Replies: 88 comments 76 replies
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Skipping beatmap intros |
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Audio countdown timer in the "Get ready" stage, like countdown timer in multiplayer? |
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In order to cut down on download times, when the game initially starts, make the users select the first beatmap they wanna play and then make them select a secondary one right after that, which will be downloaded on people's devices while playing (or next voting if the hardware sucks). Essentially, people wouldn't vote for what they want to play next, but rather for what people want to play after the next beatmap. This would eliminate waiting for people to finish downloads for rounds 2-5 and cut down on round 1 because people would need to also vote a second beatmap while the first is downloading. |
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There should be an option to select multiple modes to queue for, to squeeze a few extra players out of STD. |
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The queue screen seems to show all players queued in, and should probably be filtered by players in your selected mode. |
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And finally, I don't know if this should be a separate bug report, but it's probably not intended that the player can show up as a second bubble. |
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Please make the upper limit of the sr of maps, that you can vote on before a round, be based on the average of the ranks of the players in the lobby because it is not fun to have a round where 1 person is literally having 100ks more score than everyone else due to picking a 6 star map that everyone else struggles with. And I rather have lobbies where one person doesn't enjoy quick play than everyone else. |
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Another issue is the classic "if you give the players the option then they are gonna abuse it" case is showing high sr maps in a lobby then players picking them and quiting after the first round. Like please be "harsher" on the sr limits instead of having players deal with this kind of stupidity. |
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When clicking on a player please do not show their default game mode's page because everyone wants to check their rank in the game mode the quick play lobby is in. Like even I thought that a player was in the top 7k before checking that their default game mode is mania and had to manually click to std to check the rank that matters in the context of the lobby. Also to the arguement that "this isn't competitive it is just causal" I say that if it was causal then the players wouldn't be able to pick a map and instead would get a single map randomly selected for a round and that would be it. Not 5 rounds of voting on maps which may result in higher ranked players getting a higher sr map that the rest of the lobby is not great at. It is really frustrating |
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Please only select a beatmap randomly when noone votes. Like out of the 5 people 4 people voted on the same map and it was beautiful until I experienced the greatest movie twist in history when I saw that there was even a small chance that 4 player's vote would be ignored due to, you won't believe this, a random map getting the small chance of being selected. Just make players regret not selecting a map due to not voting instead of having the ability to troll everyone by making a random selection that may be selected instead of everyone else's vote. |
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There should be groups(or party) and team vs team matchmaking mode to play for example 4v4. |
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It would be nice to have an option to view the history of your past matches and the ability to download your opponent's replay(s) for analytic purposes. |
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We should be able to see the download progress of other people when waiting for them to download the map that has been chosen just like you can in a multiplayer lobby |
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When we're gonna get more maps added to quickplay, it would be nice that each quickplay game has a randomized mappool instead of having only one every time. I played quickplay on Taiko and after 3-4 games the maps got repetetive pretty fast. I would love to see some changes in that direction in the future. |
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Pressing the ESC at the start of a map will make you leave immediately. I had an opponent do this on accident today. Usually, to leave mid match you have to hold the ESC button longer to confirm, but the first second or so is instant. This "issue" exists in regular multiplayer too. This problem might be kinda niche, but I've accidentally left a match before because I tried to clear text from the chat window with ESC as the match started, booting me instantly and leaving me behind in the lobby menu. I like that lazer acts like this in singleplayer, allowing quicker movement through the UI, but I think it causes issues in multiplayer. |
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Had a chance to try out the new mode and had the following pieces of feedback.
