Vygatron, you play FL. What's your opinion on FL bonus multiplier. Is it good or stupud?
It's not fair. It shouldn't give you more score just because you can't read nomod. Very stupud.FrenzyLi wrote:
Vygatron, you play FL. What's your opinion on FL bonus multiplier. Is it good or stupud?
Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.smoogipooo wrote:
Explain what the "better ways" are? As I mentioned in the OP we are taking feedback, and we have lots of time to make changes.rezbit wrote:
Considering HD/FI is a preference, this is a terrible change. It would be like giving a score multiplier to higher rates.
And its been explained time and time again why combo based scoring is dangerously flawed. There are better ways to accomplish the same exact thing.
Honestly wouldn't be surprised if lots of players quit because of this awful change.
You're exaggerating a bit. A 70% acc will never have more score than the guy with 98% acc. I think it's actually logical that missing five notes in a row is less penalizing than missing five notes evenly spread through the map. As maps progress anxiety builds up and you become tired, both of those are indications of how good of a player you are, or otherwise, how consistent of a player you are.rezbit wrote:
Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.
Missing at the beginning becomes way less penalizing than missing anywhere else for no good reason. Missing five notes in a row is less penalizing than missing five notes evenly spread throughout the chart for no good reason. It also does a shitty job of favoring consistency considering it undermines accuracy by a large margin.
Two guys playing a 10 minute marathon. The one who gets an FC with 70% acc has a better score than the other more consistent guy with 98% with shitmisses here and there. Does that sound logical to you?
rezbit wrote:
Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.
Missing at the beginning becomes way less penalizing than missing anywhere else for no good reason. Missing five notes in a row is less penalizing than missing five notes evenly spread throughout the chart for no good reason. It also does a shitty job of favoring consistency considering it undermines accuracy by a large margin.
Two guys playing a 10 minute marathon. The one who gets an FC with 70% acc has a better score than the other more consistent guy with 98% with shitmisses here and there. Does that sound logical to you?
Whether I'm exaggerating or not, combo scoring still undermines accuracy as we've already seen iJinjin get a 501k and an S all because of the new scoring system. I was just illustrating the effect more clearly.smoogipooo wrote:
You're exaggerating a bit. A 70% acc will never have more score than the guy with 98% acc. I think it's actually logical that missing five notes in a row is less penalizing than missing five notes evenly spread through the map. As maps progress anxiety builds up and you become tired, both of those are indications of how good of a player you are, or otherwise, how consistent of a player you are.rezbit wrote:
Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.
Missing at the beginning becomes way less penalizing than missing anywhere else for no good reason. Missing five notes in a row is less penalizing than missing five notes evenly spread throughout the chart for no good reason. It also does a shitty job of favoring consistency considering it undermines accuracy by a large margin.
Two guys playing a 10 minute marathon. The one who gets an FC with 70% acc has a better score than the other more consistent guy with 98% with shitmisses here and there. Does that sound logical to you?
Like... OOPS I missed a note and it takes me until the next beat to get back on rhythm, but I play the map flawlessly from there on, whilst the other guy made wrong movements in several parts of the map. Seems more intuitive that the first guy should get more score than the second.
Seems more intuitive that the first guy should get more score than the second.You mean the guy with 70% acc?
It only counts for the purpose of a AAAA, but nothing else. You can AAA with 100% perfects and 0% marvs and receive 100% of the DP% -- meaning it actually does not count for the final grade.Kernaus wrote:
Also i mentionned it already but please, PLEASE, make the MAX ratio count on the final grade of the play, it has an effect in stepmania, it has an effect in LR2, i don't see why it shouldn't be the case in osu!mania
Halogen- wrote:
It only counts for the purpose of a AAAA, but nothing else. You can AAA with 100% perfects and 0% marvs and receive 100% of the DP% -- meaning it actually does not count for the final grade.Kernaus wrote:
Also i mentionned it already but please, PLEASE, make the MAX ratio count on the final grade of the play, it has an effect in stepmania, it has an effect in LR2, i don't see why it shouldn't be the case in osu!mania
ComboHow does it work currently?
- 20% of the 1m is (combo / 10 + 1) * base_hit_values.
