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Halftime

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189

How should halftime be changed?

It's fine as it is.
125
48.26%
It's unfair, but shouldn't be changed.
15
5.79%
Hide halftime scores by default.
18
6.95%
Unrank halftime mod.
56
21.62%
Lower the halftime multiplier.
37
14.29%
Other.
8
3.09%
Total votes: 259
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Aqo

JappyBabes wrote:

Hard capping the score to 1m regardless of difficulty increasing mods applied is good? What.
This is the only part of it that I don't like and think it's completely stupid especially with mods taken into account.
However the way comboing and accuracy is handled in mania is superior to standard in every possible way.
winber1

Aqo wrote:

comboing
HA.

aka it doesn't do shit.
buny
So you want it like mania scoring, all accuracy no combo?
Winshley
Accuracy only, no combo = Unranked mod.

That's how Relax and AutoPilot do anyway, the difference is that there's no "punish score" unlike osu!mania.
bwross

jesus1412 wrote:

Michi wrote:

Lowering the multiplier wouldn't solve anything... halftime scores would still be on the topranks of really crazy maps. They should just be hidden by default and everyone is happy. except the people who do those scores but who cares
...and still the votes for decrease the multiplier increases. I should probably mention that it can't be unranked so the only option remaining is to hide the scores and remove them from pp weightings.
I wouldn't say completely remove... just don't have them count against the non-HT plays, by treating them as if they're not there in the calculations. A good HT play of an extreme map is still a good play and should be worth pp, but it should be handled more like its a different map when played HT (but not the the point of formally doing that, just make the math work that way and provide a filter on the ranking chart and everything's copacetic)... easier and worth a lot less pp for the HTers.
Topic Starter
jesse1412

bwross wrote:

jesus1412 wrote:

...and still the votes for decrease the multiplier increases. I should probably mention that it can't be unranked so the only option remaining is to hide the scores and remove them from pp weightings.
I wouldn't say completely remove... just don't have them count against the non-HT plays, by treating them as if they're not there in the calculations. A good HT play of an extreme map is still a good play and should be worth pp, but it should be handled more like its a different map when played HT (but not the the point of formally doing that, just make the math work that way and provide a filter on the ranking chart and everything's copacetic)... easier and worth a lot less pp for the HTers.
So remove the halftime scores from pp calculations for those without and calculate them as a normal top40, as suggested in the OP. Difference is that you want to include yet another calculation for players with halftime. I would have to say this would overly complicate things and allow people to easily get top ranks on hards using "separate" rankings resulting in pp for invisible top ranks.
bwross
It's not really that complicated... computers are built to do this sort of thing, and this is a really an easy thing for them.

And it won't really allow you to get top ranks on hards that are worth anything by using HT... because those simply won't be worth anything. There's a difference between taking an extreme map with 7.5 OPS and HT it to 5.6 (which is still a very respectable insane and should count for something) and taking a 3.5 OPS hard and HT it to 2.6 (which is well back in the normal range). Add in the penalties to pp for using HT and the lack of a decent rank, and you've just gained diddly squat for spending 33% more time than if you just played the normal. Plus, the curve can always be made non-linear so that anything HTed in even the moderate insane range barely ranks as an easy. It's just a matter of running the numbers to find something appropriate. There's nothing quite like giving a munchkin hope and then watching them waste hours trying to twink something that's been so curved down that it will never give them anything... it's one of the small joys of game development.

Plus, it's unlikely that a plan that removes scores from consideration will get any ground... that's not far from just unranking the mod, which isn't going to happen. And so we should start by looking for solutions where everything can count, because, ideally, every valid play should be considered for what it is worth when it comes to evaluating pp. And because of that, HT plays should be evaluated at their actual difficulty and against other scores of the same difficulty, and they should not interfere with people that are essentially playing a different song.
Topic Starter
jesse1412

bwross wrote:

It's not really that complicated... computers are built to do this sort of thing, and this is a really an easy thing for them.

And it won't really allow you to get top ranks on hards that are worth anything by using HT... because those simply won't be worth anything. There's a difference between taking an extreme map with 7.5 OPS and HT it to 5.6 (which is still a very respectable insane and should count for something) and taking a 3.5 OPS hard and HT it to 2.6 (which is well back in the normal range). Add in the penalties to pp for using HT and the lack of a decent rank, and you've just gained diddly squat for spending 33% more time than if you just played the normal. Plus, the curve can always be made non-linear so that anything HTed in even the moderate insane range barely ranks as an easy. It's just a matter of running the numbers to find something appropriate. There's nothing quite like giving a munchkin hope and then watching them waste hours trying to twink something that's been so curved down that it will never give them anything... it's one of the small joys of game development.

