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Hotaru-
Visual Mod got multiplier score???
Oh man.. srsly visual mod just make player more confortable not make it hard
I said this coz I'm FL player and also HD player
f
Brownsville369
alright, I'm not an expert on any of this stuff, and I'm not THAT good at mania but here goes

Honestly visual mods for mania don't need their own score modifier, that's absurd they do nothing to increase the difficulty of the song and many people will use those mods to aid with reading so to unfairly add score just because of the way they read is ridiculous, though not nearly as much as this next point.

As for the combo addition to mania... that's absolutely asinine. I don't know where you got this idea for combo affecting score so greatly in the thing to presumably become the new default scoring system but you need to stop. Combo should not be a factor in score at all, let alone 20% the very idea of that is just ridiculous. It punishes missing spread out more than missing all at once, let's say you miss 4 times with everything else being Max 300, you have 5 short combos or 2 with one being long and the other being short. The 2 combos will be favored over the shorter one which is stupid because they both have the same accuracy which is the truest measure of skill of a player. If you believe that accuracy isn't the best measure of skill for a player, then just remove any semblance of "accuracy" from the game, and just make notes "hit" or "miss" without any variation and make the scoring purely combos.

I'm not trying to insult you or anything, but you're being incredibly stubborn on this issue when it's very very apparent that many people in the community don't like it and so I'm trying to make you see the flaws with it. I hope you reconsider this issue (mostly the 20% of score being combo) because if not and this becomes the new "norm" for scoring you're going to see a mass exodus of mania players to a game that isn't basing 20% of your score on combo alone. It's up to you what happens after this. No pressure.
PisRyder
First of all sorry for my bad English :3 Here are some of my opinions:
  1. LN: OMG YESS
  2. NF/EZ/HT: 0.5x is fine
  3. HR: 1.1-1.2x
  4. DT: "Make DT adjust to 100%/110%/.../150% with score bonus increments of 0.05x (or something like that)" -> Hell Yeah!!!
  5. HD,FL,FI: Like ALMOST people say, a big NO!
    Long text + Bad grammar
    People use these mods not to make the map harder, but easier to read. I used to play HD at some point and be like "Never gonna turn this sh*t off", but then a wild SV-heavy map appears and I be like "WTF is going on behind that covered space?" and switch back to nomod *the end*. These mods has it's advantages and disadvantages, the same applied to nomod so it's up to players preference to pick what they like best. If Standard has mouse/tablet/touchscreen players, then we Mania has HD,FL,FI,nomod players.
  6. Combo: I really hope that combo-based score nerver make it way to Mania *sigh*
    Long text + Bad grammar
    I quit Standard because combo-based score... When I look at the local ranking, I want to see the improvement, that means best play at top and worst play at bottom. But when I find my best play is at bottom and worst play at top, it's very anoying >.< I really like the current score system of Mania, 50% base score and 50% bonus score. The bonus score is some what "combo-based" but when I miss at half part of the song, it's not affect score as mush as scorev2. If it's necessary to make the upcoming MWC more interesting, I suggest when you get xcombo (ex:100) a portion of 20% combo-based score will be add to your current score, so the hardest part of the song (miss is somewhat unavoiable) still have impact on final score but not as heavy as current scorev2.
I really like Mania mode in osu!, but if scorev2 is necessary for the mode to move-on then I just have to adapt and find a way of dealing with it.
Thanks for reading!
Ciel
Time for my contribution to this.

Main sections organized by increasing order of importance. Read bolded sentences for tldr.

Mods


Vision Mods

These are HD, FI, and FL.
As someone who play with a HD skin (not using the hidden mod), and is completely unable to play nomod otherwise, I think if the HD mod still stays the same (it shouldn't), then the 1.06x multiplier should be fine. This is due to the fact that playing with a lane cover which effectively moves up and down is not particularly easy to play, and results in those intentional misses in order to sometimes bring the cover down. On the other hand, if the HD mod gets fixed to become static, then I believe there should be no multiplier. This is due to the fact that (with the exception of slowjams (not something to discount)), most high level players don't even look below a certain point on the screen when playing. This is why people play with a cover, in order to hide the visual clutter that lies below a certain point where people pay attention. While there may be some merit to giving a score multiplier simply for the ability to deal with slowjams, this is such a rare occurrence overall, that I don't think it really should warrant any bonus.

Misc.

The remaining mods are not really worth commenting about yet, as the score mutlipliers they provide is more relevant when talking about the pp system, which is not the main topic of concern at the moment. As a side note though, playing a song with DT is close to playing an entirely different song, which no amount of score buff could fix as a problem (it would be too little or too much). In addition, with HR, the timing window for a 300g is reduced, which impacts the score by a large amount. Therefore, that mod would probably also require a significant buff. Of course, for tournament play, none of the non-vision mods actually matter that much, so lets just ignore this for now.

Long Notes


LN End Window

After playing around with this a bit, I believe that this timing window is currently a little bit too small. Considering how it's inherently harder to time releases over holds anyways, I think this should be increased to something around a 2.0x multiplier instead. (Obviously, this would require much testing. A more statistical approach to do this would be to analyze replays that we already have, and the spread of the LN release timings compared to LN holds, given easier maps (since LN heavy maps would give somewhat inaccurate results)).

HP

An unintended side effect of this LN change is the fact that people can now lose HP for failing to release a note on time, something which did not happen before. In addition, there are now double the chances for people to miss an lose HP, which would result in maps getting harder this way. There probably needs to be a look into the side effects of this, especially for higher level maps, but this is also probably not as relevant for tournament play, except for possibly the final few rounds.

