JUST FUCK MY ASS WHY WOULD YOU DO THIS COMBO SHIT
Vygatron wrote:
JUST FUCK MY ASS WHY WOULD YOU DO THIS COMBO SHIT
waddupHalogen- wrote:
Vygatron wrote:
JUST FUCK MY ASS WHY WOULD YOU DO THIS COMBO SHIT
or maybe every after 30 notes there should be additional scores! and a gauge as well! and also pills for every 100s/50s that will turn into 300g 300s!Gekido- wrote:
I have an idea, let's give 2x 3x and 4x multipliers at 20 30 and 40 combo and then double the multipliers by adding "Brain Power" notes, where if you hit the entire string of brain power notes you add adrenaline to your overdrive meter! So 2x 3x and 4x would be 4x 6x and 8x!
Oh wait wrong game.
this.Knit wrote:
there are people who want combo based scoring in a vsrg?
HT should be a 0.35x score multipler, HD/Fi/FL shouldn't give any score multiplier because it's more of a preference/visual aid for people that has trouble playing nomod (as former FL/HD only player here) and HR should be increase to maybe 1.10x score multipler.smoogipooo wrote:
- Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.
I agree with Frenzy on this ideaFrenzyLi wrote:
How about if for any x0.1 speedup of the music/beatmap, you get extra x0.05 multiplier? That way DT/NC are x1.25 by current standards.
If the engine allows x1.2 speedup that means i can submit scores on x1.10 multiplier and get new pp calculation if the score exceeds previous submitted scores.
/threadWaltrusizer wrote:
lol why would they let somebody who actually plays the game and knows what theyre talking about develop the scoring
omg nosmoogipooo wrote:
* Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.
in scoreV2, lets say 2 players play this map.I wanted to address you in the Discord regarding this (at least, I think it was you) but had to go off to lunch so I'm gonna do it here I guess:
player 1 misses 1 time on accidentally in the very middle, but thats his only miss.
player 2 isnt as good as player 1, and cant keep up with the 250 bpm at the end, and misses 5-8 times, but he combo'd the rest of the song.
assuming they had similar 200/100/50 counts, player 2s score would be *miles* ahead of player 1, despite playing much worse on the map.
20% is still massive for something that is as arbitrary as combo scoring. in a system where the difficulty structure of a chart is not taken into account, where you miss should be irrelevant. to put things in perspective, 20% is 200k. the difference between a 600k barely-passed-the-chart play and an 800k "I-can-get-97%-or-higher" play. (of course its near impossible to actually get 0 points from the combo factor but that's besides the point)Halogen- wrote:
With how the accuracy v2 formula works, 5-8 misses would cause a MASSIVE drop in score, especially if there's not a huge amount of notes. Even with 2000 notes, 5 to 8 misses would cause a reasonable dent on the accuracy side and would likely suffer a reasonable amount against the amount of points that the other player would have lost chopping the song right down the middle. Everyone is making it seem like a combo right in the middle is going to completely invalidate your score and make it so that it's impossible to come back -- the fact of the matter is, a miss right in the middle of the chart is still going to net you half of the combo scoring attribute, assuming that the chart has a constant pace -- for anyone who doesn't realize it, hasn't read yet, or refuses to read due to being completely blinded by a new score system, combo is only going to accommodate for 20% of the score. If a player simply misses and then recovers, their score will suffer, but not as much as you're making it out to be.
The inevitable solution for having a combo-based scoring system is going to require a curve that emphasizes building combo more than it does sustaining it - that is, putting a larger weight of the score for the combo bonus in the first x% of a song's max combo, and then resolving that curve over the remaining portion of the combo.
It's very clear that the weighting is harsh if you find some of the screenshots going around -- it does need to be addressed, as it is certainly not infallible. I don't agree with the modifier bonuses for HD/FL/FI, but I do feel like a slight orientation towards combo allows one of the more key elements of the game to be emphasized, and that's long notes. With the way the timing window has been shifted for V2, the mechanic is a lot more important to be proficient at - and it penalizes the fuck out of you if you can't do it (as it should).
This is score system, not pp systemAnkanogradiel wrote:
rip best pp System NotLikeThis
Ayaya wrote:
This is score system, not pp systemAnkanogradiel wrote:
rip best pp System NotLikeThis
There is nothing else left to say really.Vygatron wrote:
JUST FUCK MY ASS WHY WOULD YOU DO THIS COMBO SHIT
want to point out that this is the post that I liked the most and I share the same opinion on most of the aspectsrohen04 wrote:
I'll voice that the combo portion should be lowered to 10 or 5%, or stay as it is with the current system.
20% is definitely too much and would make tournament matches less exciting than they already are, as it would create much larger score gaps than before (that's what I'm thinking at least). I have experienced losses of over 100k Score because of 1 miss in the wrong place.
Another option I see is setting a limit to the "combo bonus", similar to Taiko: You get more Score for a higher combo, but this is limited to something like 200-300 combo (or 10% of the total notes). That way, you can measure consistency without relying on a flawless play too much.
If this was to be implemented as the regular score mechanic, it would make Mania needlessly grindy. I think most people prefer the score system as it is.
LN changes are really good!
The mods aspect has been stressed out enough here.
Logarythm where combo bonus is getting smaller when combo is higher should be a good balance. Because you dont lose that much when you miss in middle of song.rohen04 wrote:
I'll voice that the combo portion should be lowered to 10 or 5%, or stay as it is with the current system.
20% is definitely too much and would make tournament matches less exciting than they already are, as it would create much larger score gaps than before (that's what I'm thinking at least). I have experienced losses of over 100k Score because of 1 miss in the wrong place.
Another option I see is setting a limit to the "combo bonus", similar to Taiko: You get more Score for a higher combo, but this is limited to something like 200-300 combo (or 10% of the total notes). That way, you can measure consistency without relying on a flawless play too much.
If this was to be implemented as the regular score mechanic, it would make Mania needlessly grindy. I think most people prefer the score system as it is.
LN changes are really good!
The mods aspect has been stressed out enough here.