Replies: 74 comments 65 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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I know its been said that showing raw elo is unlikely to happen. I'd just like to voice that I personally like raw elo either alongside ranks or just by itself. I lik wen numbah go up, and I bet a lot of osu players are like that. Its simple, doesn't hide anything, and showcases top player's dominance. I don't know any details of the mmr lazer is using, but if it is implemented such that it reflects a players skill relative to the playerbase, and you scale/offset mmr into a nice range of numbers, you could easily attach a rank icon to certain mmr numbers, such as bronze = 1000mr, silver = 2000mr, etc. IMO there is more than enough room to also get some dopamine with sound effects and particle effects of your mmr increasing after a match, animations when reaching milestones, etc. Maybe its worth getting some public opinion on it before canning it completely? Also, amazing work! Quickplay made me play osu again after about 1.5 years. |
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With the definition I had in mind for "Quick Play", I thought this mode would also be good for casual players like me, but I found it to be a worse social experience than just playing in multi lobbies. My two suggestions are to either rename the mode to something more competitive-sounding than Quick Play, or to rework the experience to feel way more social than it is currently. The best rename I have right now is "Roundtable" but it sounds more like a description than a name for the mode. And "Matchmaking" to me implies it's a 1v1, but also feels very uninspired so idk. As for the social experience, the differences this has with a multi lobby is that the game finds the players and the maps for you, and since there aren't any ways to make players interact through each other's gameplay, this mode has to focus on how it presents the players and the maps. Firstly, I don't think anyone likes a choice-paralysis inducing Wall of Maps, but this can only be criticism for this iteration of the mode. If possible then, I'd like the next one to have way fewer maps, and as an addition, have gameplay characteristics included in their presentation alongside the metadata and background. Because having to choose a map while only being given info about the song wasn't very fun to me. Lastly, pleaase don't squish the chatbox like it's an afterthought, that alone is what makes it an even worse experience than multi lobbies. |
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Something like this would be awesome. Would be dope, if implemented. |
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Add the ability to rejoin a "quick play" lobby if we accidently quitted it or if the game crashed. Should be feasible as players don't get replaced. We could get a notification with a button to rejoin at any time that shows up if the game is restarted (after a crash for example) |
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I'm assuming the point system is just a placeholder remnant from the quick play ffa system. I think there's two ways to go about it. Either you take the same rules as the first lazer tournament had so total score accumulates across maps which would still make it so every round needs to be played but makes a comeback potential even more realistic, or it's a best-of system where a very one-sided match can end earlier than at the moment. |
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In my opinion, combined with quick play and rank play, could come an api hook/irc hook of some kind. Kinda like the multiplayer bancho integration, add a "lazer play" hook, which could make tournaments a lot easier, if you combine it as a feature in the tournament client (lazer). |
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The "Get Ready" phase feels too short as is, as there's not a comfortable enough amount of time to check a beatmap's AR/CS/etc. through the map listing (esp. if both players already have the map downloaded). It's currently around 5 seconds, I think 10~15 seconds would be good. Alternatively it would be nice to be able to check a beatmap's stats just by hovering over its box, without needing to right click and go to the song listing itself. This would be especially nice for map voting when you aren't familiar with the maps. Edit: Increasing the Get Ready phase duration would also be nice for chatting, as sometimes I'm writing a message before I suddenly get cut off by the map loading so fast |
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Modded maps in Quick Play should show the SR after mods are applied. Currently, only the SR pre-mod is displayed, which feels deceptive as mods can make SR & difficulty change wildly depending on the map itself. |
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Currently, when you send a message in the text chat, the text chat is then deselected, making you have to press Enter again to be able to write another message. I'm not sure if this is Quick Play specific or if this also exists in other places in Lazer. |
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Pretty tiny thing, Quick Play is 1v1 (for now), yet the result screen still scrolls the players' results to the left which is kinda annoying. They should just stay centered with so few players (unless your HUD is massively blown up I guess) |
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The match should automatically end if there's only 1 player left and the remaining player is declared as winner, as is it impossible to rejoin. Maybe not end the lobby in the middle of the map tho |
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More information in the map selection menu. For each map, you can see: Duration, OD, CS, HP, AR, Starrate. All stats must be after applying mods so as not to mislead players. |
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The problem of one of the players not having any maps needs to be solved somehow. Currently, if one player does not have a map and it has not downloaded within the allotted time, the player who has the map starts playing solo. This is auto loss, and it seems unfair for one player without a map, while the second player still plays map even though he has already won. Solutions:
I think it would be a bad idea to fix this problem during the match because it would be unfair. It needs to be fixed before the match starts. |
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I think it's worth adding changes to the points and rating of each player to the post-match results screen. |
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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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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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