THIS IS SO WELL MADE
Thank you very much! I put a fair bit of effort into making all the assets and whatnot.
I just installed Etterna and i was confused Af what those small Flickering dots and i thought they were notes that gives points 💀
Technically they do give points, it's just that the points are negative lol.
would prefer if you went over what exactly happens when you hit one. i kinda understand it but would still be helpful
how to hit long mines thing. my accuracy dropped too much bc of that long notes
0:48 sounds like a design flaw. "you have to intentionally hit the note at the wrong time" should not be the way to play a game about hitting the notes at the right time. There are multiple ways around that but the most straightforward might be to just deactivate mines during the marv window of the note or something similar.
The design already compensates for close mine hits. In the same vein it isn't a design oversight that charters can put a 500bpm minijack and you have to hit it earlier to keep combo, a charter can put a mine too close after a note and you have to deal with the consequences as a player. It's simply bad charting, and under normal circumstances your solution is a bad one. It means players can keep their hands on the keys well past when the mine hits and then passes the judge line. It's silly.
@@FoxfireFloofer Minijacks feel more like: "I'm not skilled enough to hit this properly so I need to resort to some bs" but comparatively I think mines are closer to: "the game mechanics prevent this from being hit properly so I need to resort to some bs". The former is an inevitable consequence of the fact that there is no skill cap but the later seems like a problem.
While I'm sure there are better solutions, the simple one I suggested isn't as silly as you suggest. It essentially turns sufficiently shitty mines into decorations in much the same way that sufficiently short holds are just decorations. If a mine is literally inside the marv window of a note it would be effectively unhittable, but this isn't really different from miniholds which are effectively undroppable if they are sufficiently short. However mines outside of that window would still be hit if you kept the key pressed so the issue you raised is only relevant for the worst possible mines and in that case I don't see it as a problem and think its better than the current system.
The mines have to be extremely close for this to be a game problem instead of a player problem, like to the point where it may as well be some impossible bs pattern. However, I don't develop Etterna, make a PR or submit an issue ticket on github with your idea exactly laid out instead of discussing it vaguely here. This video only describes how the game works, I don't design these features.
All of my art oriented works can be watched ad-free and downloaded through my PeerTube instance. PeerTube is a FOSS network of servers which all communicate to eachother to share video uploads:
makertube.net/w/pXQvaLSEhRVhAmhKK8oaYA