- 80% of the 1m is accuracy ^ 10.
Literally this.Kernaus wrote:
thescenario that can happen however is, take any map, two players, one gets a shitmiss at the beginning, the other gets a shitmiss near the end what will happen? wont it be the one that missed at the beginning who will win? if that's the case, i dont think this is fair.
[*] Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.[/list]HD/FI/FL shouldn't give score multipliers because of reasons already mentioned in other posts.
I think that combo shouldn't be a factor in score (beyond the notion that high combos are correlated with high scores).
- Score is made up of 20% combo and 80% accuracy.
- We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).
Shoegazer wrote:
GODLIKEAlright, really long post incoming.
Not going to say much about the mod thing because I don't really have a constructive enough opinion to say anything. LNs seem fine.
I do have reservations with the scoring component however.
This is how osu!mania ScoreV2 currently works:ComboHow does it work currently?
- 20% of the 1m is (combo / 10 + 1) * base_hit_values.
- 80% of the 1m is accuracy ^ 10.
The combo component is probably easier to talk about because it shows a decent amount of effect overall - there are a few problems with a combo-based proportion, mainly the fact that it does not take into account the frequency of misses (though this is for more extreme) AND the position of misses in a given chart.
In a chart with consistent difficulty (i.e. the chance of missing is the same throughout the entire chart) - which are common, there's a good chance where you can miss right in the middle and if you fully SSS (all 300g) the chart otherwise, you'd only get 25% of the combo score if you SSS'd the entire chart. That is the equivalent of 150K, which is almost certainly a decisive victory for the other team. Of course, this is the most extreme case, but the fact that you can take that much damage from just a single mistake in the chart is very much overkill. This tends to have similar effects even if you don't miss right in the middle, too.
I think a combo-based mechanic is fine if it's done properly, and changing the proportions to make combo even smaller is more of a band-aid, rather than a fix. I think the problem lies in the fact that combo is not scaled in something similar to a logarithmic scale (obviously not to that magnitude, but you get the idea). Dividing combo by 10 doesn't solve the problem, so I think it would be fine to get rid of the "/ 10" thing. I'm not sure what exponent you can use to scale down larger combos and make smaller combos matter relatively more, but I think it would be a good start to use something like that to scale it down.
Having a exponential to scale down larger combos will also help with the location of misses too, it makes the location of misses matter less, and it also punishes players who miss consistently in harder areas (which is the general case) against players who can smash through harder areas but missed one note in a much easier area.
This current combo component is good if you're trying to strongly enforce consistency/FCs, but the metagame has not shifted enough for FCs to be taken as absolute absolute importance, unlike osu! standard. Even if you scale larger combos down with an exponential, it would still make FCs important, but at least the round is still salvageable.
I don't have any practical examples on hand, but judging from most people's screenshots, it seems to be a very extreme direction that not many people like. Again though, I think a combo-based mechanic would work fine if done properly, so it just needs some tweaking.
So that's for combo.
Accuracy
While accuracy^10 didn't seem like much on paper, but the difference was really substantial when I looked at the numbers. This is what the accuracy component would look like - there's also a 1mil equivalent for easier comparison.
For a comparison, a 96% on score v1 is about 850K on average (it's 664K with scorev2, scaled). You can argue that v1 and v2 are not strictly comparable, but it's moreso to show how much of a drop in score scorev2 could potentially bring with just a 4% drop.
The problem with this is that the exponent used is far too strong of an exponential to use. It might be fine for earlier tournament rounds (forces players to be a lot more consistent and accurate with charts that they should be very much comfortable with), but the exponential is most definitely too great for something like semi-finals/finals, where there is a massive variance in performance across multiple teams. A player who can't get 94%+ on any of the maps in the finals/semi-finals mappool (which is very much viable given the diversity of the mappools) would essentially be dead-weight and would more than likely lose the round unless he has very strong teammates to back him up - players who'd get about 98.8% on average against three players with 97%. That difference is massive and it makes for more blowouts and less variance, which goes against what score v2 is mainly implemented for.
So the main problem is the magnitude of the exponential - but you also want to make the gaps between a 95% and 96% noticeable enough to be noticeably larger than a 99% and 100%. I guess a mediatory point would be something like accuracy^(n-accuracy)? This is what it looks like for accuracy^(6-accuracy).
