#Remove Health/Failure
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I guess it's a bit like training wheels? lmao
but it can be disheartening at times too, esp if you've just gone up a difficulty level and are finding it way harder due to how the different difficulty levels can be charted
that's also where practice mode comes in, tbf
it does
i see
ngl, i don't play it loads but Jason's comments on stream the other day prompted me to check here
i actually got the game through a code on Jason's stream a few months back, funnily enough
that's what led to the thread being made, tbh lmao
it provoked a major discussion, as you can see
We’ve talked about no-fail before though
aye. tbh, im glad the convo's still going on
indeed but not quite to this extent tbf
Or having the health regen work differently
Or having the health loss work differently
Though for people who just want to be able to run through the whole chart regardless of health, practice mode is already a thing and I don’t really know why people don’t use it
bc it's different and it doesn't feel the same ig
(most of the people who can play high dif)
The main downside of playing through a full chart in Practice is that you might get a run that could have passed, but you won't get a score for it
Currently, it's a pretty common to switch to Practice mode just to see the rest of the chart, but now that won't be necessary since you can always play the whole chart for real
yeah I get that, but for someone who, say, really loves a song and wants to play it but it’s 10 points harder than anything they’ve been comfortable with before
They currently could play it in practice instead of failing out in 30 seconds and feeling upset
So that’s where I’m confused about why someone wouldn’t use practice mode
Because you can fail out but still get to play the rest
It's no different from Practice mode, except for the fact that you get a score
it's also currently in the 3-dots menu in song select though, which is better than before but also still not very apparent unless you pause or fail/complete a song
Yeah I’m saying I don’t understand why, right now, people don’t seem to use practice mode for the situation it’s perfect for
Oh
your guess is as good as mine: perhaps it's not super obvious that it's a thing? lmao
Since this whole discussion is being sparked by what happened with Jason
Jason refused to play on practice mode
Probably because he wanted to be satisfied with the challenge of finishing the chart
stream environment perhaps
playing charts in practice mode just to play through them feels weird
Like is there some change that could happen to practice mode that would make it less off-putting to someone?
rather than just playing through it missing a lot
It was a 35
It was not going to happen
I played though a lot of songs on mania that were at least a star above my skill ceiling
So would making the background persist in practice mode make a difference?
and failed out of a lot of them
cat typed woops, anyway, is there no fail in mania?
this is true, it's why a no fail mod exists in other games
if you pass, you pass, if not, you still get to play the chart, while in practice if you pass you get nothing for it
i don't like playing in practice mode either
I use it to practice difficulty spikes or parts I have skill issues in in general
used it recently to get past dance with silence remixd's final drop
i've done it once to slow down MAD for the patterns so i could pass it, but other than that i'd rather just fail out and leave it tbh
I honestly don’t like the system where you still get points because it just makes it objectively worse to play with no fail off
Like there is absolutely no reason at all to play with it off if you aren’t gonna fail
I really see an issue with that honestly
beat saber applies a 50% penalty to your final score if you fail, with no fail, and I still leave it on most of the time
I think it should generally be the norm to play without no fail
I don't see an issue with just leaving it on
turning off no fail is if you want to grind for a pass on a hard chart imo, then you're just saving time
instead of having to back out manually when you fail
as long as you're rewarded for passing and penalized for failing at some point, it's all good imo, then it's a matter of implementation
Idk it’s just like at this point there was basically no compromise you just objectively play with no fail on
could I ask why you feel that way? just curious since that also seems like the feeling I get from some of the others
Because I think it’s still important when and how many things you miss
I don’t think missing multiple notes over time is equivalent to not parsing one full pattern at all
And I think that should be punished
it is, even under the current beta, your multiplier gets capped
And I think no fail should be a “I want to see the whole chart button”
Rather than a score thing
If you aren’t going to fail there is objectively no reason to not play with no fail on
It makes no difference
I want there to be a difference
I just disagree that score is the only important thing
I think it does in fact matter the weight and the amount of your misses
I agree that it matters, but where else would that be reflected on if not the score?
well what I am saying is I think that when you miss that densely you should fail out
and then if you don't like that you would turn on no fail
but you shouldn't get to submit a score for it
that's just my take
I think the issue is that if you are going to fail there's no point in having no fail off, someone who gets 75% into a chart and dies with it off, can be beaten by someone who got 60% into a chart and dies
with it on
and there the conflict is whether or not people think that is okay
I am one that does not
oh ok
I'm fine with a no fail option, just not fine with how the score implementation is working
^
I think just not submitting works on multiple fronts
because it:
A) Allows someone to get full multiplier after failing out still, so they can see their true potential score
B) Allows for competitions that might have charts that are likely to be failed, and still have equivalent scoring systems (like ani has mentioned)
C) It provides a reason to actually have the system off, which I think helps people actually identify struggle areas more than just a score card can reflect (especially with how legible the score card is)
not submitting when fail state is set during play, right?