Score


I won't be doing as much number crunching for this part as some other have, mostly since I don't have the energy for it.

Combo

As Shoegazer has already pointed out in his post, mania is not really a gamemode where people single-mindedly focus on FCs, and thus, having this quadratic (it's quadratic guys) scoring system will not work in this game mode, unlike std and ctb. Instead, we tend to focus on aiming for higher accuracy instead, with overall scores being decent.

Players in this mode will (unless they are attempting to FC) not care about a random miss somewhere in the middle of the song, especially in a slow part. It's just a single miss, and won't significantly contribute to the final accuracy of the play. Instead, we only really care when we either miss a large number of notes in a burst (in which case we just flailed the burst), or when we are constantly missing throughout some section (lets say a stream of some sort). In order to fix this, there should be diminishing returns on each note at some point, rather than an quadratic increase in returns instead. This could take the form of a logarithmic curve, or there could be a system similar to taiko instead, where the bonus increases up until a certain cap, where it no longer grows.

On a side note, one of the things I like about the old "combo" scoring mechanism was the fact that you still lost combo for not hitting a 300. This continue to penalize people who are mashing through some section of the song, but can retain combo nonetheless (for example, jumptrilling rolls or jumpstreams a la PLANET//SHIPPER). I'm not sure if this should stay or not, but it is worth keeping in mind to some extent.

Accuracy

I like the direction that this is taking, where scores are really calculated exponentially off of accuracy instead of linearly. The exponent is a bit too extreme right now however, as the score dropoff is quite extreme for even taking a small hit in accuracy. People have already ran numbers on this, and this would also obviously need testing with combo as well in order to determine what a good balance point is.

Which leads me to my final point.

Combo and Accuracy Balance

See this screenshot?
This is the extreme example of someone who has terrible accuracy, and yet can somehow FC the map. Where would we put him in the grand scheme of "how good is this score?" This is where the balance between combo and accuracy must be considered, and only after finalizing the individual scoring metrics within each section. As of right now, I think the balance of the 2 sections is extremely off, especially with the current combo scoring system in play. However, since that is subject to change, I will refrain for saying much more for now.
my angel zhla
people must really like combos.


this is just my opinion i'm not very professional to things like this ><

the LN changes are great !
mania rate changes will be interesting too

but combo game and score multiply for visual mods ?
no please

some people play better with nomod, some people play better with hd, some people play better with fl
preference

As a nomod player myself it's unfair to think that mods like these would give score bonus
from my experiences it messed with my reading and destroyed accuracy, more 200s, almost 1:1 300 ratios
sure it is possible to adapt to it but it will be pain in the ass to !


Don't change the timing window of HR too please! it is really good to practice with the smaller timing window for people who want better accuracy
i agree on making the bonus much higher if ever, if you aim to value accuracy player

About combo game;

It seems to be too punishing as i saw it, scores such as 700k S, 570k S were seen, and even 100k-300k B score

i considered mania as chill game since combo doesn't as much, but with accuracy playing a bit more makes it better

for example someone plays a marathon map with 99% accuracy but shitmiss in different section of the map, it would end up not being a very good score i believe because he did not make good combo, i find it discouraging because he played very well accuracy but end up with score like 700-800k only

it has much to work on
W D Gaster
Score multipliers? Please no! Imo HD, FI and FL players dont want it! I am using HD only because I like it and its my preference. There is not actual reason to force it on other players.

Instead of adding multipliers you should rework Hidden. Static one, like that in Stepmania is way better and more comfortable to play. If someone wants to have bigger hidden - just give him option to make it bigger, but not smaller because it will be quite overpowered.

LN changes seems great, cool stuff for accuracy based players.
ikzune
vision mods
hd fl don't need a score multiplier i and many others have skins that have 50% lane cover the whole time which in turn helps us read better then without hd mod, some people are fl only players and read better this way, you would just be forcing your community to play with fl only if they want to compete.

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

1.1x rate at 0.05 value
Personally i would prefer a song to be rated based on how difficult the pp calculation judges a song at x speed however, there are certain patterns that can be inflated too much in value via rates, we have songs that do this already and for now this system is fine. My opinion is once, if we get a more accurate pp calculation formula in place then it would be a good time to have songs judged individually

Current issues in the pp formula
1. There are patterns at least in 4k that are used in several songs which are really simple for a player, essentially too little technique for the difficulty they are being judged at, the best example of this would be jumptrills being overrated, I don't like this type of pattern in the first place because they create hit and miss scenarios where players can often fluke scores and earn free pp.
2. index songs are underrated, index songs are streams of single note patterns, since they don't use 2 note patterns, they are seen as less dense by the formula and there for a lot easier then they deserve to be rated as. The best example in ranked 4k you can see of this is the empress scream off sc difficulty, there may be other difficulties from that map that are just as underrated however this is the main one i have experience with
3. Many people yell at mappers who get their maps ranked with this issue however, it is an issue with the pp system itself and not the mapper. There are several songs in 4k which will have 1 or 2 bursts in the song that inflate the difficulty and as long as someone can manage on that section, they can easily get a s rank and earn free pp. 2 recent examples of this are: triumph and regret, C18H27NO3 but there are many other songs that do the same thing and something needs to be done to the formula to at least reduce the effect a few bursts in a song can have.

tldr whilst it is good to see mania rewarding players who are more consistent, there are issues that are more significant within the current formula, i have only stated some issues that have been mentioned several times with 4k and i am sure there are plenty of examples with overrated and underrated patterns in other keymodes
Jinjin

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
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.
Shoegazer
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.

