Originally Posted by
Epsilon82
The point is that you shouldn't have to fudge your calibration to achieve gameplay results consistent with the visuals on the screen. The people who are manually re-calibrating are intentionally giving up the back end of the timing window in order to "trick" the game into behaving normally on lane switches. They shouldn't have to do that. The game was designed to have pretty generous front end and back end leeway on the timing window. But the nature of the game also dictates that you can switch lanes at any time. A logical expectation of the player is that a hit requirement should only be enforced on a note that is visible in a given lane at the time of a switch. The game is simply not accounting for this expectation because of the particular way it handles enforced notes. It could (and should) be adjusted to account for it without having to resort to intentionally miscalibrating your system to take away the back end almost entirely, which skews all of the gameplay since you can then hit notes WAY before they hit the line visually and nary a microsecond after.
Call it what you want, a bug, a flaw, or whatever, but there is no earthly way you can call a scenario in which an invisible note must be "hit" to avoid breaking streak an intentional or fundamentally sound design choice in a game of this nature. That would be just a completely insane violation of first principles of rhythm gaming. It's pretty certainly merely an oversight given Harmonix's superb pedigree in this genre. The game is enormously complex and it's easy to see how this could have happened, but "manually screw with the timing window so the game sort of matches what your eyes see, but only in this specific case because now you'll be able to hit notes way early without penalty" is not a valid answer to the issue.