain just doesn't make sense and is inconsistent when comparing theoretical vs. actual drain. in my previous post, I demonstrated an instance where drain was way too high with a map with HP6 and OD7. here's an instance where drain is too low in comparison. https://www.youtube.com/watch?v=NSTHwT5ntAA notice that the map is HP7 and OD7.5, but even after intentionally not playing for a second or two, the HP bar doesn't even go below the halfway point. how can both the HP and OD values be higher, but in gameplay, the drain and HP reduction be much, much lower? |
I'm not sure what "theoretical drain" is supposed to mean but sure. I have a slight feeling the other mechanical changes (like removing sliderend leniency) could have a knock-on effect on how drain feels (since it's based on percentage of HP on a perfect play) but I have no concrete evidence to back that claim up at this point. |
And I don't think there should be passive drain: https://youtu.be/Wyc-vVYsGOo |
@huupoke12 see discussion at #7370. |
i feel as if on hp10 in its current state that goods and mehs give too much hp and allow the user to survive hitting a lot of goods and mehs |
after more testing, i think it's more of a problem on high density maps since there's way more opportunities to gain hp |
testing in mania with a hp7 map, poorer judgements give too much hp in the more dense sections to the point where it overrides all the misses you will get and it allows you to survive by getting 55% accuracy which allows mashing for hard passes you shouldn't get adjusting/accounting for the previous 2 comments i made, in all modes expect taiko: map i used for testing: https://osu.ppy.sh/beatmapsets/1034114#mania/2162156 |
I haven't noticed any problems recovering, but the HP definitely is way more lenient than in stable. I downloaded lazer and stated to easily beat maps I couldn't beat in stable. I made a 10 second video showing that: with not hitting anything lazer makes it ~twice as far as stable. https://youtu.be/C8ivPJ4ouo8 |
Imma just leave my hp issue here Edit: i tried hp 7 (diff adjust) on AaAaAaAAaAaAAa and i somehow survived with 94% acc 3 misses. There might be something with hp5-6 that made it hard for me idk. |
I've run into an HP-related issue on a newly ranked map: https://osu.ppy.sh/beatmapsets/1694155#osu/3474143 On lazer it becomes practically unpassable -- I suspect that is due to the lack of geki/katu. I have to play very precisely just to keep my HP from draining, and every miss is very punishing. lazer-comp.mp4Turning on classic (which I hope sufficiently emulates stable) makes the difficulty much more reasonable, and even allows me to recover from deliberately missing several notes in a row. classic-comp.mp4While classic mod is a reasonable workaround for older stuff that relies heavily on the HP model as it is in stable, as a player I would expect any map that gets ranked today to be completely playable in nomod. On the other hand I've seen 7*+ maps that I can first try on lazer, while a more skilled player cannot pass them on stable (namely https://osu.ppy.sh/beatmapsets/1392496#osu/2874944) I don't have a solution to propose, but the current state doesn't seem very sustainable if both stable and lazer are to be maintained going forward, especially once score submission kicks in. |
Well, I think the game shouldn't "break" maps by default. New players would be confused of why the same map is different in stable and lazer.
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I'm pretty sure this still needs a bit more work. If you compare https://osu.ppy.sh/beatmapsets/480765#osu/1169864 with https://osu.ppy.sh/beatmapsets/991300#osu/2496646, lazer tends to drain HP in jump maps very heavily, while on stream maps you can even spam and easily pass a map, and those have the same HP drain! On stable, notelock probably took care of that by punishing misses within streams, but knowing this doesn't exist in lazer, it would need to adjust HP drain to consider this... |
Open a discussion thread please. |
There's already #17912, I think. I just wanted to bump this since it apparently was already fixed but the problem persists. |
I found a map that has much worse hp drain in lazer (with and without classic mod) than in stable. https://osu.ppy.sh/beatmapsets/469782#osu/1004556 im bringing this up as my assumption for the classic mod was it's as close to stable as it gets and was told to leave the link in this thread. |
I'd love to avoid re-implementing osu!stable's HP calculation given that it also has issues that are worked around by the whole not-being-able-to-die-until-you-miss thing, but it may be the path of least resistance. Probably need some quick investigation into the issue here, and brainstorming for possible solutions that aren't re-implementing osu!stable first. |
@smoogipoo #24365 was already on the project. Seems like we should probably keep just one. |
Ah yep, my bad. Had this one sitting in my inbox for a few months... |
Describe the bug:
When a map have hp drain 6, just some 100 and 50 can drain a lot of hp. After that, just one miss and you lost. In osu stable it's not hard at this point.
Screenshots or videos showing encountered issue:
https://youtu.be/vaOy9Dgqt2A
osu!lazer version:
2020.221.0
Logs:
please attach logs here, which are located at:
%AppData%/osu/logs
(on Windows),~/.local/share/osu/logs
(on Linux & macOS).I'm on android
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