Accuracy
Use 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.

Combo
Use 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.
Akary
rip mania
ikzune
i messed up and there were several factors i didn't consider especially when i was focused on ppv3 not scorev2 >.<

The one thing in terms of hidden,fl that i failed to consider was svs. I personally wouldn't give a 1.06 for this, my thoughts are that an experienced player with their vision mod will be able to manage svs and the drop will be much smaller then the bonus provides, from my experience i would be placing a heavy sv song at 1.02 or 1.03 at the most. One case this may differ is teleport notes in which there may be instances where they are too difficult for fl players to manage.

As for the other factors, i am not the best person to judge this, its just going to take a lot of playing around with to find a good balance, good luck ^^
Franc[e]sco
I completely suppport this and I feel like mania needed a scoring system like this for a LONG time.

>Score is made up of 20% combo and 80% accuracy.
The fully accuracy-based scoring was a huge problem with maps that had diff spikes, so this should fix the problem. On fully accuracy based scoring you could get free pp off maps that had a short difficulty spike even if you couldn't play the hard part at all.

>LN starts and ends are now judged separately.
>LN ends are given a 1.5x lenience to the hit windows.
>If an LN is broken but re-pressed, the LN end will not award more than 50 points.
>Works similar to the current system depending on when you release the hold, but is lenient enough to feel rewarding even for newer players (consider that ScoreV2 will be used as the normal ranking in the future).
Awww yes LNs were my major problem with mania coming from stepmania. LN releases were way too strict, to the point that it wasn't even fun. And it's not even about being accurate, since lots of maps don't even map LN releases to beats.

>Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.
I think DT should at least give a higher multiplier than the other mods, but other than that it's all good!
Bubbler
So far, considering many suggestions on the score system (mere complaints do not count here guys...) Shoegazer's approach seems most attractive to me - I like the variation of accuracy^5 thing and log scaling for combos.

And more math ahead (Please skip this if you're not so math tolerant):
Comments to Shoegazer's system
I found out that picking 1 as the minimum power on accuracy was actually a lucky choice, since too low minimum power actually makes the function slightly decreasing around accuracy = 0.2!

Accuracy ^ (1 + 4 * Accuracy)


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 :D

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.
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.
trexex55

KatayokuNoTori wrote:

nerf ht pp gain :(((
support
tkk
great moves loctav, keep it up, proud of you!
Shoegazer

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.

Accuracy
SPOILER
Use 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.

Combo
SPOILER
Use 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.
Bottom-paged, so reposting this again.

@Bubbler

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 :D

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.
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.
Thanks for the information! The latter snippet makes a good amount of sense to me.
Bad Apple
Just throwing my opinion in here;

My previous ramble
1. Vision Mods
Now, I think vision mods shouldn't give any bonus at all. They are mostly personal preference, there's more than a bunch of players that couldn't even pass things WITHOUT Hidden, so I don't see why that should give bonus points. One might argue, that this applies to standard aswell, but I don't think Mania and Standard are comparable in that aspect.

2. DT and NC

1.06x is WAY too little of a score-boost. Example; a regular 4* song that you might have 950k score on will easily become a 5,5* song that you might barely pass or get like 700k on (especially because the starrating is broken and DT makes for some really stupid starratings, but thats something for a different thread). How is it fair that you then get like what, 1.06x the 700k but no other benefits? Except for the best of the best players, that can play songs on DT with almost the same scores, this benefits literally noone. Especially if it won't give you bonus PP for the increased starrating.

3. The new LN Mechanic

I really think this is quite nice. I like the dynamic of the new LNs, and I also think that giving 1 combo per LN is a good move. Overall, I'm really happy with the new LNs.

4. Score V2
Don't even get me started. So a song I previously had 992k on now gives me 900k, well okay then.
You LOSE points for poor accuracy. THAT is by far the worst idea I've seen in ages. Why would I lose points that I've gained for doing something well? Like, I'm already losing out on the points that I lose by having poor accuracy/misses. Why would I then lose points for stuff I had on 300S before? Dafuq is this?

It's like "yeah look, you had 10 of the 20 questions correct, but instead of giving you 50% of the points, we're giving you none, because fuck you!"

The new system ONLY benefits top-tier players, and even those will struggle to keep their scores where they currently are, except for accuracy-machines like Halogen-.
And the 200k for having a full combo, while only getting 25% of it for A SINGLE MISS OR COMBO BREAK is incredibly counter-intuitive aswell.
Imagine, 100% the entire song, great 300S-rate, boom, you miss the last note. Well good bye PP, because you just lost 150k for a single miss.

I think our current score system isn't even that bad and most people didn't complain about it either. Why would you change a running system? There are MUCH bigger problems that need to be fixed, like that incredibly inaccurate star-rating algorithm.


5. Conclusion
While I really appreciate the time, effort and the attention mania FINALLY gets, I really think we're heading the completely wrong way. Instead of looking what other games do well (SM with rates, o2JAM LN mechanics), we desperately try to do stuff "our own way", which ends up hurting Mania more than it helps. Give a fair PP bonus for DT or give none at all, don't give bonus points for visual preference and for the love of god, don't subtract points for poor accuracy.

Sometimes, it's better to look at other, long-standing rhythm games and copy what people like about them. They're not popular for no reason. If we keep heading that way (that way being Score V2, 1.06x score multiplier for DT and visuals, lol), mania will never be taken seriously.

