Quaver
DWSWarrior Aug 22, 2020 @ 7:28pm
what is going on
i keep failing for no reason on songs

im not missing many notes and its failing me, what am i missing?

like i got 78.80 on flowering night insane with 1 miss and i failed
Last edited by DWSWarrior; Aug 22, 2020 @ 7:29pm
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Showing 1-6 of 6 comments
Meseki Aug 23, 2020 @ 8:00am 
Goods and Okays decrease your healthbar by a significant amount (if I understood the source code correctly, Goods take 50% the health a miss does, while Okays take 75% the health a miss does).

Personally, I moved the combo number on my skin on top of the receptors so that I couldn't see it easily, since combo is irrelevant to the scoring that matters, and seeing that number not reset makes me think I'm not losing health.
Mika Aug 24, 2020 @ 12:37pm 
For my part, I consider that the margin of judgement of this game is very small to be able to score and obtain the achievements. I think they should increase the margin.

On the other hand, what you must do is adjust the timing since in my case I have a delay between the image and the sound of -25ms and then a very successful recommendation is to try a different Skin that suits your playability, I did the mine (That needs to be polished) and with that I have largely solved the problem of failing the notes. The diference is huge.


Originally posted by Meseki:
Goods and Okays decrease your healthbar by a significant amount (if I understood the source code correctly, Goods take 50% the health a miss does, while Okays take 75% the health a miss does).

Personally, I moved the combo number on my skin on top of the receptors so that I couldn't see it easily, since combo is irrelevant to the scoring that matters, and seeing that number not reset makes me think I'm not losing health.

According to the Wiki:
- Marv = 100%
- Perf = 98.25%
- Great = 60%
- Good = 25%
- OK = -100% (Lose life)
- Miss = -50% (Lose life)

I think you shouldn't lose life unless you make a miss. I don't understand that idea of making the player lose life if you hits a higher time range. As in CSGO you lose life by hitting the enemy in the foot. Players who are playing a music game for the first time will uninstall when they see that.

Above then you have this:
- Not releasing a long note will result in a Good, which does not reset your combo.

No, if you don't let go, it's a miss. They should adjust this more appropriately, I think.
Last edited by Mika; Aug 24, 2020 @ 12:38pm
Meseki Aug 25, 2020 @ 8:22am 
Originally posted by Meseki:
Goods and Okays decrease your healthbar by a significant amount (if I understood the source code correctly, Goods take 50% the health a miss does, while Okays take 75% the health a miss does).

Personally, I moved the combo number on my skin on top of the receptors so that I couldn't see it easily, since combo is irrelevant to the scoring that matters, and seeing that number not reset makes me think I'm not losing health.

According to the Wiki:
- Marv = 100%
- Perf = 98.25%
- Great = 60%
- Good = 25%
- OK = -100% (Lose life)
- Miss = -50% (Lose life)

I think you shouldn't lose life unless you make a miss. I don't understand that idea of making the player lose life if you hits a higher time range. As in CSGO you lose life by hitting the enemy in the foot. Players who are playing a music game for the first time will uninstall when they see that.

Above then you have this:
- Not releasing a long note will result in a Good, which does not reset your combo.

No, if you don't let go, it's a miss. They should adjust this more appropriately, I think.
Those numbers are the accuracy numbers, not the health change numbers. You lose life on Goods, Okays, and Misses, as shown at this point in the source code (starting from the line with JudgementHealthWeighting, just in case line numbers change in the future): https://github.com/Quaver/Quaver.API/blob/b03c82744c8836e01897a8d9d79ccfae7f2da636/Quaver.API/Maps/Processors/Scoring/ScoreProcessorKeys.cs#L113

Considering that they are trying to punish mashing (which is why an Okay makes you lose more Accuracy than a Miss), having a Good take away life isn't too unreasonable, since that's already over 76ms off (which is admittedly more strict on life loss than most music games). If you could only lose life on actually missing a note entirely, it would be far too easy to pass most charts. In osu!mania (which Quaver has very similar timing windows to), lack of punishing mashing enough results in this being possible (though it is an extreme example): https://www.youtube.com/watch?v=ViA_hkn7lNE

As for failing to release a long note not counting as a miss, that's likely because many of the long note focused charts would be completely unreasonable if that counted as a complete miss (in my opinion, even the way it is right now can easily become unreasonable, but I'm also biased against long note focused charts).

I feel that Goods and worse should break combo, so that the player can easily realize that those judgements are, in fact, bad judgements. Unfortunately, it's probably too late to change that for the leaderboards, since not every score has a replay attached.
OFFTHEGOOP! Jun 30, 2021 @ 11:15am 
why tf would you loose life for hitting a note thats retarded
helix Jul 3, 2021 @ 11:54pm 
Originally posted by goodvibesherebud:
why tf would you loose life for hitting a note thats retarded

Hit it better 4head. The goal isnt just to "hit" the note, its to hit it with some degree of accuracy and not just mash them out like you're trying to light a fire via friction with your keys.
Last edited by helix; Jul 3, 2021 @ 11:55pm
Isakube Jul 22, 2021 @ 3:21pm 
Originally posted by dogwater:
its to hit it with some degree of accuracy and not just mash them out like you're trying to light a fire via friction with your keys.

I didn't know I needed this sentence until now
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Date Posted: Aug 22, 2020 @ 7:28pm
Posts: 6