A 96% with that looks more similar to the one in scorev1, and the drop seems more reasonable, too. The main drawback is that the difference is pretty minute compared to accuracy^5, but I think using a base like that would be a good start. You could do something like accuracy^(7-(2 * accuracy)), etc. as well.
Again, this current system would be fine if you really want players to be deadly consistent and all-rounders, but I think encouraging people to do it to that much of a magnitude is far too much and is too much of a shift compared to the current meta. I think a subtler magnitude is more applicable and will create a finesse that creates more variance and excitement than frustration and blowouts.
That should be all. I'm sorry if not many of my thoughts are coherent, but I have a really bad headache as I'm typing this and I admittedly didn't plan on writing this much to begin with. Hope you can put these thoughts into consideration.
Completely agree with thisShoegazer wrote:
Long PostAlright, really long post incoming.
Not going to say much about the mod thing because I don't really have a constructive enough opinion to say anything. LNs seem fine.
I do have reservations with the scoring component however.
This is how osu!mania ScoreV2 currently works:ComboHow does it work currently?
- 20% of the 1m is (combo / 10 + 1) * base_hit_values.
- 80% of the 1m is accuracy ^ 10.
The combo component is probably easier to talk about because it shows a decent amount of effect overall - there are a few problems with a combo-based proportion, mainly the fact that it does not take into account the frequency of misses (though this is for more extreme) AND the position of misses in a given chart.
In a chart with consistent difficulty (i.e. the chance of missing is the same throughout the entire chart) - which are common, there's a good chance where you can miss right in the middle and if you fully SSS (all 300g) the chart otherwise, you'd only get 25% of the combo score if you SSS'd the entire chart. That is the equivalent of 150K, which is almost certainly a decisive victory for the other team. Of course, this is the most extreme case, but the fact that you can take that much damage from just a single mistake in the chart is very much overkill. This tends to have similar effects even if you don't miss right in the middle, too.
I think a combo-based mechanic is fine if it's done properly, and changing the proportions to make combo even smaller is more of a band-aid, rather than a fix. I think the problem lies in the fact that combo is not scaled in something similar to a logarithmic scale (obviously not to that magnitude, but you get the idea). Dividing combo by 10 doesn't solve the problem, so I think it would be fine to get rid of the "/ 10" thing. I'm not sure what exponent you can use to scale down larger combos and make smaller combos matter relatively more, but I think it would be a good start to use something like that to scale it down.
Having a exponential to scale down larger combos will also help with the location of misses too, it makes the location of misses matter less, and it also punishes players who miss consistently in harder areas (which is the general case) against players who can smash through harder areas but missed one note in a much easier area.
This current combo component is good if you're trying to strongly enforce consistency/FCs, but the metagame has not shifted enough for FCs to be taken as absolute absolute importance, unlike osu! standard. Even if you scale larger combos down with an exponential, it would still make FCs important, but at least the round is still salvageable.
I don't have any practical examples on hand, but judging from most people's screenshots, it seems to be a very extreme direction that not many people like. Again though, I think a combo-based mechanic would work fine if done properly, so it just needs some tweaking.
So that's for combo.
Accuracy
While accuracy^10 didn't seem like much on paper, but the difference was really substantial when I looked at the numbers. This is what the accuracy component would look like - there's also a 1mil equivalent for easier comparison.
For a comparison, a 96% on score v1 is about 850K on average (it's 664K with scorev2, scaled). You can argue that v1 and v2 are not strictly comparable, but it's moreso to show how much of a drop in score scorev2 could potentially bring with just a 4% drop.
The problem with this is that the exponent used is far too strong of an exponential to use. It might be fine for earlier tournament rounds (forces players to be a lot more consistent and accurate with charts that they should be very much comfortable with), but the exponential is most definitely too great for something like semi-finals/finals, where there is a massive variance in performance across multiple teams. A player who can't get 94%+ on any of the maps in the finals/semi-finals mappool (which is very much viable given the diversity of the mappools) would essentially be dead-weight and would more than likely lose the round unless he has very strong teammates to back him up - players who'd get about 98.8% on average against three players with 97%. That difference is massive and it makes for more blowouts and less variance, which goes against what score v2 is mainly implemented for.
