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Reintroduce timing dependent HoldTails #570

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merged 3 commits into from
Apr 13, 2024
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@LumpBloom7 LumpBloom7 commented Mar 24, 2024

Partially supercedes #569

This change makes it so that Hold notes return to having a timing-based result like in Maimai Finale, with a few leniencies carried over from DX.

Problem with DX (percentage-based) holds:

  • Short HOLDs were quite strict, even a small amount of time not spent holding it made a significant impact on the final result
  • On longer HOLDs the player can let go for quite a significant amount of time while still being able to obtain a perfect.
  • The release timing of Finale HOLDs is lost, potentially lowering the skill ceiling

Advantages with DX holds

  • Players are no longer punished for 'accidentally' releasing HOLDs for a frame (either due to the buttons sensing a slight lift, or due to hand bounceback)
  • HOLDs become a simpler HitObject, and more interesting charting can be done leveraging the higher leniency

Solution introduced here

  1. HOLD tails are now timed, with the HitWindows being identical to the HOLD head.
  2. Every 300ms of not holding the note, the tail judgement will be lowered once.
  3. By default, if the player is still holding the note as it finishes, they are automatically given a critical perfect. No late judgements are possible, and this matches up with DX style holds, where there are no negative consequences for late releases.

In a future "Classic/Finale mode" mod, HOLD recatching may be disabled, along with the automatic crit-perfect when holding past the end of the HOLD.

@LumpBloom7 LumpBloom7 added the tweak A minor change to an existing feature label Mar 24, 2024
@LumpBloom7 LumpBloom7 merged commit 85ddaca into master Apr 13, 2024
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@LumpBloom7 LumpBloom7 deleted the Alternative-Hold-mechanics branch April 13, 2024 08:16
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