CookChefSteak wrote:
The new system feels really accurate overall, although it does have several flaws as people mentioned here. I will try to list some of them:
1. Accuracy is overrated - I've noticed a lot of times that clearing really hard maps with accuracy lower than ~95% but with a pretty good score will not give you any performance points. For example, over 15m points on Adult's Toy(which is not easy to get a good score on) but with 88% accuracy will be counted as a bad play, and the same goes for getting over 20m on Dragonforce maps with less than 90% accuracy and similar other situations. It's like the algorithm automatically ignores every play under 90% which is just silly, imho.
2. Penalties - "There are no penalties for a bad performance" yeah right.. If you improve your score on a map(even if by a lot) but have like 2% less in terms of accuracy you WILL lose pp if you got pp for the previous score(accuracy overrated, anyone?). How stupid is that? I can recall a few times I lost between 5 to 10 pp after improving a score(from 3-4 mistakes to fc) but having 2-4% less. PP should not be reducible, especially if those said plays happen within 2 hours from each other. Not to mention this system heavily discourages trying to improve scores and FCing on maps that gave you pp because of the fear of losing your points if you don't manage to get the same accuracy or higher. If the new system has no problems giving you a second chance when you randomly miss and break your FC, why does it penalize you so hard if you randomly mess up a stream(happens to everyone) and get a few 50s?
3. FL is severely underrated - Just look at BluOxy and worst fl player. Need I say more?
Suggestions:
1. Give more weight to FL especially when it's FLDT or FLHD, it's a really hard mod
2. Weigh performance on maps using other things than accuracy. What I mean by that is don't automatically toss a play just because it's not a 95% accuracy play. I don't know if you're working on it already or something like that, but some maps are really hard to keep a combo on, and in those maps you should give a lot more weight to combo and less to accuracy. Combo:Accuracy rating ratio should NOT be global as it feels right now. It should change with each map.
3. Disable pp penalties. There is really no sense in reducing someone's pp because his accuracy got slightly lower, since if he managed to get his accuracy to make such a difference, there is no doubt he'll be able to do it again. And if you call on the "lucky play" card, well I can just as validly pull the "unlucky play" card, so it's really meaningless.
1. See point 2 below. I also want to remark, that the score itself, that you get on a particular play is not relevant. Your combo and your miss/50/100/300 are what is important. I also want to note, that having far-below FC is heavily punished by the system. You shouldn't expect to gain a lot of pp from maps that you can't get decent scores on just by them being hard (see adult's toy, dragonforce and such).
2. see below
3. see below
Your suggestions:
1. Is planned, will likely happen.
2. Accuracy is worth less than a third of your play in the general case. Could you provide specific cases where you believe it is overrated? Otherwise I'll have a hard time debugging. By the way, accuracy doesn't simply give you a factor. You can theoretically get 50% accuracy and if you FC a hard map you can still get a very huge amount of points. I'm not quite sure how to feel about this, since many other people claim accuracy to be worth too little. Combo:Accuracy never was global and it does scale (a lot) with maps.
3. This is not something that can be just "disabled". It's also not specific to pp. The scoring system simply works by only storing your highest score on a particular map. I'd love to see this limitation get lifted at some point, but even only having the highest scores is already an extremely huge amount of data to work with.