P.S.: I really love osu!mania, I'm not hating on the game in any shape or form, but I'm loving it how it CURRENTLY is. And I still think we should just copy things that other games (that were created long before osu! even existed) do way better.

EDIT: After I've been corrected and many of my missconceptions have been clarified, I want to excuse myself if I sounded too harsh here. As mentioned, I appreciate the time and effort the staff is putting into osu!mania this year, I've just been wrong with some assumptions and misinformed by fellow players. Sorry!
Pazzaz
Many people have already written my concerns with this system but I'll write it anyway so that the staff understands how big of a problem it is.

  1. Score is made up of 20% combo and 80% accuracy.
    1. We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).
This is a horrible system for mania. Consistency is already awarded by getting a high accuracy. Why do you need to punish someone just because they missed in the middle of the map more than if they missed in the end? It makes no sense. If two people are of different skill (hit the notes worse/better) than the better one should always get the better score. Missing in some arbitrary part of the map doesn't make someone worse, missing at all does. It shouldn't matter where. This new score would also make the act of improving a score less fun. If I come back to a map three months after I played it, I often want to try and get a better score on it. If I don't manage to get a better score I know that I didn't get better. If certain parts of the map decide the score more I would be able to say "Oh, if only I hadn't missed at that part" disregarding the beginning/end of the map and not knowing if I really did get better.


  1. LN starts and ends are now judged separately.
  2. LN ends are given a 1.5x lenience to the hit windows.
  3. If an LN is broken but re-pressed, the LN end will not award more than 50 points.
  4. LNs do not give combo ticks any more - only one combo tick for the start and end notes.
These seem good, can't really comment on them yet but LNs not giving combo ticks are good even if combo doesn't make a difference.


  1. Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.
Raw score multipliers are really stupid for all kinds of mods but I don't really know a better way to do it. (Vision mods should do nothing though, many people use it for comfort; It's not really harder.)

Overall I think that this is too inspired by standard. Many people say that combo is a necessity in standard to promote better aim but it makes no sense in mania as you don't need to aim.
Yuudachi-kun
I like the multipliers for nf/ht as if you get a good ht score on a map you would find it really hard to overweite with nomod and if you want to pass the map then you could play it nf so you dont overwrite a high ht score with a shitty B.
EYA-
Holla Holla pp is comming
Remyria

smoogipooo wrote:

You'll be please to know that there are no more hidden multipliers and rounding issues have been eradicated, but that is not all. Let's go through a list of changes in this initial version(congratulation for all the hateposts of people that didn't even read everything *facepalms*):

  1. Score is made up of 20% combo and 80% accuracy. If changes like shoegazer suggested are made, and the ridiculous losses on the tiniest error is fixed, I don't see any problem to adding some combo in the score value, but the score going down when you lose accuracy(losing score you already earned is lame (I don't like that system in the standard scorev2, and I don't like it here)
    1. We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo). Not much to say to say, but 20% is not small
  2. LN starts and ends are now judged separately.
    1. Previously LNs considered a joint timing distribution between the start press and end release. This made it unclear as to whether you'd get a MAX after an LN end as you had to take into consideration the LN start. Judging separately should feel more natural, rewarding (as you get instant feedback), and a bit more challenging.
  3. LN ends are given a 1.5x lenience to the hit windows.
    1. LN starts were previously given up to 1.2x timing window lenience and LN ends were given up to 2.4x timing window lenience. This reduces the complexity of releasing an LN whilst you're focusing on pressing other notes.Hum...I don't have enough information to really give an opinion on these, I'd say it doesn't change much except being a bit harder, since it changes 2 hits for a grade(With the first hit being harder and release being easier) to 2 hits with 2 grades(that are equally difficult(which from what I read in the thread can be 2 misses(that both removes HP)))
  4. If an LN is broken but re-pressed, the LN end will not award more than 50 points.Nothing to say about it
    1. Works similar to the current system depending on when you release the hold, but is lenient enough to feel rewarding even for newer players (consider that ScoreV2 will be used as the normal ranking in the future).That's something to actually test with the "newer players"
  5. LNs do not give combo ticks any more - only one combo tick for the start and end notes. This makes way more sense
    1. Feels more natural rather than displaying a useless number.^
  6. Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.
NF/EZ/HT were already here with 0.5x score, DT was here but did nothing special(hopefully it's not as broken as before it was removed), HR was unranked(considered as useless by...uh...who added them in first place), and HD/FI/FL shouldn't give bonus(already been since a shitton of times)

We've had some internal discussions about how LNs should work, but have not reached a definitive conclusion as there are split opinions. We are eager to hear your feedback regarding osu!mania scoring and this new scoring system!You have mine ^^

I'll be adding here a list of changes I will consider. Please remember that we are fully intending to break the game with these changes. We will apply any changes necessary to make things work:
  1. Make DT adjust to 100%/110%/.../150% with score bonus increments of 0.05x (or something like that). Love this
  2. Increase the bonus of HR or decrease the tightness of the timing windows.Good luck with making HR good to add


Sakura Kyoko wrote:

Just throwing my opinion in here;

4. Score V2
Don't even get me started. So a song I previously had 992k on now gives me 900k, well okay then.
You LOSE points for poor accuracy. THAT is by far the worst idea I've seen in ages. Why would I lose points that I've gained for doing something well? Like, I'm already losing out on the points that I lose by having poor accuracy/misses. Why would I then lose points for stuff I had on 300S before? Dafuq is this?