So the main problem is the magnitude of the exponential - but you also want to make the gaps between a 95% and 96% noticeable enough to be noticeably larger than a 99% and 100%. I guess a mediatory point would be something like accuracy^(n-accuracy)? This is what it looks like for accuracy^(6-accuracy).
A 96% with that looks more similar to the one in scorev1, and the drop seems more reasonable, too. The main drawback is that the difference is pretty minute compared to accuracy^5, but I think using a base like that would be a good start. You could do something like accuracy^(7-(2 * accuracy)), etc. as well.
Again, this current system would be fine if you really want players to be deadly consistent and all-rounders, but I think encouraging people to do it to that much of a magnitude is far too much and is too much of a shift compared to the current meta. I think a subtler magnitude is more applicable and will create a finesse that creates more variance and excitement than frustration and blowouts.
That should be all. I'm sorry if not many of my thoughts are coherent, but I have a really bad headache as I'm typing this and I admittedly didn't plan on writing this much to begin with. Hope you can put these thoughts into consideration.
Khelly wrote:
Some players find hd/fl harder to play with - I think they should get a score bonus for playing with something that they find harder
That's what I don't like against your hd/fl statement is that I can reverse it easily like that and still make the same type of point as you.
Kernaus wrote:
Khelly wrote:
Some players find hd/fl harder to play with - I think they should get a score bonus for playing with something that they find harder
That's what I don't like against your hd/fl statement is that I can reverse it easily like that and still make the same type of point as you.
anybody can easily play HD/FL after a few hours of exposure
Players can easily go to HD/FL from no-mod after a few hours of exposure, but those who rely on HD/FL as a reading tool can't go from their norm to no-mod - therefore, it's unfair regardless of what direction you look at it.Kernaus wrote:
Khelly wrote:
Some players find hd/fl harder to play with - I think they should get a score bonus for playing with something that they find harder
That's what I don't like against your hd/fl statement is that I can reverse it easily like that and still make the same type of point as you.
anybody can easily play HD/FL after a few hours of exposure
qba108 wrote:
score v2 VS score v1
If this doesnt scream "HEY GUYS MAYBE THIS ISNT SUCH A GREAT IDEA AFTER ALL" then I dont know what does.
Don't forget 90% 80% all the way to 50%FelipeLink wrote:
Guys, can we not break my favorite game? please?
Thanks
Score multipliers = No pls
1M is the gap, and its fair enough
110%/120%/130%/140% mods would be the best change ever btw
But PLEASE NO SCORE MULTIPLIERS!
Thanks!
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.
Thank you for this Juan, many people don't understand that you guys are trying to get as much feedback as possible to Improve this and just saying " i don't like it" doesn't help them not make it bad for you guys. These people have several months to fix this, so you don't have to overreact because something is very wrong on the very first day. Just give them feedback on what you like and or don't like and they'll look into it.juankristal wrote:
And also, for all those people that disagree with the change is 100% fine that you do! But please, dont disturb the post. Just posting a "I dont like the score system" is fine, even if it lacks of feedback at least we can know if the changes suits or not for a % of the people. Saying that tho its really good if you can give suggestions (it doesnt have to be like a huge text wall like Shoegazer if you dont really want lol) but even giving a bit of suggestions is always good.
And yeah, I am talking to you, Stepmania player. You can always keep playing Stepmania if you dont want to help with this but please dont post here just to disturb.
Quoting this because this sums up my main concerns about scorev2, it's not fair to nomod players if folks who have incorporated visual mods into their playstyle get a free boost in score just for having a mod they can't play without active.Bobbias wrote:
As a permanent FL player I disagree with giving vision mods a bonus. Vision mods in mania games are more a playstyle than something to increase difficulty and should be considered this way. I do think it's cool that a bonus would possibly add to the tactics in mwc, but I don't think that outweighs the effect it has on players like myself. Giving players like myself a 6% bonus on score is unfair given that playing flashlight for me is equivalent to playing nomod for most players.
