Move Traceable to difficulty increasing mods section#35500
Conversation
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This change affects the solution of at least one live medal. Blocking pending consultations as to whether the change is acceptable from that angle. |
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TC is similar in difficulty increasing effect to HD so it should be fine if HD is allowed to be used for the medal in question I think, though I'm not aware which medal you're talking about |
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At least one unavoidably affected medal is hush-hush, so naming it would be spoiling. Relayed relevant concerns internally, will wait for a conclusion. |
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No apparent objections from the medal angle. |
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Is it good to go in that case? |
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With the logic presented in this PR, isn't basically every "Fun" mod difficulty increasing in a way? I would see validity in this if we saw more scores with TC, but from what I gather the categories are mostly for ease-of-search than "because they increase PP". Would need @peppy 's verdict. |
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I'd say "mod gives more PP" or "more score" is a good rationale for moving to difficulty increase section, so I wouldn't be against this if it is giving more PP already. |
it is osu/osu.Game.Rulesets.Osu/Difficulty/OsuRatingCalculator.cs Lines 181 to 187 in 6f038bf |
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Well there's the answer then, I guess there's no reason to delay this. |
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May want this (subjective maybe? but if it's multi-mod i'd suggest it makes sense): diff --git a/osu.Game/Overlays/Mods/Input/ClassicModHotkeyHandler.cs b/osu.Game/Overlays/Mods/Input/ClassicModHotkeyHandler.cs
index bc5914d41e..4c9a2752b9 100644
--- a/osu.Game/Overlays/Mods/Input/ClassicModHotkeyHandler.cs
+++ b/osu.Game/Overlays/Mods/Input/ClassicModHotkeyHandler.cs
@@ -24,7 +24,7 @@ public class ClassicModHotkeyHandler : IModHotkeyHandler
[Key.A] = new[] { typeof(ModHardRock) },
[Key.S] = new[] { typeof(ModSuddenDeath), typeof(ModPerfect) },
[Key.D] = new[] { typeof(ModDoubleTime), typeof(ModNightcore) },
- [Key.F] = new[] { typeof(ModHidden) },
+ [Key.F] = new[] { typeof(ModHidden), typeof(OsuModTraceable) },
[Key.G] = new[] { typeof(ModFlashlight) },
[Key.Z] = new[] { typeof(ModRelax) },
[Key.V] = new[] { typeof(ModAutoplay), typeof(ModCinema) }
(patch does not work, fixing would be highish effort so maybe not) |
there's precedent for this with daycore. no real opinion though. edit: the patch above cannot be applied for ruleset project class separation whatever reasons so let's just ignore that |
A lot of them are, and some of them should likely end up in the difficulty increasing section as well, but TC is kind of a special case since it seems to be the most adopted lazer mod - we already have people being "TC mains" and the mod appearing in regular players profiles since it has pp considerations and it is ranked |
TC is extremely similar to HD in the way how it works. |
TC is a mod that always increases difficulty and is quite similar to HD. Given we even have diffcalc/pp considerations for it it's time to move it to the category it belongs.
This doesn't cover any other mods that might need reshuffling too because TC is the only one that has actual impact on difficulty-based leaderboards (as in pp) and some people are actively playing it for the difficulty increase and not just as a fun gimmick.
After a quick search turns out it was difficulty increasing from the start but was moved to fun in review #3569 (comment) but I don't really agree with that.
Also as far as I know multimods don't do anything anymore?.. I've put it into HD multimod for consistency, but can move it to be separate if you want