Just to be clear, you mean no submission if you fail, not no submission if you just turn No Fail on, right?
yeah, or at least, not submitting if one fails
yes
I think it is a more elegant solution than the multiplier reduction
i like that idea tbf
If it were done that way, I think it would need to apply to failures when No Fail is disabled too
Which isn't the case now
?
As in don't post the score if you fail with it on?
there is no issue with that
That's not what Crooky was suggesting
it is
the same way we have it
but with no fail on
if you fail
it doesnt submit
that's all
But it does submit when you fail with No Fail off?
yes because you didn't finish the chart
Then for No Fail on, just submit the score you had so there's no score impact
I'm fine with that as well
The score at the point of failure, I mean
Then there's no element of risk when deciding whether to enable No Fail
If its possible to submit the score at the point of failure, and provide a scorecard for their full play still sure
that doesn't let you fail
I'm addressing ani's concerns earlier
Doesn't sound too complicated
Then that feels like the best middle ground at the moment imo
alright, I'll try to write a summary for reference
No-Fail modifier:
When turned on, this modifier will make it so it's possible to complete a track without the risk of failing out and interrupting play. When a fail state is activated (upon depleting health), the score is locked under the hood, and this would be the score submitted to leaderboards. Visually (and perhaps locally stored), the score would accumulate as normal, but the health bar will vanish to indicate the fail state. Upon finishing the track, the player will receive their medal and score as normal, but there will be an indicator that shows that the player reached a fail state at any point throughout the run. The fail score submitted to the leaderboards will also be displayed, potentially in the space above the Practice and Replay buttons.
any issues that should be pointed out?
It would show the normal medal, or the failed medal?
mm, good question
I like edge’s idea
Like a would-be medal
Conveys both pieces of information succinctly
y'know what, yeah, I like that
hologram medal would be cool
Sounds good
what branch is the modifier on
private1.0beta
Should be a thing that shows regardless of No Fail, though
gotem
agreed
RIP skull medal
Also in the case of No Fail, is the rank on the hologram medal the rank of your failed score, or your real score?
that's the real question, isn't it
for player satisfaction, visually it should be the rank based on the full score
at least imo
yeah full score would be best i think
for now I'll be pinning my summary, if y'all don't mind me doing so
fine by me
issue is that I'm not sure if the game is currently capable of keeping track of scores in that way? ideally it would be easy to just save the score to a variable when the fail state is activated and make use of it there
actually, would a better approach be tracking the fail score and the visual score at the same time until a fail state is reached? in which case, the score accumulation for the fail score would be paused
Might make the UI a little cramped
Oh mean do all the scoring logic for both in parallel?
yep
That wouldn't be necessary
just simply save the fail score to a variable then, like I initially thought then?
I think the way to implement that idea is to cut off score at point of failure and upload THAT, as Gav suggested days earlier
not not uploading the score at all
so that way it'd retain parity between no fail on and off
it wouldn't matter for score, at all
that's how the summary describes it, yes
you'd just play the whole chart guaranteed if you have it on
ok I scrolled all the way down and missed that
I think both with this view and with the potential confusion from having a separate score displayed and submitted
a percentage penalty for failed runs would be easier both to implement and display
like if you fail at any point during the run your score gets cut in half at the end or something like that
that's how beat saber handles it, right
I believe so? I haven't put much time into that game yet but iirc that's how it works
I did think about that and tried to make it so that if it was on at all it stays on until the end of the run.
May be bugged though still?
(Haven’t caught up on all of the discussion yet sorry, we get back on in a few hours 💤😅)
yes, beat saber applies a 50% penalty, which is enough to make failed score submissions completely not viable competitively
god are you guys getting enough sleep at least
it's interesting how the HUD flashes every time you take damage with no fail
but it's not intentional i'm guessing
If the score locks at the point where you failed, there's no need for a different medal, you just get the normal skull like a normal fail
There's also no need for a penalty post fail
what is the downside to just having it post the score you would have had when you failed but the chart keeps going if you have no fail mode on
That's the current pinned suggestion
nw
need a "lock" image to appear next to the score when you fail out
mid-play?
