It's better in terms of skill, you need more skill for normaltime on hard maps rather than on halftime.RaneFire wrote:
How is it better? Please elaborate.Aqo wrote:
much better normaltime score.
That's the thing, your ability to play the map is better, but your score is rubbish. You are confusing the two. I am being serious, and yes I have played those maps, I've made it half-way through FD 4d with mouse-only nomod.Aqo wrote:
Can't tell if serious.RaneFire wrote:
How is it better? Please elaborate.
Please try playing those maps yourself and you'll get your answer.
This argument has been brought up over and over again in this thread, and, tbh, it's completely ridiculous and unrelated to the discussion.Marblehead wrote:
Since when has osu been limiting its users to play only maps that are targeted to them?
Marblehead wrote:
Furthermore, I doubt everyone that passes such a map is able to easily FC it with HT. Because if they could, they would do it to get a better rank. Unless they don't care about ranks and therefore they don't mind HTs being above nomods.
there are only about 6 maps which are easier with easy mod than halftime, those maps are actually fine as it is - halftime and easy are balanced along with all the other mods for the most part, which is great. The newer maps are longer and faster which is why halftime begins to warp the scoreboard.MillhioreF wrote:
Look at Shotgun Symphony+ and StrangeProgram - I massively outranked Cookiezi, White Wolf, rrtyui, and a whole ton of other pros, even though I'm nowhere near their skill level. Those maps are exceptional because they're actually easier with Easy than they are with halftime, but on most crazy hard maps halftime allows beating virtually everybody else with a fraction of the skill.
I'm quite sure that val and rrtyui don't care about the HTs that are higher ranks, cause they know the can FC HT+HD+HR and get to #2. They're just not interested in that.GoldenWolf wrote:
Marblehead wrote:
Furthermore, I doubt everyone that passes such a map is able to easily FC it with HT. Because if they could, they would do it to get a better rank. Unless they don't care about ranks and therefore they don't mind HTs being above nomods.
I'm sure val or rrtyui can very easily FC 4D with halftime, but they prefer to show their nomod scores, because it's wayyy better than FC with HT.
This map is so hard that less than 10 players passed it. I can't see how a FC with halftime is any better, it makes those crazy maps ridiculously easy.
Of course it's unrelated. It's just an answer to what buny wrote and loseri QFT'ed, which is equally unrelated.Luna wrote:
This argument has been brought up over and over again in this thread, and, tbh, it's completely ridiculous and unrelated to the discussion.Marblehead wrote:
Since when has osu been limiting its users to play only maps that are targeted to them?
We're not trying to limit users to PLAYING only maps geared towards their skill level, we're uncomfortable with them RANKING HIGHLY on maps above their skill level due to a broken scoring system. Play maps with HT all you want, nobody's attempting to take that from you. But don't act like it's right to outrank every single top-skill player when you're not even really playing the same map, just because of how scoring works.
Here's another point of view. I don't argue that rrtyui's 700x combo nomod score on FD[4D] is not impressive, however, by the rules of this game, it's not good enough to beat HT FCs. As a bit farfetched example, if a basketball player steps on the 3-point line even by half an inch, his basket counts as 2 points regardless if it was more difficult than any other 2-pointers. The 3-point line in osu! (i.e. passing FC HTs with nomod) is set at a combo around 45-50% of an FC (about 1100-1200x on FD[4D]). Asking for HT to become unranked its like asking for any basket inside the 3-point line to not be awarded any points while stepping on the 3-point line still awards 2 points.loseri wrote:
Doesn't that just mean the play is better, but the score isn't? Since the PLAY took more skill, though the same player can get a higher SCORE with halftime.
I read the solution you proposed and I don't argue with it. Actually, I think it's quite good. However, most people don't side with you, while they say the scoring system is broken and ask for HT to be unranked. I even reread the whole thread and I believe only bwross kind of agreed with the solution in the OP. Again, I'm not arguing with the OP, I'm arguing with all the other extreme solutions proposed in this thread.jesus1412 wrote:
Again you don't read the thread and seem to think that the only solution is to unrank it. That analogy is pretty terrible too, the solution we proposed doesn't even fit into it. Basketball is also a team game, which osu! isn't.
On nofail: yes a nofail score that beats a nomod score IS WAY BETTER than the nomod score, only and idiot would argue against that.
um, hello?Marblehead wrote:
rrtyui's 700x combo nomod score on FD[4D] is not impressive, however, by the rules of this game, it's not good enough to beat HT FCs.
Limit the combo affects of HT to 500 for any map (or say 1/6 of the maps maximum combo), as in any combo > 500 only counts as a note with a 500*multiplier.Marblehead wrote:
As I said before, I think scoring is fine. I've also said that if you want to lower the multiplier, I won't mind. However, there has to be a line where nomods don't beat HT, like there is one for EZ and NF, and even SO. The reason Relax and Auto Pilot are unranked is because they automate a part of the gameplay. HT doesn't belong in that category. If you want HT to become unranked the so must NF and EZ. They're a family. But then the discussion becomes a lot different with different arguments.
I don't know if the coding supports this kind of scoring and how easy it is to implement without breaking something else. However, limiting the combo just reduces the max score achieved by HTs like a multiplier reduction would. It's just more sophisticated and maybe more accurate. I still find the solution in the OP to be better.jesus1412 wrote:
Limit the combo affects of HT to 500 for any map (or say 1/6 of the maps maximum combo), as in any combo > 500 only counts as a note with a 500*multiplier.
Maybe that's too drastic but it would fix a lot of stuff.
Glad we can agree.Marblehead wrote:
I don't know if the coding supports this kind of scoring and how easy it is to implement without breaking something else. However, limiting the combo just reduces the max score achieved by HTs like a multiplier reduction would. It's just more sophisticated and maybe more accurate. I still find the solution in the OP to be better.jesus1412 wrote:
Limit the combo affects of HT to 500 for any map (or say 1/6 of the maps maximum combo), as in any combo > 500 only counts as a note with a 500*multiplier.
Maybe that's too drastic but it would fix a lot of stuff.
I can already do 240bpm so no.Aqo wrote:
nice graph jesse ;3
you forgot to mention how higher bpms get exponentially harder to play on, which should produce a parable
playing 160bpm: one month of training
180bpm: two months
200bpm: half a year
240bpm: three years
I looked at it and saw how badly it was mapped so no.Aqo wrote:
I bet you can't even do 200bpm #yolobuny wrote:
I can already do 240bpm so no.
if you want to prove me wrong get at least 90% on this map.
it's basically "200bpm: the map". if you can't do this, you can't do 200bpm. (spoilers: the 240bpm version of this is harder. much, much harder)