Osu: Mania hold note combobreaks do not work correctly

Created on 13 Apr 2020  Â·  4Comments  Â·  Source: ppy/osu

  • Hold notes on lazer only combobreak if the player makes a mistake within the slider tick judgement window instead of always combobreaking like it does on stable. This causes players to be able to avoid combobreaking if they miss between the judgement window of the slider ticks, which makes some plays inaccurate, especially at lower BPM, for example Altale. Video: https://youtu.be/fcBl10kwl_Y (both maps are 50 BPM)

  • Hold notes only combobreak after the hold note is completed instead of breaking immediately when the player makes an error. Is this a design choice? If so, no problem at all.

gameplay osu!mania

Most helpful comment

Allowing temporary releases can be heavily abused in mania (commonly referred to as "manipulating" or "cheesing"). Consider the following example:


(exaggerated for the sake of clarity)

Finger-jacking while holding another finger on the same hand is very hard, and requires good finger independency as well as lots of stamina (it's probably the hardest pattern relative to note density). If the single notes are mapped next to the slider ticks then you can stop holding continuously and instead switch to wrist-jacking with the whole hand (which is much easier, faster and less stamina draining). It's basically the mania equivalent to "2B" maps in osu!standard.

Increasing the tick rate won't solve the problem because vibro maps exist (high stamina maps is where players manipulate the most), unless we make the tick rate so fast that we might as well just revert to how stable works.

Ranked maps where this applies already exist, e.g. this section from Maniera [Masterpiece]

100% punishment for briefly releasing a LN isn't good either, the player should still be rewarded for nailing the start and end accordingly. However slider ticks is not a good solution to this problem.

All 4 comments

This is was an intentional change, but the tick rate is supposed to be tighter. As you'll notice the ticks also give score whereas on stable they don't.

Unsure whether we want breaking to occur immediately as in stable.

This is was an intentional change, but the tick rate is supposed to be tighter. As you'll notice the ticks also give score whereas on stable they don't.

Unsure whether we want breaking to occur immediately as in stable.

Alright, that's fine. I actually really like the ticks giving score now, but I suggest automatically increasing the slider tick rate for low BPM maps to keep the window where combreaking isn't possible as small as possible (although I still think that missing a long note at any point should be a combobreak), since missing without breaking feels weird and I feel like other players will be confused about this too.

I personally like combobreaking immediately better, because it's less confusing for the player, but this is up to you guys to decide.

I personally prefer breaking at the next tick, just to keep things in line with how it handles in other rulesets (always found immediate breaking a bit harsh – if you accidentally release the key for even a few milliseconds you are 100% punished).

I'd say opinions will be split on this so let's not focus on it too much just yet.

Leaving this open to track the changes required to tick rate.

Allowing temporary releases can be heavily abused in mania (commonly referred to as "manipulating" or "cheesing"). Consider the following example:


(exaggerated for the sake of clarity)

Finger-jacking while holding another finger on the same hand is very hard, and requires good finger independency as well as lots of stamina (it's probably the hardest pattern relative to note density). If the single notes are mapped next to the slider ticks then you can stop holding continuously and instead switch to wrist-jacking with the whole hand (which is much easier, faster and less stamina draining). It's basically the mania equivalent to "2B" maps in osu!standard.

Increasing the tick rate won't solve the problem because vibro maps exist (high stamina maps is where players manipulate the most), unless we make the tick rate so fast that we might as well just revert to how stable works.

Ranked maps where this applies already exist, e.g. this section from Maniera [Masterpiece]

100% punishment for briefly releasing a LN isn't good either, the player should still be rewarded for nailing the start and end accordingly. However slider ticks is not a good solution to this problem.

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