Replies: 46 comments 92 replies
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Feedback for Lazers update from Dec 18th. I previously stopped playing Lazer due to absolutely hating the feeling of sliders but as of the most recent update they finally feel playable, while not the same as stable it does feel forgiving enough with timings making it a step up in challenge but not overly frustrating like it was previously, this is a major improvement in my opinion with initial testing. HP drain doesn't feel too bad so far in my opinion but want to test more before commenting further, I mainly feel like I can player harder songs without failing but obviously with a lower score since I'm not used to the higher difficulty, but I actually like this since I can try harder songs and see progress over time as I improve. I would love to see a Full Combo UI element added to score screen in a future update to show when you've FC'd, maybe this could even include an FC UI element on the score leader board. UI design in general is beautiful, I enjoy the new UI and menus feel very responsive. This concludes feedback for now as want to continue testing Lazer. Thanks for the hard work. |
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From the average Osu player (rank 150k) First off the leniency on the slider head feels great to play on and feels much closer to stable, I personally didn't mind how it was before but it's not hard for me to imagine that for many users going from stable to Lazer, it could be super frustrating when you expect sliders to act a certain way and they don't and you break combo because of it. As for HP stuff, I find it to be way too forgiving on Lazer. Maybe it's because I'm used to stable but being able to cheese maps far above my skill level and pass at 50% acc feels like a joke. Maybe it's fine to be not as harsh as stable but I don't think HP should be as forgiving as it is now. Getting an S without full combo is nothing new, it's fine. An indicator for FCing a map would be great. Overall Lazer is great, Lazer feels nice and new, modern, responsive, I get better performance on Lazer. Props to whoever is in charge of sound design, really nice sounds. Excited for what's to come Keep it up lads! |
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I'm only going to comment on the new scoring system since I don't have strong feelings on anything else besides slider mechanics (which I've already commented on). My feelings about scoring are being posted early because I already looked at master days before this release after #24166 was merged. I think the new scoring system is great. It fundamentally fixes the issue with ScoreV2 that it set out to fix (one miss having the potential to ruin your score), and I think it does a much better job of broadly distributing scores throughout the whole 0 to 1000000 range, unlike ScoreV2 where most scores are under 400 - 500k. Personally, this scoring system feels better and more rewarding to play with, and it does this while retaining a balance where both combo and accuracy still feel important. |
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Top mania player here (top 300 global). There's nothing to say much about game mechanics, they feel pretty good already. There's only 1 thing I wanna ask (and I've asked about this numerous times, but haven't gotten a concrete response yet): Are you going to bring back the 1mil max score from stable? (maybe put it behind Classic scoring, the same way that Classic scoring brings back exponential scaling in the osu! ruleset). The 1mil score has become somewhat of a holy grail in the mania community, so some people are upset that 1mil has lost its meaning in lazer. If it's possible to bring it back, then I'd really appreciate it. |
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I used to play stable from 2020-23, been using Lazer for almost this whole year. The new leniency changes feel much better, sliders always feel tougher to time than circles, which even if it's a "skill issue" added frustration, so this is definitely a step in the right direction. I personally feel like 500-1000-1500 would be better than the current 50-100-150. While it's not a big issue, it's fun to see a spinner battle at the end of maps in tournament matches. 50-100-150 feels too low to make a difference. The HP that was imported in the previous update felt right, perhaps because of playing stable for so long but currently it feels a little lenient. I think the main issue arises from the HP system itself which can range in values. The higher HP values even in Stable felt stupid sometimes. I think the previous system of S-Rank being an FC (other than SBs) is already good enough. At this point it feels intuitive to everyone playing. But, a system that indicates FC or PC would be great or maybe make S rank not achieveable if you slider break. With the slider leniency changes, the new system in Lazer feels good. Sliders can't be hit early to just cheese them and requires skill to tap like another circle, so judging based on the slider-head judgement is a good change in my opinion. It's crazy to see that Lazer has reached so far that the issues now are so small, keep up the great work! |