I think making the healthbar disappear is a more subtle, less distracting way of indicating no-fail, personally
the hologram medal idea might be enough to indicate that in post-run
if im not looking at the health bar mid play i want to see that i failed with a new visual
sorry to refer to beat saber again
but when you fail in that game you get a bright red flash in the environment
Even a brief sound effect at the moment of failure might help a lot
and your health bar goes grey
Gray bar sounds better than hidden, yeah
Why though? If you’d restart upon failure… then why do you have no-fail on?
Red flash might not work well given that the screen is flashing red when you're low
if you have no fail on you wouldn't, your intent would be to play the song to the end
I'd rather the failure be subtle for those who are just vibing
In which case why do you need to obviously know that you failed?
unless your restart depends on how far through you were when you failed…?
idk, we're getting too specific into UX now for me to contribute more lol
A red flash is too similar to the low health warning
What about a skull that shows up where the FC star used to be
a lock or an X next to the score would suffice honestly, just something with the score that indicates it and not just the health bar
or, your failed score shows up above the score with a lock next to it, since your fail score is "locked in"
unless the 3x thing sticks
with score submitting on point of failure, there'd be no need to have multiplier set to 3x
i like this idea
yeah so your score gets locked, its "here is your score, you can keep playing but your score is locked to the failure point"
also i feel like its better to be subtle since the point of no fail is to not really be paying attention to if you failed or not
Actually I really do think it should be evident if for no other reason than it's just really hard to tell, even if you want to play the whole song you should know if you missed enough to fail. Also I've never played a rhythm game in which no fail didn't notify you that you failed in a very noticeable way
I think people would appreciate knowing
That’s why I was thinking a skull like the FC star would make sense, because the people who don’t want to know will have it turned off, and the people who do want to know will see it show up in a place they’re already used to noticing
i mean it should still show you in some way but i dont think it needs to be a big visual or audio cue
it should just always be noticeable
rip
done
Just so @everyone is mostly happy. I'm good to implement No-Fail this way?
We can add nice things like prompting the player about it on first fail, but I'd like to get a patch out soon
I concur. "fail-state but this is what your score would have been if you hadn't reached fail-state"
sounds perfect to me
Also I would think that the fail-state would show somewhere in that bar graph at the end? Good way to see which section you need to practice to avoid the fail-state
Personally I'm still kind of for the 3x limit. Just to keep some stakes, but I'm not super attached.
Yeah, a little X on the graph would be needed I think
Will always feel weird to me that you can just... have it on at 0 cost. But I understand that's not what everyone seeks in this game.
I mean isn't no-cost the whole point of no-fail, at least in my opinion
It's still a big cost if you're gunning for a leaderboard spot
I mean that like there's no reason to not always have it on
If your sole purpose is playing as optimally as possible
right yeah, but I think that can be catered for solely visually. Like you can see that it was a no-fail run and your leaderboard score is the fail-state score
well, so visually and competitively
If you fail out of a chart, the next time you play it you're sight reading past the fail point
I mean personally I use practice modes for well, practicing...but if people wanna just like jam to the music regardless then shrug
You end up with the same score and rank as you'd have with it off, so you're not getting any strict advantage with it on
I wish that even on a passing score there was a tick mark or something noting that the run had no fail on
that was the hologram medal discussion wasn't it?
I really really want it with clear notes at least
Or you mean a no-fail run where there was no fail-state?
a no-fail run with no fail-state would be essentially identical to a normal run would it not?
