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Add TaikoModWeak #27078

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Add TaikoModWeak #27078

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exformation
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This basic mod converts all strong notes into non-strong notes.

I didn't think ScoreMultiplier should be changed, since users would only be able to get less score with this mod on.

@exformation
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Oops.
if (obj is Hit hit)
should be
if (obj is TaikoStrongableHitObject hit)

@Joehuu Joehuu changed the title TaikoModWeak Add TaikoModWeak Feb 8, 2024
@bdach
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bdach commented Feb 13, 2024

Gonna be honest here I'm not sure I see the point. There's not much of an interesting gameplay idea in here. It's just something that was presumably easy to write.

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exformation commented Feb 13, 2024

Gonna be honest here I'm not sure I see the point. There's not much of an interesting gameplay idea in here. It's just something that was presumably easy to write.

I wanted my first PR to be the simplest. Easy to write doesn't mean useless. I wanted to make this because it was a mod I wanted to have in the game. I have plans for more complex contributions but I figured this would be a better start.

Plenty of the existing lazer mods are as simple to implement as this. Simply swapping colors. Simply flipping lanes. Simply changing a difficulty setting. They're still useful.

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bdach commented Feb 13, 2024

I agree that stuff like swap is low effort but there's also an idea in swap. Something meaningfully changes in gameplay. Patterns need to be played differently. Meanwhile with this I don't feel that the mod needs to exist. All you have to do to obsolete the need for this mod is to just play nomod and ignore the fact that some notes are big and single-key them. Nothing else in the gameplay changes, except maybe hitsounds that get played (and probably for the worse, too).

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exformation commented Feb 13, 2024

I agree that stuff like swap is low effort but there's also an idea in swap. Something meaningfully changes in gameplay. Patterns need to be played differently. Meanwhile with this I don't feel that the mod needs to exist. All you have to do to obsolete the need for this mod is to just play nomod and ignore the fact that some notes are big and single-key them. Nothing else in the gameplay changes, except maybe hitsounds that get played (and probably for the worse, too).

Many of the mods don't change gameplay? They just change how you read the map, they just change a fail condition, etc. This can improve the reading of many taiko maps, and for people who are used to always fully hitting a strong note the map will play differently.

Standard's Fun section is probably packed with stuff no one would ever play much more than a couple times, but it's awesome that they're there because there's no real reason that they shouldn't be. Unless there's a worry that we'll get too low on letter combinations, I'm not sure why little things like this wouldn't be welcomed. Basic conversion mods have high replayability imo.

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Mentioned this PR here: #26987

I understand not wanting to merge every person's mod idea. I think this one isn't that niche, so could maybe be an exception, but 3rd-party mods via dropping files in osu/mods like is done with rulesets could be a good solution.

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