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I have been playing osu lazer for a year now since it runs better on my laptop, and I have a few things to say. I don't get why classic mod has got a 0.5x score multiplier. It's supposed to be the same as stable right? What if I want to play lazer but with the same gameplay as stable? I don't get why a 0.5x multiplier is even applied there, considering notelocking makes the game more difficult if anything, even considering that there's no slider head accuracy. I don't have anything in particular to say about the scoring system, it sounds good. I have been enjoying playing lazer for the past year that I have been using it, the only real issues I have is with the game menu not having the star wise separation of maps? That was a pretty cool feature in stable that hasn't been put into lazer yet, but that's a tangent. That's all I have to say. Thank you for making osu peppy, it's a pretty huge part of my life now lmao |
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I know the UI is not the focus here but something is wrong with the song select menu. It works OK for the most part but as soon as I search for a song and play it, things start getting wonky. Something like this : https://imgur.com/a/6C1nvhh Everything goes back to normal (for a while) after I select sort by (some other criteria) and then select back sort by difficulty. But the problem repeats. |
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Hi, mediocre osu! player here (rank ~50k) Playing on this update, the current slider settings makes maps with fast reverse sliders much easier, and I'm not sure if this is intended. Also not sure if this is from the new slider leniency update or some update to HP drain. The best example of this to me is https://osu.ppy.sh/beatmapsets/1376308#osu/2844649 (the 10* difficulty). This map is ranked so getting the 10* pass medal is pretty trivial with this update, as the hard sliders are basically impossible to lose health on as long as you hit the head. I also checked the HP drain in the previous Lazer update. Current update: Previous update (2023.1130.0): In stable, doing this would kill you almost instantly. |
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Note and feedbackI never used osu!stable. Ever. Any points not addressed means no feedback/can't think of anything.
ahem Argon skin catcher. I still have to use the triangles skin for that. At 4k60 with Argon skin, there's noticeable performance issues with a stupid amount of bananas (
It seems like I've got more combo and accuracy on 5-6 star maps again, maybe because of that change?
Never reached it because my spinning skills suck.
The "lazer" style drain is what I've been used to. With the "stable" drain, I couldn't do 5-6 star maps without failing, which was pretty harsh. OtherFor scoring in general, there seems to be a major jump in my scores, making score comparison meaningless between older scores. I also find losing score quite a foreign concept. It makes me lose leaderboard position sometimes, which is discouraging. (Mention me when replying, I've turned notifications off) |
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Most of the gameplay mechanics are really good in lazer as of the last update, however I still have some issues : Absence of sliderend miss feedbackComing from stable, I expect to know whenever I missed a sliderend, but now that the judgement has been moved to the head, it's hard to know if you hit a sliderend of not. Sliderend miss penalty is too smallSliderends are currently worth 30 points, which is too little in my eyes. I'd expect them to have more weight like they do in stable. Maybe having them worth 100 to 200 points would be better. Full-Combos not being important enough with the new grading system.I don't mind having S ranks separated from full combos, as long as they are made more prominent in 3 areas :
That's all, thanks for the work ! Looking forward to ranked play. |
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I'm not a "very advanced" player but i believe i have a say in here. Classic mod score changeHow does classic mod even affect gameplay so much that it's 0.5x now. Like. I dont think it was a good change. For the record, this feedback comes from someone that started with lazer, loved it, and hating stable mechanics and UI. I adore lazer, but this change was meh. Classic felt more clean. |
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As someone with only ~40h of play time on rankable std (I mainly play relax), I feel that the biggest impact of slider mechanism changes is on how to interpret accuracy values. The new slider leniency mechanism looks good, as I'm getting less random sliderbreak / missed slidertails for reasons I had never understood until now. The new scoring system also feels better than score v1/v2 for several reasons, with the most important one as plays far from fc finally have some reasonable numbers. For the gameplay of relax, well, idk if I would switch to lazer unless the "relax leniency" change were reverted (i.e. back to ~10ms as in stable; currently lazer is ~3ms). I had tried relax on lazer for a while, but did not persist mainly because of the random early misses. |