I don't mind as much with the no fail but I think it's disingenuous to have a "passing score" on a chart just because you cheesed patterns that other people would die on by just spamming thru them with note clear
Certain player comes to mind
I think it would be better to change Clear On Miss so that it's not advantageous
Clear notes is really weird to me now that no fail is in the game
I made a different thread about that
tbh I disabled clear notes anyway because that mechanic just felt like it broke the flow for me
It was already really cheesy before but now it's hard to ignore how bs it is
clear notes is an important accessibility feature
it's not about cheesing levels, it's about people with visual processing issues being able to reorient themselves
Why I think it should show up on leaderboards that it's in use
Some people use it definitely not because they have vision issues
But for the sole purpose of cheesing
Just want it to be more transparent
Yes but we don't shame people for not having perfect vision
absolutely
I could see how a stigma towards using note clear to cheese things could morph into a stigma for note clear as a whole over time
Feels like a bit of a console aim assist situation
Cross platform in competitive games will always allude me as a design choice to begin with
Given the huge difference in capability between kb m and controller
tons of fortnite/CoD pros use controllers on PC because it's more competitive nowdays, it's just how the games are made now
I've noticed aim assist getting tuned higher and higher over the past few triple a cycles
It's pretty disappointing
It wouldn't be a problem if the space wasn't shared
This is the best failed but finished looking medal I can do for now. Wireframe is too busy because the letter is on both side of the medal
For comparison
It looks like it's showing the real score from your previous run on the level select screen, and not your PB
Your local PB should still be consistent with your leaderboard score
We only need to be able to see the real score at the level complete screen, for tournament purposes
Oh really? I think that would be a bit weird for players though right? Like "Hey you kinda got a B!" then they leave the results screen "JK not really"
I thought is was going to show the rank corresponding to your score at the point of failure
At the moment we don't show a rank if you haven't passed the song. Just the skull medal. If you fail early but then decide to keep going and get a score you're happy with, you'd want to see it right?
Got it saving both, so should be easy to change our minds there. But if the results and the track select PB remained the same
It'll be pretty unclear to those that don't look at the leaderboard, that the score they're seeing isn't the one that matters
And the worse that could happen is that someone else would remind them that the score they just got isn't legit
But the score still matters if they don't really care about the leaderboard. It's still their highest score and that affects XP
This is the current description of how it works
Doesn't that make No Fail advantageous to progression too, then?
Yeah it does
But we're ok with that.
Although that was kind of why I was encouraging a system where you earn less points after failure.
It seems a little backwards now, since failure now only affects competitive players who play for score, and not casual players who play to pass
I imagine it'd be easy to have xp linked to the fail score, right?
I assumed the only reason for locking the score though was to not affect competition. If someone wants to scrape by on an XD chart and they get a bunch of points than more power to them right
(besides will it matter later if leveling gets "unlinked" from song unlocks)
since levels are exclusively single-player atm, I see no issue with the xp gain being based on their full score run. I also don't see an issue with their full score being the one that's locally saved: that's their best run, and it's very obvious that they failed at some point.
A lot of people were arguing that the full score isn't the player's best run, since it's not their real score
They were insistent that what happens after you fail isn't part of your score
why would that matter for anyone but the person using the modifier
I think this iteration of No-Fail makes for a smoother but also isolated experience (in terms of competition) for those who just wanna complete and vibe to a song, so they can see the rest of the chart in a natural way without being interrupted by the failout and needing to look at it in practice mode/editor.
I think that if a player plays through a track despite failing at a mid-point, they need to know what score they actually got, and the medal they could've potentially received if they hadn't failed. But they don't earn submitting that score to the leaderboards because they failed. Perhaps the score shouldn't be saved in song-select, but personally I'm indifferent.
I do see another problem with saving the full score as a local PB, which is that it's unclear what happens if you later pass a chart with a lower score
Does the passing run win, or the higher score?
mm, yeah. passing scores should def overwrite failed scores
But then what about those who consider their higher, failing score to be better
if failed scores were to be saved
I certainly would
I wouldn't want to see my score get downgraded because I passed a chart
Pass meter smile
after play, go into song select and fade away the hologram while fading in the fail score lmao
Atm it’ll show a failed score if it’s higher than a non fail score
I think it’s still fine. It it’s something you care about you’ll want to keep playing until it’s a passing high score
And that applies even if you get a failing PB after you already passed, right?
that's how it currently works without no-fail
but it also saves the medal of the passing run
Oh really?
yee i'm just waiting for this to upload so you can see what i mean
Thank you
https://streamable.com/ech2fv i've never had any issue like this before lol
i have menu music
but no song music
i recorded the audio on the wrong setting lol
Dang! Would you be able to share a player.log please?
oh no, i don't even know where to find all that stuff lol
guess i ain't testing it then lol
seems to work as intended, though I think fading out the score alongside the healthbar would add to the clarity that you're in fail state
just send the two log files
Player and Player-prev
Just drag it in here.
oohhh
yeah it's fine on the actual build, but it's not working on this for some reason, but i've never had issues with the private build before
Oh, it's an oopsie by me. I hadn't tested with enough customs it seems
Thanks for the logs!
That's been fixed now @elder crescent 🙂
ok sweet i'll jump back on the beta build
i like how it shows you on the graph where you failed out with an x
👍
Only if Dave has time
tl;dr sadly, but is this toggleable?
yes