It's like "yeah look, you had 10 of the 20 questions correct, but instead of giving you 50% of the points, we're giving you none, because fuck you!"

The new system ONLY benefits top-tier players, and even those will struggle to keep their scores where they currently are, except for accuracy-machines like Halogen-.
And the 200k for having a full combo, while only getting 25% of it for A SINGLE MISS OR COMBO BREAK is incredibly counter-intuitive aswell.
Imagine, 100% the entire song, great 300S-rate, boom, you miss the last note. Well good bye PP, because you just lost 150k for a single miss.
You didn't read through the thread(or you went too fast), you'd know that the 150K loss is if the miss is at the exact middle of the map's combo...Also it's only the first version...go ahead and try to make something perfect on your first try -.-

I think our current score system isn't even that bad and most people didn't complain about it either. Why would you change a running system? There are MUCH bigger problems that need to be fixed, like that incredibly inaccurate star-rating algorithm.
Tom94 just CAN'T work on it right now, and peppy has Osu!Next to focus on...also you're not asking the right person to work on star-rating. it's not because someone is a dev that he does everything in the game...and the current "running system" isn't flawless, smoogi wants to improve it with help of the community
Kurisu Makise
Why no one think that SVs are unfair since they're hard to play for HD/FL players? Those guys meet some essential troubles that normal players may not even notice. They deserve a little reward, dont they?
Halogen-
SVs are not controlled by players. Maps are created with the intent of being played without modification -- content creators usually don't make SV maps with the thought "oh, this isn't the best for FL/HD/FI players" because they're playing with a visual modifier to aid their play. FL/HD/FI is a choice players make, but map structure is not a choice that players have control over. It is up to them to overcome the issues they have with SV maps.
Kurisu Makise
In this case, to play without score multipliers is the choice that no-mod-players make. I don't see any problem. Playing with HD/FL is more difficult, not due to SVs only. It demands higher concentration, especially when you try to keep combo.
Halogen-

Kivicat wrote:

In this case, to play without score multipliers is the choice that no-mod-players make. I don't see any problem. Playing with HD/FL is more difficult, not due to SVs only. It demands higher concentration, especially when you try to keep combo.
You're not making sense. You're saying that "playing without score multipliers" is something that no mod players make - that's not the case at all. A no-mod player can go onto HD/FL at free will and choose whether or not they want to play that way in an effort to help them. It's pretty well established that high level mania players can and often will go on HD to alleviate the extreme densities found in high difficulty maps in an effort to mitigate the amount of information they have to process.

And well, here's what I think of your HD/FL point:


I can coherently play just about everything that I do off of HD on HD, with a marginal increase on 300 counts -- I am not by any means a hidden main, but it just kinda drives the point home that visual mods really hold no purpose as having score multipliers. Even those who are visual mod mains are saying the same thing too. When you have HD/FL native players indicating that the scoreboost shouldn't happen, it... probably means it shouldn't happen, lol

EDIT: I would be willing to bet that a lot of mania players have a focal point on screen that is relatively close to the hidden threshold at least at combo start and could probably adjust themselves on demand when needed. The challenge in HD truly is in the ability to handle SVs.
Hinpoppo

Kivicat wrote:

In this case, to play without score multipliers is the choice that no-mod-players make. I don't see any problem. Playing with HD/FL is more difficult, not due to SVs only. It demands higher concentration, especially when you try to keep combo.
By your logic, your skin and your scroll speed should count too. Some people play with too high of a scroll speed to do SVs right without memorizing them.
Endaris
You're not making sense. You're saying that "playing without score multipliers" is something that no mod players make - that's not the case at all. A no-mod player can go onto HD/FL at free will and choose whether or not they want to play that way in an effort to help them. It's pretty well established that high level mania players can and often will go on HD to alleviate the extreme densities found in high difficulty maps in an effort to mitigate the amount of information they have to process.
Maybe mania will get modspecific mappicks in future tournaments though?
juankristal
I still dont get why people is talking about PP in this thread... This is for scoreV2 only and its aiming for the MWC not to the pp system or the score system. For now it will be just for World Cups (afaik). We all do know that the PP formula or whatever is bad and that noone should really care about it (same thing for SR) so can we just leave that out of discus?

Related to what you say Apple:

Sakura Kyoko wrote:

4. Score V2
Don't even get me started. So a song I previously had 992k on now gives me 900k, well okay then.
You LOSE points for poor accuracy. THAT is by far the worst idea I've seen in ages. Why would I lose points that I've gained for doing something well? Like, I'm already losing out on the points that I lose by having poor accuracy/misses. Why would I then lose points for stuff I had on 300S before? Dafuq is this?

I dont know I understand what you are talking about here... IF you have poor accuracy of course you should drop your score...

It's like "yeah look, you had 10 of the 20 questions correct, but instead of giving you 50% of the points, we're giving you none, because fuck you!"

What if you have the 10 easy questions correct? Does that mean you deserve 50% of the score? Even with that, I still dont understasnd what you mean. If you miss 10 times and you have 100 notes then you just should lost 10% of the points? (100k).

The new system ONLY benefits top-tier players, and even those will struggle to keep their scores where they currently are, except for accuracy-machines like Halogen-.

They favour players that can handle difficulty at a certain level. Of course, thats how a scoring system should work. If you arent good enought to beat a map with a decent performance then it doesnt matter which score system you have. Or at least thats what I think

And the 200k for having a full combo, while only getting 25% of it for A SINGLE MISS OR COMBO BREAK is incredibly counter-intuitive aswell.
Imagine, 100% the entire song, great 300S-rate, boom, you miss the last note. Well good bye PP, because you just lost 150k for a single miss.