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Overrated accuracy in scoring is a nonesense. For example, I have 660k score on map with only 1/3 of max combo (97% accuracy). Almost whole score is accuracy. It's very painful for HR mod as it's more difficult to play with good accuracy. Yes, you have 1.06x score multiplier, but even 1% less accuracy is a huge penalty compared to that 1.06. Accuracy is a pretty random value - one play it can be 95%, the next play it can be 99% (just one mistake on stream begining can drop accuracy so much). upd: I just want to save that feeling after high combo on difficult maps - you have no accuracy, hands shaking, but you still on Full Combo so you are first in multiplayer room. Accuracy focus destroying everything - you have no chance against a more skilled player (of corse they play high OD better), so you have no motivation to even try. |
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commenting on the hp here for sliders at least i was testing out a few different slider maps and when trying Satori De Pon!'s no u diff with ht hr the hp drain was incredibly harsh as i got 1 miss then gained a 260 combo with about 85acc and then missed and again and instantly failed, i bring the map up in specific as the leader board has some scores similar to this which are passes, in particular ur cute's score comes to mind |
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osu lazer mobile (ios) gameplay feedback + ideafirst of all when i play osu lazer on ios, ive been having much of a problem where my |
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I'm also a bit concerned with the fact that scores set in stable will all be very easy to beat from now on. I know the multiplier is temporary, but even if it's 0.95x most current #1 scores can be beaten with a worse score, just because it was played with the new mechanics. I don't know if there's anything that can be done about that though, apart from making classic also have a 1x multiplier. Either way it's going to feel very weird when every single old score will basically disappear off the face of Earth on December 31st. |
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Im currently 6k in osu std, with some Tournament experience so im very familiar with v2 Gameplay Mechanics
Thanks for the hard work I know its impossible to please everyone, so tough decisions have to be made. Overall Lazer feels really good to play and very similar to Stable. Also please add a button in the beatmap details tab or something to view the beatmap in a browser (not the one integrated in Lazer) so i can easily send it to friends. |
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Hello. I've been around this game for a while and I spent the last 8 years as a mania player and event helper/organizer and I'll speak from this POV, of a mania community member (profile). I won't address the gameplay in this message (but I'll eventually do in another post). This is a feedback about communication around Lazer. We, experimented players, have known Lazer exists for years, but nobody came to us asking for our opinion. Two days ago, osufrlive, which is not even an official osu entity, but a community-driven initiative, pinged us, saying that they'd like to do the next tournaments on Lazer, and Lazer staff is pressing for feedback because the scoring may gonna be locked in two weeks?! So my reaction was:
Lack of visibility and understandingAt the time, I thought Lazer would be an inevitable update of Stable. Then I was told it would be a separate game. I was going to ask a ton of of questions, but I just FINALLY found a document that answers most of them: https://osu.ppy.sh/wiki/en/Help_centre/Upgrading_to_lazer which states:
This kind of info should really be more visible. Because it's in the wiki, I first thought it was a migration guide (like to migrate a skin), but the FAQ is nice. It's a good thing that we have regular updates on social media, but the information is split between many youtube videos, tweet or tweet responses, github posts (which is not end-user friendly), the wiki, etc. Lack of player engagementYou should know better than me - you have the stats and I don't - but I do believe there's not enough players to doing feedback to justify locking a scoring system. In the mania community, Lazer is still mocked because "it's been 84 years" since the announcement and "it will never come out". The absence of a proper mania skin editor and/or documentation is an obstacle to get a Stable player to try the game. It looks like modifying a note (equivalent of circle) is impossible. Once imported into Lazer, my notes are scaled differently (shall I open an issue?). If the scoring system is locked and turns out to be disliked by the majority, this will be a new obstacle for engagement. The lack of visibility mentioned before is part of the problem. Of course, I do believe the opinion is getting better thanks the team stepping up the communication with monthly dev updates. Impact on the feedback processI guess we all agree that it's wrong to lock a game mode without getting proper feedback first. But what do the Lazer team really want? If you aim to satisfy players, why not taking some time now or in the future to make surveys about the state of the game? I mean, it has worked before (link). Part of the french community is lucky to have been warned through osufrlive. But what about other communities and players who are not part of one? They deserve access to the information as well. I know a news was published for the occasion, but I think it deserves better visibility. Maybe it is your way to filter out low quality feedback by having only the most involved people to talk? In conclusion, I believe:
I am willing to help with anything involved in retrieving feedbacks from the community. But like many from the western world, I'm busy with end of the year celebrations. Remaining questions I have to the Lazer team:
Thanks for reading, thanks for taking care of the game, and thanks for caring so much about our opinion. I hope this is helpful. |
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I will only comment about the criteria for S grade. There was a discussion about this on osu! development discord and a suggestion that I liked was to turn the grade system into a score based system. Some people thought that it could be confusing when applying mods, but the way I imagine it is the following:
The maximum achievable score would be dependent on the mod multiplier, so a 90% nm score would not be the same as a 90% hd score. I think it could work since lazer uses the standardized score display as the default and the grade wheel that shows at the results screen would feel better. I don't know what the cutoffs for each grade would be, but I think that between 70% and 75% would be a good place for S (if you look at the score table, it would be around the score that you achieve with 95% acc and 1 miss at the middle). A concern that I have is that the fact that the bonus portion could make your score look like it's inside the range for a grade when it isn't can still be confusing to some players (even with the new percentage implemented). But even so, I don't think that coming back with the FC requirement would be a good thing as you would have a 900k score with only 1 miss at the same grade as a 400k score with many misses (that would be almost the opposite problem that the current system have). In relation to the issue with FC scores not being immediately recognized, I like a suggestion that was commented in this discussion about having the score card be gold when the score is a FC (if it were to be implemented in the new score card design, it could be a gold gradient above the profile banner or some kind of outline). Or you could have just the combo count be green when it's a FC as it is already implied at the score card redesign. I think this could be enough to resolve the issue. Lastly, I think it would be good if this grade system (or something similar) could be tested in some release before possibly locking up on the stable criteria. |
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Some things could be already solved but at the moment I'm typing this I haven't really seen all comments and I don't have much time to read every single one of them. Sorry about that but hope someone finds this comment useful anyway.Hello! I'm a top osu!mania 4k player and I want to say some things regarding the future of osu!lazer before the next update that covers pp stuff. In this comment I'll mostly talk about mods in lazer, do some comparisons with standard client mods (mania related) and a couple of gameplay feedback. Score MultiplierThere are some mods that affect the score multiplier. Before last update we could uprate the multiplier above 1.0x with mods like DT/NC but now uprate is not a thing anymore. This is very good for the mania scene since it's the only gamemode that doesn't necesarily need a score affected by a uprate, otherwise it could literally change mania forever. In this case I want to mention all mods that DO affect score in lazer/standard client:
The thing is I DON'T think some mods deserve their downrate on the score based on my plays on some maps. For example, mods like Wind Up/Down, Adaptative Speed, and No Fail shouldn't give less score since those are "for fun" mods and NF doesn't make any map "easier" to play in the first place (other than playing it 'till the end with no healthbar involved). I feel that NF should be like the current NF+SV2 on standard client in lazer with 1.0x score multiplier. Mod Preferences/Personal Mod SettingsIt's very useful to do a fast mod selection like how we have in standard client (with just one key press to enable one mod) and I like this new update with it in lazer. But I find it very unfriendly with the User Experience to select multiple mods individually and with this new feature it makes it even worse to do multiple mod selection. That's where the personal mod setting come in to just do a "one click" to enable multiple mods. Is the new type-enter feature a current thing on plan to do for the personal mod settings like we already have for individual mod selection? I also want to ask if there is a way to deselect all mods with one key press instead of the "deselect mod" button interactable with the mouse? It's very annoying to manually press the deselect all mods button or do it one by one manually when the main purpose of this new mod selection update is to select/deselect mods in a faster pace. Future Of ModsI, as a player, tend to flex my scores with my friends using certain mods to make a funny or tryhard challenge. One way of doing that is with the leaderboard on each ranked/loved map or another way could be a screenshot or replay file of the play itself. Standard client has little to offer with that (aside of the cough cough private servers cough cough) but I think lazer can do much better in that department. Maybe it's not a viable thing to implement but uploading plays in the leaderboard could be a thing regardless of the mod usage. Currently mods like Hard Rock, Random, and Co-Op are not visible in leaderboards when lazer