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For 1v1s, I think it would be more balanced if players picked maps back-and-forth like in a tournament, rather than just choosing randomly between the two each time. Right now, if you're unlucky, it's possible to play a match where one player picks 4/5 or all of the maps. Even if we didn't want to go this direction, some sort of weighting system based on how many times players have had their maps picked could be good (for FFA too!) (speaking of tournament style, a ban system would be cool too... although I could see this maybe being overwhelming for newer players or players who are just not familiar with how tournament matches typically operate) |
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It would be cool to be able to create private lobbies using QP. Both me and my friend enjoy playing against each other, and having a a mode with curated pool that's immediately ready to be played is very nice for that. It's not very easy to set up matches in the current state due to QP being both public and there being a rule in place to prevent immediately making matches with the previous player you just played against. |
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About current status of Quick play (12.12, 1v1 stage) (and Ranked play maybe?):
My thoughts about the future of this mode (totally my own opinions): Keep both Quick play and future Ranked play, and Quick play focuses on FFA (and random select), and Ranked play to do 1v1 and more competitive (more of a tournaments style). And add a new feature which you can create your own Ranked play room (1v1, 3v3, 5v5 or more) and uses it for tournaments (which means the Ranked play must adapt the rules from the regular tournaments rules). (not using llm to polish my words, sry for my poor English casue this is not my primary language lol) |
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Add ability to select mappool in calibration. It's too annoying to play 3* maps after only one loose when you want (and can) to play 5*. I think it's nothing bad if you pick level that something higher than your actual. At least on start. |
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I ( rank 100k ) lost 1 map to a guy who was way lower in me in rank cuz it was AR8 which im not comfortable with, the next 2 games I got put into lobbies with 300-400k rank players and the only offered maps were 2.5-4* which are all AR8 and I didn't have any higher star maps to pick, I lost 1 match and won the other, but almost none of the maps played were enjoyable cuz I usually play 5-7* maps usually, I guess you could say SKILL ISSUE, for not being able to read AR8 ( and lower, one was AR6 ) properly, I think that ELO is way too aggressive with downgrading to lower lobies, cuz yesterday I was playing vs 5k-10k rank players 🤷♂️. I think having the ability to play the same map but harder difficulty solely to avoid lower AR and unenjoyable matches is a better solution to equilizing the playing field, than locking the SR to the lower ranked player. ( if equilizing was the intention, if not, let me pick my SR maps vs lower ranked people ) But honestly this gamemode is really fun, now I can finally have a feeling playing a tournament as a low rank player ( 100k) |
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The notification for match found should not be removable from the notifications list. I've had issues when playing while queueing in the background, I get the notification, and I accidentally toss it away instead of clicking on it, forcing me to go back to the main menu and access QP from there. |
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As a 6-digit (rank 290k) I'm often paired with people much lower in rank than I am (100k, and 5-digits a third of the time) during quick play 1v1s. I'm used to lower star ratings (ie 2-3*) and lower ARs (ez ftw rah), and they are essentially always uncomfortable on lower stars and lower ARs but much more comfortable on higher starred things. However, as I'm still a high six digit with aim skill issue this leads to quick play situations where for every individual map a 1v1 is rather one sided. Either it'll be lower ar and lower cs that people with more pp will have on average a harder time reading, or some cs 4.5 aim nonsense I can't even get a pass on. Each round's outcome is seemingly decided on a coinflip - one that occurs not as the song is played but as it is chosen. This takes away from the thrill of competition, as well as the fun of osu itself. I don't want to play cs 4.5 aim nonsense, especially against a 5 digit with a 300 pp padoru padoru top play, and I'm pretty sure they don't want to play a 4 minute long 3* map with ar 6. This creates this weird state of gameplay where whether or not each player will win is dependent on their picks/rolls/luck, which sucks. I propose that to ensure better matchmaking the algorithm that seeds players against their 1v1 opponents is remade to allow a player to wait for a longer period of time before giving them a match. I would not mind waiting longer periods of time for a fair, fun 1v1 against somebody near my rank. |
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played quite a few quickplay matches so far, and to comment one a repeatedly brought up issue of a high skill gap between players in the same lobby: |
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This is just observation, but it seems like rating doesn't carry over between weeks. Instead rating resets to default (around 1500, or maybe it's seeded based on pp rank somehow?). This means each time the quick play leaderboards reset, I get put back in weaker pools and have to work my way up to face opponents that are actually fun. Could we have rating not get reset every week? |
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Quick Play is a lot less fun now that it's switched back to FFA. The rank range in lobbies is way bigger, and we're back to the issue where every lobby has someone that's not having fun due to the star rating range of the pools. Either the low rank players are struggling with high sr maps, or the high rank players are bored by low sr maps. FFA just doesn't make sense unless the playerbase becomes large enough to support matches with tighter skill ranges. |
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My main issue with quick play right now is the fact you can't see any info for the maps you select, like no bpm, ar, od, cs etc. I keep picking maps which are completely out of my skill set, which isn't always a bad thing, but if it's going to become a ranked play kinda thing then you should include some info on the maps being selected. Also, I don't mind either way, but is quick play going to have randomised selection even when it becomes ranked, instead of taking turns picking like in tournaments? I feel like for 1v1 or any team modes it should alternate between teams, or else you can just have someone get their pick 5 times in a row. |
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I have some issues that stress me a little bit while trying to compete in QP. First, I can't see the map general config like AR or CS very easily. If the stats will not be immediately visible, at least a tag or grouping like "NM 1", "HR 2" or something would be really nice to have displayed on the mappool selection (I'd prefer to see the diff stats rather than a tag tho). second thing, I'm getting really bored/demotivated when I enter to a lobby with low diff mappools, specially when there's only NM maps (5,2* or lower for a 135K player). And then, when I win some games, I feel a big jump to 6* or higher SR mappools, playing against 4k or 12k players that easily gets +90% acc and +500k scores. I didn't find a spot where the match feels balanced and challenging enough. There should be a clearer way for the players to know how much do you really move through or advance your QP rank. |
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Feel free to leave your feedback on the new "quick play" multiplayer system released in the
2025.1029.1update!Please post one idea per comment thread to keep things organised.
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