Please test again on test build.
MillhioreF wrote: 2k1855
The first fruit of a slider now gives hyperdash up to the droplet as it should, but the droplet doesn't renew the hyperdash status and Ryuuta only moves at normal speed (which isn't always enough.)
The second fruit absolutely needs hyperdash while the first doesn't really require that (getting hyperdash on both fruits makes sense though).MillhioreF wrote: 2k1855
-In the 3-note jump, the first fruit hyperdashes while the second doesn't, which is probably intentional. However, due to the catcher slowing down once you're under the next note while still in hyperfruit status, it's impossible to get over far enough to catch the third fruit. Both should still grow hyperdashes.
If there's the same spacing between the 3 fruits the 2 first fruits should be hyperdash'd. Makes much more sense for mapping, and also in term of readability of the map.statementreply wrote: 232z60
The second fruit absolutely needs hyperdash while the first doesn't really require that (getting hyperdash on both fruits makes sense though).
- Your map must theoretically be SSable. This generally means you must be able to catch absolutely all fruits, including droplets. This ties in the previous point, but is fundamentally for different reasons.
1. Trigger hyperdashlineqtxz wrote: 1y59p
somethimes the catcher is crazy,
this bug appears when you fail the "end hdash fruit"
:3
scarlet rose
It seems that hyperdash exits ~4ms before accurate timing now (~22ms before, with an additional 1-frame slowdown), which could make it harder to control on exiting. If you stop moving or change direction a bit earlier, the catcher could be quite far away. I'm not quite sure about the outcome of such changes though, let's see how pro ctb players feel about the changepeppy wrote: 73101g
I find the "change direction" hyperdash speed to be correct. You shouldn't be changing direction until it ends.
It's quite tricky to handle the ryuuta now, specially in over-HDashed songs, where you now need to do a lot of fine movements to control those HDashes. The only song I can think that could be benefited with this new movement algorythm is Cirno's Perfect Math Class, imo...statementreply wrote: 232z60
It seems that hyperdash exits ~4ms before accurate timing now (~22ms before, with an additional 1-frame slowdown), which could make it harder to control on exiting. If you stop moving or change direction a bit earlier, the catcher could be quite far away. I'm not quite sure about the outcome of such changes though, let's see how pro ctb players feel about the change![]()
statementreply wrote: 232z60
1. Trigger hyperdashlineqtxz wrote: 1y59p
somethimes the catcher is crazy,
this bug appears when you fail the "end hdash fruit"
:3
scarlet rose
2. Change direction before hyperdash ends while holding dash key
3. Ryuuta moves in the opposite direction at hyperdash speed (should be normal dash speed)
I think I got it wrong. It's definitely a bug.peppy wrote: 73101g
I find the "change direction" hyperdash speed to be correct. You shouldn't be changing direction until it ends.
Most experienced people will find the change to be very hard to adapt to, since it would seem like all the luck you needed to hit the pixels was transferred to the hyperdash controlling thing. I mean, now if I go and try some TAG4, only chance will tell if I'll be able to have total control of the Ryuuta when it's in hyperdash status so no, this is a regressive change and I suggest to fix the speed of these special fruits back to their normal state.MillhioreF wrote: 2k1855
From my quick tests, hyperdash spawning is now just about perfect, and droplets are even catchable due to the "tighter" hyperdash controls.
However, it's become much harder to actually hit hyperdashes because of this, and I probably speak for most of the CTB community when I say that they'd rather have FC-able maps with the old hyperdash controlling than SS-able maps with the much tighter, harder controlling. Maybe you should save a better droplet solution for a future patch. Perhaps adjust droplet location only on sliders that are hypered to fall into the natural hyperdash range? Not high priority though.
No, just no. It wasn't as much hard as you're predicting (for me) in 99.9% of the songs. I've been testing different TAG4 difficulties, as it seems to be your major preocupation, and these are the results (disregard NoFail and multiply all the scores by 2):VelperK wrote: 442m2f
Most experienced people will find the change to be very hard to adapt to, since it would seem like all the luck you needed to hit the pixels was transferred to the hyperdash controlling thing.
And I encourage you to try this map 5 times in both osu! builds (the public and the private): http://osu-ppy-sh.tvgratuite.org/b/74845Deif wrote: 4o495
No, just no. It wasn't as much hard as you're predicting (for me) in 99.9% of the songs. I've been testing different TAG4 difficulties, as it seems to be your major preocupation, and these are the results (disregard NoFail and multiply all the scores by 2):VelperK wrote: 442m2f
Most experienced people will find the change to be very hard to adapt to, since it would seem like all the luck you needed to hit the pixels was transferred to the hyperdash controlling thing.
Comparing to my average scores in those songs, I must it those are only normal tries and not spectacular scores (I didn't pretend to do OMGWTFBBQ records anyway). That means the gameplay in those songs has not (or maybe slightly) changed with the last changes. StrangeProgram is probably the most benefited song of those, as there were a lot of speedy sliders that used to be impossible before.
I encourage experienced players to go into the test build and help to develop this new HDash system, instead of complaining and not offering any constructive solution.
Tried it with the original AR in both versions. Just 1 try was necessary:VelperK wrote: 442m2f
And I encourage you to try this map 5 times in both osu! builds (the public and the private): http://osu-ppy-sh.tvgratuite.org/b/74845
Please, do post the results of each osu! build and then say the same.
I should probably unresolve this thread and just move it to low priority. The extra fruits here shouldn't break anything, just make some jumps slightly easier.test build IRC wrote: 582k1x
[21:33] <@peppy> i'm not calculating back 2 objects
[21:33] <@peppy> to see last turn direction
[21:33] <@peppy> but it gets complicated here
[21:33] <@peppy> it 2 objects back was a hyperdash
[21:33] <@peppy> the hyperdash will end centered
[21:34] <@peppy> which would mean you need this hyperfruit
[21:34] <@peppy> not sure if worth fixing
I urge you to actually get ON the game and watch me play and telling you specifically what affects my ability.TheVileOne wrote: p102h
Most of the map does not matter. It is already known that it's harder. You need to prove that it's an issue that its harder. There needs to be some case where it severely affects one's ability to play. Just because you haven't adjusted to the new movement is no indication that it's a problem.
For the hardest ones : All 1/4 hyperdashes, and more than 2 consecutive hypers @1/2 changing direction like this. Does this really require a .osu to understand ?TheVileOne wrote: p102h
If you want, show us an isolated pattern that is nearly impossible to play with the new ryuuta movement. You say you can't, but you can.
I didn't really understand why Big Black streams are hyper dashed now .-.VelperK wrote: 442m2f
Completely unnecesary hyperdash here:
Isolated osu. here: http://puu.sh/1Omap