Plus, it's unlikely that a plan that removes scores from consideration will get any ground... that's not far from just unranking the mod, which isn't going to happen. And so we should start by looking for solutions where everything can count, because, ideally, every valid play should be considered for what it is worth when it comes to evaluating pp. And because of that, HT plays should be evaluated at their actual difficulty and against other scores of the same difficulty, and they should not interfere with people that are essentially playing a different song.
Some very valid points indeed, even after thinking about how making it rankable in it's own little group of scores I really can't see a way to make rewards fair. A pass on freedom dive 4d is obviously harder than say an 800 combo halftime, so where do we draw the line? Really I'd say just reward users with the accuracy, play count, ranked score etc that they would normally recieve and leave pp out of it for halftime scores.

An easy way to separate it would be to make players who enable halftime mod see halftime plays in the top ranks of a map. This way player who don't want to see halftime don't have to and those interested can see it.
GoldenWolf

jesus1412 wrote:

Really I'd say just reward users with the accuracy, play count, ranked score etc that they would normally recieve and leave pp out of it for halftime scores.
Problem is accuracy is pp weighted now
Topic Starter
jesse1412

GoldenWolf wrote:

jesus1412 wrote:

Really I'd say just reward users with the accuracy, play count, ranked score etc that they would normally recieve and leave pp out of it for halftime scores.
Problem is accuracy is pp weighted now
Use the same pp formula to apply the accuracy? The pp doesn't have to be added on, just potential pp used in the calculation for acc.
Aqo
The problem is that PP takes only the top score into account and that it's possible to get a higher score with HalfTime than without it due to comboing, despite the quality of play actually being much lower.

If you really want to solve this, the only logical way to do it is to make HalfTime not produce a score; i.e. change it into an unranked mod the same fashion autopilot and relax are.
Topic Starter
jesse1412

Aqo wrote:

The problem is that PP takes only the top score into account and that it's possible to get a higher score with HalfTime than without it due to comboing, despite the quality of play actually being much lower.

If you really want to solve this, the only logical way to do it is to make HalfTime not produce a score; i.e. change it into an unranked mod the same fashion autopilot and relax are.
If it was my choice I'd say the same, but we need to please everyone. If they think it's fine for other people to have to compete with their scores then they should have to keep them until they can beat them too. I can't see a problem with this, it's only fair.
Aqo

jesus1412 wrote:

we need to please everyone
That's also what I think.

But is there anybody in this thread who voted for keeping HalfTime as it is and actually has any top scores with HalfTime?
Because all I see are people who supposedly do not support unranking HalfTime but they're not players who have any HalfTime ranks themselves so everything they're saying is based on assumptions and not on an actual connection to this topic.

Is there anybody in this entire game who meets the following criteria?

1. Has a top-40 score with HalfTime
-AND-
2. Does not support the idea of unranking HalfTime

If one person like this exists, please post in this thread.

afaik, even people who play with HalfTime often prefer not to finish maps with it so that their HT score won't submit and shadow over their normaltime score. If there is anybody here that is different please say something. However hearing opinions from people who are not interested in contesting on maps where the whole normaltime vs halftime issue exists (i.e. any map where getting an FC is far from trivial) does not really progress this topic anywhere.
Yuzeyun

Aqo wrote:

1. Has a top-40 score with HalfTime
-AND-
2. Does not support the idea of unranking HalfTime

If one person like this exists, please post in this thread.
is taiko taken into account
Aqo

_Gezo_ wrote:

is taiko taken into account
This discussion is solely about standard, since the whole issue is due to standard's combo/fc score system and the way HT scores break it. I'm aware the case is different in taiko, and don't think HT should change on it. Consider this topic purely for standard.
Yuzeyun
In that case my vote doesn't change, I think this is fine as it is, for what it gives (Almost a third of the score given normally at normal speed, and only a tenth more for DT, though for some people DT should get higher in the multiplier, a fifth for some.) because real hard maps in nomod can get hell easier with HT. (See for example FD, if you clearly understand which map I'm talking about)
Topic Starter
jesse1412

Aqo wrote:

_Gezo_ wrote:

is taiko taken into account
This discussion is solely about standard, since the whole issue is due to standard's combo/fc score system and the way HT scores break it. I'm aware the case is different in taiko, and don't think HT should change on it. Consider this topic purely for standard.
Why shouldn't this be the same for taiko if it applies there? I have have no knowledge on it so I wont comment but if it's a problem then let's fix it.
Aqo

jesus1412 wrote:

Why shouldn't this be the same for taiko if it applies there? I have have no knowledge on it so I wont comment but if it's a problem then let's fix it.
taiko has a score cap for hits unlike standard where it's unlimited.
(in other words: an FC isn't that much of a bigger score than a good-non-fc play, and halftime scores can't compete with normaltime scores unless the normaltime score is really bad to begin with)
Yuzeyun

jesus1412 wrote:

Why shouldn't this be the same for taiko if it applies there? I have have no knowledge on it so I wont comment but if it's a problem then let's fix it.
Look at a shitton of maps in easy, most of the #1 are HT because of the longer spinners (the spinners take time and OD into account unlike standard)
On higher difficulties like FD it basically is the same (on 1/8 spam maps too)
GoldenWolf

_Gezo_ wrote:

the spinners take time and OD into account unlike standard

The spinners in standard take OD into account
MillhioreF

Aqo wrote:

Is there anybody in this entire game who meets the following criteria?

1. Has a top-40 score with HalfTime
-AND-
2. Does not support the idea of unranking HalfTime

If one person like this exists, please post in this thread.
I'm technically one, I guess! Mostly I like it being ranked so that I can get A on tag4 or otherwise insane maps and not have an ugly C or something stuck in my rank list. I have no qualms about the scores being hidden from leaderboards and giving no pp, though, so I don't really count.

Relevant to the topic at hand: standard spinners have less max points with higher OD, and are adjusted for modified time so the max score is the same. In Taiko, spinners are worth MORE points with higher OD, and aren't adjusted for modified time (halftime makes them worth more points, doubletime makes them worth less)
TheVileOne
There is no issue with Half time. If a song is so difficult, people need to use half time to pass it, it's too difficult. osu! is meant to be played by everyone, not 20 10 gifted people. The issue is not with Half time but the map itself. It's not suitably playable without mods.
buny

TheVileOne wrote:

There is no issue with Half time. If a song is so difficult, people need to use half time to pass it, it's too difficult. osu! is meant to be played by everyone, not 20 10 gifted people. The issue is not with Half time but the map itself. It's not suitably playable without mods.
osu is meant to be played by everyone, that's why we have easier maps.

Competitiveness isn't for everyone, but it is for a lot of people hence why we have harder and harder maps.
Aqo

TheVileOne wrote:

If a song is so difficult, people need to use half time to pass it
This line of thinking is wrong and it's the opposite of logic. The whole point of very challenging maps is to have scores only by the very top, since they're maps that are intended to be played only by a few players anyway, being the "endgame" content.

So yeah +1 to what buny said. That's why different difficulties exist. Not everybody is supposed to be able to play everything.
she_old

Aqo wrote:

TheVileOne wrote:

If a song is so difficult, people need to use half time to pass it
This line of thinking is wrong and it's the opposite of logic. The whole point of very challenging maps is to have scores only by the very top, since they're maps that are intended to be played only by a few players anyway, being the "endgame" content.
+1

This is why it should be unranked/lowered a lot, it allows scrub tier players to compete with top tier players on an unfair level.
If maps are too hard for players then they should just train more, allowing people to disregard hard work to get high ranks is immoral to begin with.
silmarilen
half time already gives only 0.3x score, if people cant pass that with nomod the halftime deserves to be above them. people will recognise the skill of the nomod player anyway
Aqo

silmarilen wrote:

half time already gives only 0.3x score, if people cant pass that with nomod the halftime deserves to be above them. people will recognise the skill of the nomod player anyway
0.3x is way too much for the average length of maps we have today. Do you really think an FC on 4D or Atama or Pluto with HT is worth nearly that much compared to a nomod run on one of said maps?

Even 0.01x for HT feels way too generous, and as longer maps come out it'd cause trouble too.
she_old
Though half time reduces the difficulty of the map immensely, and thus the "hard" parts in nomod become an easy fc, while there might be a numerous amount of "hard" parts.
0.3x is too much in this case.
silmarilen
score became obselete when pp was introduced, i suggest to stop caring about it
she_old
I want pp rankings on maps, it sucks to see those noobish HT scores on the leaderboards.
silmarilen
i doubt maps will suddenly be worth more pp because the HT scores give less/no score
she_old
It's just that I don't want to see those scores at all. (which is why I'm supporting this request to filter stuff(You have no idea how much HT scores disgust me))
Aqo
More like, it sucks when interesting good plays get pushed out of top40 and you can no longer see their replay. Like WhiteWolf did an interesting HR pass on Atama but it's impossible to see since all the halftimes pushed it away.
silmarilen
:o

loseri wrote:

It's just that I don't want to see those scores at all. (which is why I'm supporting this request to filter stuff(You have no idea how much HT scores disgust me))
yes im supporting that feature aswell, but because its not the same as completely removing HT
RaneFire

buny wrote:

TheVileOne wrote:

There is no issue with Half time. If a song is so difficult, people need to use half time to pass it, it's too difficult. osu! is meant to be played by everyone, not 20 10 gifted people. The issue is not with Half time but the map itself. It's not suitably playable without mods.
osu is meant to be played by everyone, that's why we have easier maps.