Score is made up of 20% combo and 80% accuracy.What in the actual FUCK?!?
We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).
idk if you are aware, but the people who use those visual mods do it to make reading EASIER. theres a reason why LR2 players use their own custom lane covers, and their own sudden/hidden settings. people dont use those mods to make the game harder. its literally there for their own ability to read. giving those a bonus multiplier would be like giving certain HitPositions a multiplier, or certain scroll speeds a multiplierjuankristal wrote:
About visual mods I think its fine to leave it as 1.06x. We cant deny that playing HD / FL (despite being just personal preference) is something that should be rewarded because it does change the difficulty of reading at least.
oh yeah... demm...projectc1 wrote:
just gonna chill here and wait for v3 score system next drama.
yeah i know, i'm not agree with this too except the LN.-Konner- wrote:
It's not drama. They want feedback and people are giving their feedback. Some people have been way too immature about how they've tried to make their position known but at least they are making people aware of their opinion as a whole. People should not join in with what those people have done but it still shows that people dislike the ideas.
If you don't give any feedback, nothing will change. If you don't give detailed feedback, no *specific* changes will be made. Just make sure to voice your opinions and ideas without filling the thread (or any other thread), with what is basically spam with a small point to make.
I can assure you that hold notes have become more difficult than before (especially in LN heavy charts). The new LN mechanic punishes players for not releasing the note at the end, and will cause a miss no matter what. Currently, if you hold down your key even when the long note ends, you get 200/100, but doing so with the new LN mechanic will cause a full miss. For example, I was getting close to 93% on sisters noise with the current LN mechanics, but I get less than 90% with the new LN changes. I think the 1.5x leniency is a good idea.aphixia wrote:
Hold notes
Personally i am against more leniency, hold note patterns are just another technique players can choose to learn and play, there are people who start from stepmania and hate hold notes simply because their game didn't start with them and so they have to specifically improve in hold notes to reach a point where they can play ln as well as they can play fast patterns. Whilst people learning to acc hold notes may not be too much of an issue, hold note patterns have the potential to use more technique then single note patterns, i however lack the experience to say how much hold notes should be weighted compared to single notes in terms of a pp system as this would require judging how much technique is required for hold notes in any given map via a formula
This is because log(a)x = log(a)b * log(b)x, in other words, picking a different base is equivalent to scaling all values by a constant. And when the maximum total value must be scaled into some constant (in this case, 200k), constant scaling obviously has no effect.Shoegazer wrote:
Interestingly enough, it doesn't matter what logarithm you use to scale down the combo, the end result will be the same. I plugged in a log of 4, 10, 500 and decimals, they all work - except for the ones that don't work normally (e.g. 1, 0, negative numbers). I don't really recall the reason for this exactly, though. If someone knows, let me know because I'm actually pretty curious about this and I'm kinda overwhelmed by all of this information to really find out by myself.
Bottom-paged, so reposting this again.Shoegazer wrote:
Guess I'll post some formulas and some examples here - original post on my thoughts here. Ideas in this post take precedence - since I didn't really work with figures in the post before. The post is there just to give reasoning as to why the scoring system is not really ideal. Extremely long post ahead.
Ciel's post is also another post worth reading, and talks about the general ideas of visual mods and LNs as well.
Link to spreadsheet for reference of what the formulas I'm bringing up, and a more visual view: https://docs.google.com/spreadsheets/d/ ... sp=sharing
Feel free to make a copy of it if you want to fiddle around with it, too.
AccuracySPOILERUse the score v2 (Accuracy) sheet for reference. The formula I'm suggesting is Accuracy^(1 + Accuracy * 4). The 3 columns on the right are meant to be a comparison - the formula on the right is Accuracy^5.
The main reservations I've had is that the exponential magnitude is too steep and that lower accuracy scores might be punished far too severely. The steps to remedy this, is to use a lower exponent, and to gradually lower the exponent as the accuracy gets lower and lower.
So why essentially Accuracy^5, since at very high accuracies the exponent adds up to 5?
