thanks for making osu!mania even worse than it already was.
/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.