Competitiveness isn't for everyone, but it is for a lot of people hence why we have harder and harder maps.
Yet a few of those same people choose half-time over real-time because they are more concerned with their stats than they are with showing that they can play a difficult map.

I have mixed feelings on this one, because for some people, they might find the map fun in HT, for others it's rankwhoring. And changing it will affect somebody in a negative way. Beating someone's top40 score with HT also shows how both players can't play the map at normal speed too.

I've actually voted "it's fine as it is" even though it's really not, but finding a solution for all is an ever harder challenge. I have no Half-Time scores, and never use it, but I don't support unranking HT completely either. The multiplier is fine too.

The real issue is simple... players do not want to see Half-Time scores overtaking their scores and taking up the top40 and replay slots of people who played very difficult maps at normal speed. But this doesn't justify removal of HT, because both players can't FC the map normally. I also don't enjoy watching Half-Time replays.

So there is one simple solution... set a max achievable rank with HT... Like #41? And grant 0 pp.

This is a thumb-sucked solution, so I am not in anyway implying that my solution is better. It's just something to think about.

EDIT: About rank filtering according to mod, we still have the "viewable replays" issue, I want to see the non-HT replays. So that could work, so long as scores with difficulty reduction are saved as a separate set of 40 replays. And then another set of 40 replays are saved without difficulty reduction. Then the filtering would make more sense.
GoldenWolf

RaneFire wrote:

EDIT: About rank filtering according to mod, we still have the "viewable replays" issue, I want to see the non-HT replays. So that could work, so long as scores with difficulty reduction are saved as a separate set of 40 replays. And then another set of 40 replays are saved without difficulty reduction. Then the filtering would make more sense.

Make sense but doubt it'll happen
she_old
Nobody watches HT replays anyway, so I don't see the use in storing those.
Marblehead
I hate missed notes with a passion. I'd rather watch an FC on HT, than a non-FC on no-mod. Actually, imo, the one that did an FC on HT made a smarter selection of mods to complete the map, than the one that did a non-FC. Picking the right mods in order to get the best score possible is a strategic aspect of the game.

Not being able to pass a map with nomod is not a reason to forbid the use of other mods to place in the ranks. Otherwise, why remove only HT and not every mod with less than 1.00x multiplier (i.e. easier)? While we're at it, along with removing any mod that shows that the map is too hard for you to rank at, why don't we remove non-FCs from the ranks too?

As I see it, the reason this thread exists and targets only HT is because some people want their 50x combo non-FC nomod to give more score/pp than the 1500x combo FC HT.
she_old

Marblehead wrote:

I hate missed notes with a passion. I'd rather watch an FC on HT, than a non-FC on no-mod. Actually, imo, the one that did an FC on HT made a smarter selection of mods to complete the map, than the one that did a non-FC. Picking the right mods in order to get the best score possible is a strategic aspect of the game.

Not being able to pass a map with nomod is not a reason to forbid the use of other mods to place in the ranks. Otherwise, why remove only HT and not every mod with less than 1.00x multiplier (i.e. easier)? While we're at it, along with removing any mod that shows that the map is too hard for you to rank at, why don't we remove non-FCs from the ranks too?

As I see it, the reason this thread exists and targets only HT is because some people want their 50x combo non-FC nomod to give more score/pp than the 1500x combo FC HT.
Surely the smartest decision is not having to put any effort into playing to get high ranks vs people who try hard to play hard maps.

HT is difficulty decreasing so it's an unfair advantage with a too high multiplier to begin with.
NoFail doesn't decrease difficulty the map stays the same.
Easy mod differs per person, some people find it easier, others find it harder. (same with hr)
GoldenWolf
Halftime make things wayyy easier than you can think. Just look at Freedom Dive; With Halftime it's possible to SS this map (Rorry did 9x100 with), and without mods only ... let's say 10 players can barely pass this map.

While I play sometimes with halftime on this kind of maps, I don't like to see so many of them in the top40. Not only because people can't pass without it, but because they want FC and got a high rank even if they can pass the map.
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