I am too sure that you didnt even test this... How about giving it a shot before complaining like this? And again, dont look at PP for god sake...

I think our current score system isn't even that bad and most people didn't complain about it either. Why would you change a running system? There are MUCH bigger problems that need to be fixed, like that incredibly inaccurate star-rating algorithm.


Because tournament enviorment is really boring to watch most of the times for mania. Mostly because consistency is a thing that mania players do have (a lot of that) and its really acc-based. If you add combo to the table and mods multipliers then it becomes something 100% different, more exciting and of course as a benefit for those who play good, but a huge drop if you miss just once in a close battle.

5. Conclusion
While I really appreciate the time, effort and the attention mania FINALLY gets, I really think we're heading the completely wrong way. Instead of looking what other games do well (SM with rates, o2JAM LN mechanics), we desperately try to do stuff "our own way", which ends up hurting Mania more than it helps. Give a fair PP bonus for DT or give none at all, don't give bonus points for visual preference and for the love of god, don't subtract points for poor accuracy.

We do have problems, indeed. All mania players know that. But it is 100% needed to have rates? It surely doesnt. Would be a cool add for sure, same thing for a scoring system for tournaments. Now that we have the attention that we "deserve" then we have to clear this topic so then we can try something else like SM rates or whatever (you can always go to SM to play your songs at 1.1x if you want tho)

Sometimes, it's better to look at other, long-standing rhythm games and copy what people like about them. They're not popular for no reason. If we keep heading that way (that way being Score V2, 1.06x score multiplier for DT and visuals, lol), mania will never be taken seriously.

You know... Using "lol" after the multiplier "suggestion" is not helping at all. If you really love osu!mania then take this seriously and dont take everyones effort as it was a joke. Does mania really deserves the attention you pointed out? I am not to sure with this way that we behave sometimes. Like this one. Once that we get noticed at least in something we shouldnt just say those kind of stuff. At least thats my opinion

P.S.: I really love osu!mania, I'm not hating on the game in any shape or form, but I'm loving it how it CURRENTLY is. And I still think we should just copy things that other games (that were created long before osu! even existed) do way better.

Dont get me wrong tho, I hope you understand my point of view and the one from all the people that are trying to help here.


Huge thanks for Shoegazer, Halogen, Ciel, smogi, and everyone that is helping here and sorry once again for not being able to help too much with this :(


EDIT: Lets be honest... HD/FL/FI shouldnt give score boost just for the reason that you can just change your skin to make it look as you play with those mods. If we ever get mod brackets that would be unfair for the nomod players.
Halogen-

Endaris wrote:

Maybe mania will get modspecific mappicks in future tournaments though?
I do believe this is the case, actually. The initial OP of this thread indicated that there would be mods in MWC, though the extent of what those mods are has yet to be seen.
Starry-
As most others have said here, I strongly disagree with visual mods giving a score multiplier. The only hard thing about them at a jist is they create artificial difficulty for those who are not used to playing with the mods or if it's their first time trying it. Eventually it makes the map actually easier to read in the sense that it reduces the information the user has to process at a given time, so it can be used in order to do better on maps with high densities (slightly similar to a new player having to adjust to higher density maps as they improve by increasing their scroll speed); Halogen- explained this well in one of his previous posts.

It's similar to using a lane cover in other rhythm games - it's a visual modifier and should be treated as a preference rather than something to increase your score with. I also wouldn't like to see hypothetically someone using Hidden with 99.5% accuracy beating someone using nomod with max 300g, and the player who was beaten being having to be forced to overwrite their score with a visual mod because of it. It adds a dynamic in (mainly lower rated) ranked maps which I don't think should be implemented.

Because of this same reason I really wouldn't want to see visual mod brackets in the osu!mania world cup, either. Although this is going a bit offtopic in regard to the osu!mania ScoreV2, I just feel it would also cause complications to those who already rely on a visual modifier when playing in nomod brackets. (However, HR brackets could work if absolutely needed, and DT should be fine too. With the addition of rates I feel the MWC map selection could be a lot more diverse, although it's a long way off and probably not relevant to talk about in regard to the upcoming MWCs.)

However, I like the changes to the other mods. HR should probably see a bit more of an increase in multiplier since the difference in timing window is quite large. I would absolutely love to see the proposed change in adding rates, too (although I feel it's a long way off yet, it's still something most people have been hoping to happen for a very long time).

The LN changes seem fine to me (letting go of an LN and pressing it again used to give 200s IIRC, which didn't really make any sense).

I don't really have much to input about the combo change. I feel if pulled off correctly it could work; I haven't had the chance to test this out on cutting edge just yet.

Overall, I like the look of things and I'm glad that finally osu!mania is getting a few changes. The only thing I really disagree with, like many others, is the visual mod score modifiers.
yetii
Since it's basicly only for MWC(for now), I don't think having a combo is that bad. It might give the 'underdogs' a higher chance to get a point here and there against some crazy players. It should add some 'spectator value' aswell, since one player can kinda carry his team by holding combo if evrybody else breaks.

However this can turn out to have the exact opposite effect as in players that are naturally unable to hold combo or break more often (especially on dense maps that keep on going like there is no tomorrow) will get punished very hard and will get stomped pretty hard if the opponents can hold combo much better but have for example 2% less accuracy.

