About me
1. The goal of playing is to have fun
2. Fun is had when pushing one's boundaries
3. One pushes one's boundaries by increasing in skill
4. Skill is measured as the ability to perform actions with high precision
5. One increases in skill by adapting in response to feedback
6. Therefore, to maximize fun, we should maximize:
- opportunities to demonstrate skill
- high-quality feedback
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Lazer Feature Wishlist (in roughly descending order of priority):
1. Add options for hitsound volume and volume normalization: https://github.com/ppy/osu/discussions/18714
- When hitsounds are too quiet, it makes it harder to get feedback on one's tapping rhythm.
- When hitsounds are too loud, it makes it harder to focus on the rhythm of the song.
2. Setting for hit object fade out visibility duration (0 = instant fade):
- Object fade-out is really distracting and it would be nice to not have to use the "number-as-circle" skin hack for instant fade.
3. Remove (or add options to remove) unnecessary animations and delays (these just waste my time):
- Starting and quitting the program ("Welcome" and "Goodbye")
- Starting and finishing a map
- Opening and closing the pause menu
- Delay between clicking "skip" on a map and actually skipping
4. Clean up the UI:
- It's really cluttered compared to Stable.
5. Other UI Nitpicks:
- Mod select menu slant feels weird and unnecessary
- Song preview in song browser should loop to the beginning instead of the preview point when reaching the end of the song (It's annoying listening to the last 10 seconds of a song over and over)
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Some other things I think would improve the game:
1. Remove OD, use hit error as the primary method for scoring plays
In my experience, hit error (visible in-game as 'unstable rate') is the most accurate measure of performance on a map.
Problems with Overall Difficulty (OD) / hit windows:
- The same play can give a different score if the OD is different.
- Because hits can only give one of four arbitrary values (300, 100, 50, 0), there is a significant loss of information.
Problems with Max Combo:
- A single miss near the beginning or end of a song will have much less impact on the score than one in the middle.
- There is a strong incentive to avoid longer maps and instead 'farm' short maps where the chance of making a play with no misses is higher.
*Fixed in lazer!! (https://github.com/ppy/osu/pull/16280)
2. Add opportunities to demonstrate skill:
- Accuracy for slider heads (already in lazer)
- Accuracy for slider ends (?)
- Make unnecessary clicks count as misses
- Add scoring for positional error, not just whether the the cursor is inside or outside the circle
3. Remove HP Drain / Failure
In my opinion, there's no good reason to prevent the player from being able to play the whole map for failing to meet some arbitrary threshold of performance set by the mapper. Bad plays will be bad plays.
4. Abolish PP in favor of an Elo-type system based on leaderboard rankings
The way PP is calculated is convoluted and arbitrary. How 'difficult' a map is is subjective and difficult to quantify with an algorithm.
Mutuals
This display is currently WIP! I am planning to add a checkbox to hide less-relevant maps (ones with low amount of ratings)