This is meant to replicate benchmarks in score v1 (this is also why there is a 1mil score equivalent for reference). This isn't necessarily a 1 to 1 comparison, only 98% scores are about the same - the rest are slightly lower. I've checked around with multiple people and they seem pretty content with the numbers came out for the combo scoring aspect. I don't think there should be that much of a drastic change for things like this for scorev2 - I'd say the only reservation that I had with scorev1 is that there's too little differentiation between a 99% and 100%, but there's too much differentiation with a 98% and 99%. This mitigates that.
So why Accuracy^(1 + Accuracy * 4), then? Or particularly, why the (1 + Accuracy * 4)?
The general idea is that the higher the exponential, the steeper the curve. By lowering the exponential with a lower accuracy, it makes lower accuracy scores noticeably less of a dead-weight. You can technically do something like Accuracy^(Accuracy * 5) for what it's worth, it initially slipped my mind when I did this. The main problem with this however, is that the differentiation in exponent between accuracy might be too insignificant. I'm not sure how you can mitigate this, but there's most likely a way to do it. However, this isn't top priority, this is more of a plus, more than anything else.
The reason why I initially suggested (6 - Accuracy) at first was because I'm retarded and I didn't know how exponentials work at first, so please ignore what I said in that area.
So what are the drawbacks of this?
The main drawback that I can think of is that I'm using scorev1 figures to calculate accuracy. While this doesn't seem like that bad of an idea on paper, I'm not sure how the new LN mechanics will affect accuracy, especially for LN-heavy charts. This is something that needs experimenting, but I think the easy solution for this would be to ask feedback from the general community as to how much lenience does a LN release have. Many people have said that it's considerably harder to release LNs, which makes sense, but considering that it goes hand in hand with accuracy - it's very much something that needs to be under scrutiny. If you want players to be more stringent with their LN releases, you can lighten up the exponential a tiny bit. If you want the accuracy exponent to stay as it is, make LN releases more lenient.
Minor drawbacks include the fact that there's also the fact that the situational exponent might be too insignificant (which is mentioned earlier), and that I only looked at accuracies all the way down to 93.20%, which is generally about what the worst players in tournament semi-finals/finals would be getting on average in the first place. I assume that it wouldn't be very harsh with accuracy lower anyway, but you can always modify the situational exponent if that's not the case. The base exponential (which is 5 at 100%) is most likely fine.
ComboSPOILERUse the score v2 (Combo) sheet for reference. The formula I'm suggesting is HitValue * min(logx(combo), logx(combo cap)). The 3 columns on the left are meant to be a comparison - the formula on the right is HitValue * logx (combo).
This is a lot longer to explain (and probably a lot more complicated), but I'll try to explain it to the best of my ability. The reason why a non-FC hurts so much is because of the fact that the combo score as combo is higher is quadratic (thanks Ciel for the clarification). The most intuitive way of solving this would be to use a logarithmic scaling down for combo. I know there's probably going to create a decent amount of difficulties programming-wise (particularly trying to find the perfect score so you can scale scores down appropriately), as the combo mechanic is designed to produce exact figures - but do read on.
Interestingly enough, it doesn't matter what logarithm you use to scale down the combo, the end result will be the same. I plugged in a log of 4, 10, 500 and decimals, they all work - except for the ones that don't work normally (e.g. 1, 0, negative numbers). I don't really recall the reason for this exactly, though. If someone knows, let me know because I'm actually pretty curious about this and I'm kinda overwhelmed by all of this information to really find out by myself.
The scenario I've tried to emulate is a hypothetical situation when there are 2000 notes in a chart. I made 3 scenarios: wa person with 1,000 max combo (1 miss), 500 max combo (3 misses), 250 max combo (7 misses). These are hypothetical situations that emulate the most extreme cases in terms of miss location. Under these scenarios, given that you've hit full 300gs aside from misses, you would lose 10.47%, 20.91% and 31.30% of your potential combo score - about 21K, 42K and 62K respectively. Given, this is not entirely correct, since my calculations assume that the combos are exactly the same, but this is incorrect in reality since the miss also counts as a note and as a result it reduces the combo by 1. (e.g. 1000-999, rather than 1000-1000) This is however, insignificant, considering that the difference is >0.06%.