I think adding combo for TOURNAMENTS might be a good thing to do so, but the values need to be reconsiderd and definetly needs alot of playtesting to find the right numbers.
Knit_old_1

Yetified wrote:

Since it's basicly only for MWC(for now), I don't think having a combo is that bad. It might give the 'underdogs' a higher chance to get a point here and there against some crazy players. It should add some 'spectator value' aswell, since one player can kinda carry his team by holding combo if evrybody else breaks.
yeah, let's just make it easier for a worse player to luck their way to victory. sounds great!
Waltrusizer
yeah lets make the scoring shit for tournaments, the only place it actually matters
Yuudachi-kun

Waltrusizer wrote:

yeah lets make the scoring shit for tournaments, the only place it actually matters
I don't like how it would be decided to change the system for the entire game because of wanting to improve one tournament
Ayaya

Khelly wrote:

Waltrusizer wrote:

yeah lets make the scoring shit for tournaments, the only place it actually matters
I don't like how it would be decided to change the system for the entire game because of wanting to improve one tournament
Yea I kinda think it's a bit dumb that the only reason the score system is being change just to make MWC look "interesting" by making it combo base and more toward visual mods.
ARRACHEZ VOUS
How the fuck combo based is more interesting to watch than accuracy based ?

I don't even watch STD tournaments because it's combo based.
Yuudachi-kun
Std is a completely different game and should not be paid attention to when talking about mania.
chistoefur

Khelly wrote:

Std is a completely different game and should not be paid attention to when talking about mania.
Exactly, so why is it that they are trying to implement std features into an entirely different game?

Acc > Combo, always.
Jinjin
Just before anyone thinks that the new LN changes would make long notes easier... you're very mistaken.

Before I begin, I still stick to my words about supporting the new LN changes because it will make LNs less "mashy" and people would need more skills to hit them accurately, but I think the leniency timing could be increased a bit more.

Smoogipooo's post about LNs getting a 1.5x timing leniency is kinda misleading, because it makes it look like the timing window for long notes have become loose compared to what we had before.
However, the current system for LN releases actually works as follows (edit: this is actually slightly incorrect, check out Shoegazer's and Full Tablet's correction to how the LN timing mechanics works):
2.4x timing leniency for Rainbow 300s
2.2x timing leniency for 300
2.0x timing leniency for everything else


The current proposal decreases that LN leniency to 1.5x. If you guys are supporting the new LN changes on the belief that hitting LNs accurately would be a lot easier, then you probably would want to disagree with the new changes instead.

In addition, the current system allows you to hold the key down even when the LN is over and will not cause a miss. Instead, it will just decrease the judgement that you get from the LN (200, 100, 50). However, the new system will give you a miss on the release if you don't time it correctly. This means that if you were the type of person that didn't really pay attention to LN endings and release them too early or too late (or usually get 200 or below on LNs), you're going to be hurt a lot by this new change.

Therefore, I strongly suggest you mania players to look again (and even try it out yourselves) into the LN changes, and see if you guys are satisfied with it.
dennischan
I am against any kind of multiplier for visual mods, and too large of a combo scoring. I think that o!maina's scoring is fine as it is, but LN changes are definitely welcome. The main reason that I prefer playing mania over standard was because combo didnt count in score, and I'd like to keep it like that since acc is much more important than combo.
Thanks for your attention.
Shoegazer

iJinjin wrote:

Just before anyone thinks that the new LN changes would make long notes easier... you're very mistaken.

Before I begin, I still stick to my words about supporting the new LN changes because it will make LNs less "mashy" and people would need more skills to hit them accurately, but I think the leniency timing could be increased a bit more.

Smoogipooo's post about LNs getting a 1.5x timing leniency is kinda misleading, because it makes it look like the timing window for long notes have become loose compared to what we had before.
However, the current system for LN releases actually works as follows:
2.4x timing leniency for Rainbow 300s
2.2x timing leniency for 300
2.0x timing leniency for everything else


The current proposal decreases that LN leniency to 1.5x. If you guys are supporting the new LN changes on the belief that hitting LNs accurately would be a lot easier, then you probably would want to disagree with the new changes instead.

In addition, the current system allows you to hold the key down even when the LN is over and will not cause a miss. Instead, it will just decrease the judgement that you get from the LN (200, 100, 50). However, the new system will give you a miss on the release if you don't time it correctly. This means that if you were the type of person that didn't really pay attention to LN endings and release them too early or too late (or usually get 200 or below on LNs), you're going to be hurt a lot by this new change.

Therefore, I strongly suggest you mania players to look again (and even try it out yourselves) into the LN changes, and see if you guys are satisfied with it.
This is incorrect - or rather how you described LNs in score v1 is incorrect. Your message is still correct, however - I would recommend people to try out the LN changes.

LNs in score v1 are based on two criteria - the gap between last LN head hit and the LN head (let's say, LNStart), and the combined time of the difference between the last LN head hit and the LN head (LNStart) and the difference between the LN release and when you're supposed to release the LN (LNEnd).

If you release a LN too early and you repress the LN, that repress would be considered your last LN head hit.

Here are the timing windows for OD8 (I assume timing values are truncated), for the first criterion (LNStart):
300g: 19ms (16ms * 1.2 rounded down)
300: 44ms (40ms * 1.1)
200: 73ms
100: 103ms
50: 127ms


Basically, if the last LN head hit is 20ms from the LN head, you will never get a 300g. If your last LN head hit is 14ms, as long as it meets the second criterion, you will get a 300g.

