#Two-Handed Special Accuracy Detection Issues
1 messages · Page 1 of 1 (latest)
Two handed specials are scored by half the scalar of the added velocity vectors, not the averaged absolute velocities of the vectors. Hard to say what the original intent was, but that's the way it's always been, and it was definitely a deliberate choice in the latest versions, not a bug. As I recall, you pretty loudly criticized and protested the absolute velocity method when it was being tested because scores on some maps just shot up with little effort.
Personally, I liked the averaging the absolute velocities method better as it eliminates the need to make crazy awkward movements for some patterns, and opens up movement options like bicycling for long note stacks (vs spiraling, which I find much harder for two-handed than one). But it would result in new force scores being much higher than old force scores. I respect the decisions the devs made.
That's not the issue here, Marinus. The issue is if left hand is going right and right hand is going left to hit a two-handed special and both hands/orbs are moving well above the velocity required for a perfect, you receive a poor hit. This is different to how it is in V2/PROD.
Yes, that's precisely what I'm talking about. If your hands are moving in opposite directions, the sum of the vectors is 0.
It's always been like that for Quest/Pico/PSVR2, before and after the update.
So surely the fix for this is to just take the absolute value of both vectors before summing them?
This bug has been present only in version 3.
I loved that (averaging the absolute velocities, not the whole vectors) when it was tested, but I recall you complaining very loudly that it was too easy to get awesome scores (and it did kinda break parity with previous versions- it WAS easier to get way higher force scores in many maps). I'm not sure what all other magic the devs did to maintain parity, but they put it back to summing the vectors.
Well, just reporting that the behaviour is (still) different to PROD which appears to be a bug in two-handed special judgement, and breaks existing choreography for force mode play, e.g. rail-driven clap patterns.
The feedback you are citing was about the base judgement mechanics, not specifically targeted at the two-handed special judgement mechanics.
I suspect you're misremembering, as I demonstrated that feedback item on multiple maps, but you may be only recalling it for one specific map and section (Muse Madness two-handed special long note bursts) and coalescing that base judgement feedback with the other specific feedback provided for two-handed special judgement relating to the clapping and scissoring play mechanics that were valid in the previous version.
The issue that caused the score inflation you're recalling also affected many challenge maps, including World Vanquisher (CUSTOM difficulty), and was not due to the two-handed special judgement calculation specifically.
I have also encountered this issue. There are a lot of maps where a two handed special is mapped on the clap beat, and the map makes a clapping motion to go with it. In force mode, doing that clap motion will always result in a poor hit.