The combo number is not used for score, accuracy or pp, so changing how it is calculated doesn't really have much of an effect overall. I don't think that wiping scores for that change is needed.
You say that it's a good idea, but you don't explain why. WHY should LN's be only worth two? WHY should we give up the scores we worked hard for just to make this arbitrary change without a proper explanation as to the exact reason we SHOULD? I've never heard anyone complain about LN combos being worth too much, ever.Aqo wrote:
This is a theoretical question, please answer under the assumption that this can happen
If long notes in osu!mania were changed to be exactly 2 combo per LN (press+release) instead of an incrementing combo, would you want that?
Note that this change would incur a score wipe of all scores on all charts ever, both ranked and unranked, that have at least one LN in them.
Even though osu!mania has been established for quite a while, I'm pretty sure there are still things that could be changed. CtB had a pretty significant change late into its period of existence, I don't see why mania can't have it too. But need to see what everybody thinks first.
Rori Vidi Veni wrote:
- Make 100% actually mean 100%: Self explanatory. Bonus points if we get an option to display it like in ITG(starts at 0% and is rising)
Changing the accuracy formula doesn't require wiping scores, just a pp recalculation.Rori Vidi Veni wrote:
- EX score(also known as DP score in Stepmania): No fixed ceiling, no combo bonus, and no "miss placement affects how much you lose" bullcrap. Each grade is worth X points and the max score is simply highest grade value times combo. I don't think LR2's 2-1-0-0 is great either, and it would definitely need lots of discusion. Maybe 10-5-2-1-0?
I think it does... not really sure on how the score mechanics work though...Full Tablet wrote:
The combo number is not used for score, accuracy or pp, so changing how it is calculated doesn't really have much of an effect overall. I don't think that wiping scores for that change is needed.
https://osu.ppy.sh/wiki/Osu!mania#Scoreedisk wrote:
And maybe wipe the highest combos.I think it does... not really sure on how the score mechanics work though...Full Tablet wrote:
The combo number is not used for score, accuracy or pp, so changing how it is calculated doesn't really have much of an effect overall. I don't think that wiping scores for that change is needed.
1. For the first question you just need to read carefully https://osu.ppy.sh/wiki/Osu!mania#Score and maybe look at a replay, on Ln's combo is trivial, at the end of the day, you are given a judgement on a LN equivalent to a single note plus a bigger combo proportional to the lenght of the said LN.Rori Vidi Veni wrote:
I'm still gonna say it indirectly affects score until some score screenshots prove otherwise.
Also, your link shows just how overcomplicated the scoring is. "HitValue", "HitBonusValue", HitBonus", "HitPunishment", "ModMultiplier" and "ModDivider". Why do you need so many variables?
you are half right, but the the way it works is that you start with max bonus per note. 300 and above will keep it at max while 200 and below will decrease it, miss returning it to 0. If you break combo on a LN and get a 200 judgement the bonus will only go down by 4 while the combo goes down to 0, thus combo based=/=reward for not missing. As you can see, breaking combo is nowhere near as dramatic as it is for standard. Really, all this is explained in the link I provide, just read and try to understand.Rori Vidi Veni wrote:
rewards not missing = combo based
Because names are better than single letters the way math formulas work.Rori Vidi Veni wrote:
Also, your link shows just how overcomplicated the scoring is. "HitValue", "HitBonusValue", HitBonus", "HitPunishment", "ModMultiplier" and "ModDivider". Why do you need so many variables?
What does this actually mean? Well, looking at the formula I can tell that this number is calculated every time you hit a note.wiki wrote:
BaseScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes) * (HitValue / 320)
MaxScore * ModMultiplier / TotalNotes. But wait, before we forget, this is actually only half the score calculation, so we need to make sure to always multiply this by 0.5 (50%), so that's how we get the first half of the calculation:
So far, we've only calculated the maximum score that a note is worth. This is only useful if a player gets a 1 000 000. the second term of this equation solves just how many points a judgement worse than MAX is actually worth. If you calculate it out it works out to this:wiki wrote:
BaseScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes)
The first part should look pretty familiar. The first term of the formula is identical to the formula we used just above. Just like above, if you use easy/nofail/halftime, your maximum score is cut in half. The second term here is a bit more complicated. This part is the reason that people are arguing about whether combo is used in your score or not. The ingame combo number is not actually used here. A0nother thing people have been arguing about is how other mods, such as hardrock, doubletime, etc. affect your score in mania. This part of the score calculation is where they are calculated.wiki wrote:
BonusScore = (MaxScore * ModMultiplier * 0.5 / TotalNotes) * (HitBonusValue * Sqrt(Bonus) / 320)
Bonus = Bonus before this hit + HitBonus - HitPunishment / ModDivider
Bonus is limited to [0, 100], initially 100.
This ALMOST looks like the first equation. And it does the same thing, it calculates the actual percentage of maximum score that whatever note you just hit is worth. If you look up the value of HitBonusValue for each judgement, you'll notice that the maximum number is 32. This is because sqrt(100) (the maximum value Bonus can be worth) is 10. This means that if you've hit all MAX or 300's, and then you hit a 200, that 200 is going to be worth (16 * 10 / 320) = (160/320) = 50% of maximum score in for this half of your total score.wiki wrote:
(HitBonusValue * Sqrt(Bonus) / 320)
When someone says combo based, it's assumed they mean based on the combo listed ingame. By that definition, mania scoring is NOT combo based, because the bonus score is not based on your actual combo number, but an invisible variable instead.Rori Vidi Veni wrote:
rewards not missing = combo based
To be honest, I don't think mania scoring is as bad as you believe it to be. You also missed my point. I was stating that mathematically speaking, those variables are the bare necessity to model the scoring system. In the most literal sense possible it's not overly complicated based on it's intended design. I was not discussing the merit of that design choice at all.Rori Vidi Veni wrote:
I have to quote myself yet again, don't I?Bobbias wrote:
If you can design a system that
* Takes mods into account
* Has a maximum score of 1 000 000 per song
* Takes both accuracy and consistency into account
* And is simpler mathematically to calculateI've been saying all this time that 2) and 3) are what makes mania scoring bad. Do you have medical problems with reading comprehension or something? I'm not dissing you, I'm genuinely curious.Rori Vidi Veni wrote:
- EX score(also known as DP score in Stepmania): No fixed ceiling, no combo bonus, and no "miss placement affects how much you lose" bullcrap. Each grade is worth X points and the max score is simply highest grade value times combo.
If you can design a system thatMy idea involves knowing the difficulty of a certain point of the map. Suppose you know D_t (difficulty at point t). Then
* Takes mods into account
* Has a maximum score of 1 000 000 per song
* Takes both accuracy and consistency into account
* And is simpler mathematically to calculate