There's a couple of problems with this, the main problem being the magnitude of penalty. The fact that a person could lose (up to) 20K over a single miss is most likely overkill, considering that 20K can potentially be a game breaker, and almost certainly will be a game breaker if you're in very early stages. It still encourages a no room for error attitude, which just hasn't been adopted in osu!mania just yet.
Since you can't change the logarithm for this, you have to implement something else - a combo cap (which is done through something like min(logx(combo), logx(combo cap))). This means that at a certain point, the log(combo) component cannot go any higher, as log(combo cap) will be lower than log(combo), and the lower value will be taken. I used a combo cap of 400, which reduces the maximum losses to 3.42%, 10.26%, 21.70% (the format is 1 miss, 3 misses and 7 misses). Very noticeable drop for the 1 miss, and is arguably about right. Multiple misses are penalised quite appropriately as well, though it might arguably be too lenient, as this only highlights the extreme cases. You can increase the maximum penalty by increasing the combo cap - for example a combo cap of 500 increases the penalties to 4.16%, 12.47%, 23.97%. This is something that requires experimenting, and is probably one of the more important parts of the scoring formula to tinker around with.
You can also use a relative combo cap (and is probably better), rather than an absolute - I used 20% in my case, but 25% is probably fine as well. The relative combo cap can be truncated or rounded up, but the difference will be borderline negligible.
What are the drawbacks?
The figures used to show total losses are based on extreme cases - as a result, my suggestion for the combo cap might be a bit off. I don't know how the combo cap of 400 will be executed in practicality, but I don't expect the variance in performance to be that significant. Regardless of this, even if the variance does make the results look a bit unfavourable intersubjectively, this can be changed. This is something that requires community inquiry, more than anything else (perhaps it would be better to show combo score as if it's a 1mil equivalent?). You have to experiment around to see how the combo cap should be, but that's about it.
Location of misses still matter a decent amount, probably far more than what the community wants. This doesn't negate the problem entirely, but it does to some extent. Basically, the lower the combo cap, the less the location of misses matter, unless you're missing a lot in a concentrated area.
Another problem might be the fact that 300gs might not be weighted very heavily, since only the combo component of scorev2 looks at 300gs. The only two solutions that come to mind would to either increase the proportion of combo to emphasise more on 300gs, or to embed 300gs into accuracy (since as they are, they are weighted the same as normal 300s). The latter requires a lot more tinkering and probably creates more of a community uproar, so I think the former would be a better approach. Again, another thing that requires community response.
Lastly, there's the rounding problem, which I'm not sure how to do because I don't do programming aside from Python wankery. I assume that an extremely small logarithm should solve the problem - since it would eliminate the problem of rounding.
That should be all. Again, I'm not going to talk about visual mods and LNs, since Ciel (and many others) are more well-versed in those than I am. Hope this is a more tangible way of reshaping the scorev2 system - because I think it has massive potential to be a good scoring system that players widely agree on. If there's any questions/clarifications on what I mean or what each part of the spreadsheet does, I can respond to them.
For anyone who scrolled all the way down to read this, the main takeaways are that LN releases might be a touch too strict so it would be good for players to experiment and find out whether or not it's too stringent and to focus more on the formulas rather than blaming it on the name of the component (e.g. combo) and give constructive feedback as to how the scorev2 system can be improved.
Thanks for the information! The latter snippet makes a good amount of sense to me.Bubbler wrote:
Accuracy ^ (0.5 + 4.5 * Accuracy)
This happens when the minimum power falls below 0.596 = 5 / (e^2+1).
Maybe not too much of concern since playing any map with 20% accuracy will most likely result in a fail
This is because log(a)x = log(a)b * log(b)x, in other words, picking a different base is equivalent to scaling all values by a constant. And when the maximum total value must be scaled into some constant (in this case, 200k), constant scaling obviously has no effect.Shoegazer wrote:
Interestingly enough, it doesn't matter what logarithm you use to scale down the combo, the end result will be the same. I plugged in a log of 4, 10, 500 and decimals, they all work - except for the ones that don't work normally (e.g. 1, 0, negative numbers). I don't really recall the reason for this exactly, though. If someone knows, let me know because I'm actually pretty curious about this and I'm kinda overwhelmed by all of this information to really find out by myself.