leaderboards show pretty much all mods aside from auto and cinema. This may be offtopic but I shall ask to the team development: will all mods be visible in leaderboards in the future like how we currently have on the lazer website? If yes, is there like a plan to say which mods will give pp and which will not (DT/HT/EZ being the exceptions)? This may be covered already on another comment before mine but PF mod is currently impossible to play (unless you are very skilled at getting 1M scores) on lazer, since in mania it's a real challenge to surpass the 1M score barrier. Gameplay On LazerThis could be a personal thing I have dealt with but maybe some players could find this helpful if this is treated and maybe solved in case it's all about bugs. I sometimes feel like lazer client runs way smoother than standard client, but one random day this changes to the opposite way, standard client being way better in performance than lazer. I don't really know if it has to do with the multiple updates the team were doing to lazer but maybe there were some default settings changed with each update. I use RTX 2070 with Max-Q Design (very uncommon NVIDIA graphics card I guess) and sometimes I feel lazer client so stutter in a similar way as standard client with the very common "lagspikes". I recently felt that there were a lot of framedrops during play no matter what map I'm playing. Again, maybe it's a personal thing but there could be more players with that issue as well. Another thing I don't find familiar is the timing lines. In standard client it's disabled depending on the skin with the "skin.ini" file but in lazer it's always enabled no matter what skin I use. I personally dislike having to see the timing lines while I'm playing any map, especially the sv maps where the timing lines displayed in screen get to a point where I don't know what's happening even if I played the same sv map a ton of times. I suggest to make a setting that enables/disables those lines for individual skins or for the overall settings if it's not a thing right now in lazer. Last thing is that sv maps play VERY DIFFERENT in standard client and lazer client. Perfect example is Aleph-0 loved map, some sv elements work very different with the same values used in standard client (you can do a comparison with auto on both clients with the provided map). So then I ask: is there a plan to make sv maps work the same in both clients to avoid a "re-learn" component, or it will rely on lazer sv for future ranked/loved maps or future MWC iterations? (Offtopic) Personal Experience/Overall FeedbackI do have to say that my experience with lazer is far beyond from what I was really expecting it to be. Yeah I only played osu! for at least 2 years and I found more familiar using standard client than lazer client. Other than that, lazer feels way more friendly to use and I sure hope to see more things being added in the future and maybe I could do my transition to lazer one day :D At first, lazer felt very complex to use because I got used to simple UI/UX on most games I played and made (Game Dev myself hehe) but once I recognized some settings and stuff from standard client they felt very cool and fancy. I know this is so offtopic to the main thing but I wanted to let it out before anything happens with the game, but I suggest the team development to involve the osu community more into lazer than standard client for things like this, not only doing Github posts and comments for feedback or with one or two YT videos for very important stuff. It's definitely possible to add in-game surveys to let people know about something you want to know from the community instead of the website. That's about it, thank you for reading this! :D Hope you have an amazing day and also hope you get a ton of presents in Christmas/New Year!!!!!! smile face spam |
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Is it currently possible to turn off visual effect of a missed sliderend? If not, that would be nice to add because it really messes up with reading a map since that's not how stable behaves and sliderend miss doesn't break combo |
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Sliderend miss looks very good on argon, would hope for the element to be skinnable, and/or have a better implementation in legacy skins. I know in the skin I use it would look nice if it were monochrome, but it's hard to figure out something that would work across all skins. Perhaps it could just use the argon sliderend miss for all legacy skins? The way it is now works really well for slidertick misses since those break combo and don't occur as often. But on some types of maps sliderends are dropped really frequently which can get very distracting. Quick retrying via a key combination (I use ctrl+r like stable) behaves a little differently, you need to press the modifier first, whereas in stable it works even if you press r, then ctrl. |
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new feedback i noticed is playing a map like rrtyui's white cube the patterns at 18:800 and 25:000 feel way harder to hit on lazer compared to slandered |
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Hello players of osu!
Please leave any feedback you have here, with a focus on gameplay mechanics:
For osu! ruleset
For osu!taiko, osu!mania, osu!catch rulesets
Things we are less focused on
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