The second criterion works like this, keep in mind this accounts for the combined time of LNStart and LNEnd.
300g: 38ms (16ms * 2.4 rounded down)
300: 88ms (40ms * 2.2)
200: 146ms (73ms * 2)
100: 206ms (103ms * 2)
50s: 254ms (127ms * 2)

If your LNStart is 14ms, you have a release window of 24ms for a 300g, a 74ms release window for a normal 300, 132ms window for a 200, and so on. If this was scorev2, your release windows will be 24ms/66ms/104ms. Not necessarily a change with rainbows, but it greatly affects 200s and lower judgements.

How LN releases can potentially be 2.4x as lenient as normal hits is when you have a perfect LNStart (0ms) and you hit a rainbow 300. Same deal with normal 300s, except it's 2.2x as lenient based on the table above.

What iJinjin has said about requiring community input about LNs is definitely necessary, because the 1.5x lenience is a complete mislead as the LN mechanics are not explicitly listed anywhere on the forums. Play through LN heavy charts that you have issues FCing or getting 96%+, and let smoogi (and post your thoughts in this thread) know so we know whether or not we should make LNs more lenient. I personally want LN releases to be 1.75x as lenient rather than 1.5x, but again - this is something that requires experimenting.
Full Tablet

iJinjin wrote:

However, the current system for LN releases actually works as follows:
2.4x timing leniency for Rainbow 300s
2.2x timing leniency for 300
2.0x timing leniency for everything else
Actually, it's slightly different from that.

To get a Rainbow 300:
- You must hit the start within a timing window that is 1.2x the size of the timing window of a Rainbow in a regular note.
- AND, the average of the error in the start and the release must be within a timing window that is 1.2x the size of a Rainbow in a regular note.
(the 2.4x actually represents the sum of the error in press and error in release).
- AND, the error in release must be within the timing error of a 50 judgment.
- AND, there must be no hold breaks.

To get a 300: Same as rainbow, but with timing windows that are 1.1x the size (and you must have missed the conditions to get a Rainbow, of course).

To get a 200 or 100: Same as before, but with timing windows that are 1.0x the size, and the condition of not breaking the hold is removed.

To get a 50: The only condition is releasing the note within the time window of a 50 in a regular note.
FrenzyLi


proposing a combo v2 formula that does not need combo cap.
Topic Starter
smoogipoo
Hey all,

Cutting Edge has been updated with changes to ScoreV2 that were proposed by Shoegazer here. I want to stress that the changes are not final and we are still tweaking the system to properly represent a player's skill in a competitive setting.

Please note that HD/FI/FL mod multipliers have not yet been removed. These are slated to be removed in the next iteration of changes.

Edit: Posting this because I've explained it on reddit:

There are two components to the score.
- Accuracy
Essentially as accuracy increases we want you to gain more and more score while accounting for the difficulty of maintaining a 99%+ accuracy over 90%. To do this accuracy is exponentiated so that it is not quite a linear multiplier. In the previous iteration it was raised to the 10th power, in the new iteration it is raised to a factor of the accuracy.
This has the effect of causing lower accuracies to not be so much of dead weight as they were previously, while still providing a steep curve towards 100% accuracy as seen in this graph (red = old, blue = new): https://u-gi.me/sykzM

- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
Einzvern

smoogipooo wrote:

Hey all,

Cutting Edge has been updated with changes to ScoreV2 that were proposed by Shoegazer here. I want to stress that the changes are not final and we are still tweaking the system to properly represent a player's skill in a competitive setting.

Please note that HD/FI/FL mod multipliers have not yet been removed. These are slated to be removed in the next iteration of changes.
Idk what to say '-'
ikzune
Personally i think that being able to hold 400 combo really depends on the song, some songs will have this being easily achievable despite the songs overall difficulty due quiet sections with lighter patterns, at least in 4key i would suggest raising this or having the system account for how hard it is to hold combo in a certain song overall and change judgement slightly based on that however that may just be me ._.

edit* i feel for 7keys 400 seems about right but maybe its because im at a low level and far less consistent
robby250
Here are my irrelevant opinions, I'll keep it short:

Combo: score v1 is fine, Shoegazer's suggestion might make it very slightly better than that.

Accuracy: same as above

LN timings: should be made more lenient than score v1, not tighter. There's a reason LN spam maps are made lower OD by mappers.

Mod multipliers: the only thing actually worth adding, finding the right multiplier for each mod so that pp for mods can be added until per-mod leaderboards get implemented.

EDIT: and yeah visual mods shouldn't have multipliers but that's already sorted.

My verdict: score v1 is probably the smallest of problems in osu!mania, other than adding mod multipliers for DT pp this is a waste of time.
den0saur
So, i suppose, no changes will EVER come to Stable Fallback and no Score v2 to mania?
Topic Starter
smoogipoo
Changes will not be coming to Stable Fallback.
Arras

robby250 wrote:

Here are my irrelevant opinions, I'll keep it short:

Combo: score v1 is fine, Shoegazer's suggestion might make it very slightly better than that.

Accuracy: same as above

LN timings: should be made more lenient than score v1, not tighter. There's a reason LN spam maps are made lower OD by mappers.

Mod multipliers: the only thing actually worth adding, finding the right multiplier for each mod so that pp for mods can be added until per-mod leaderboards get implemented.

EDIT: and yeah visual mods shouldn't have multipliers but that's already sorted.

My verdict: score v1 is probably the smallest of problems in osu!mania, other than adding mod multipliers for DT pp this is a waste of time.
I disagree. Scorev1 frequently has me beating my old scores where the old score has a higher accuracy and a similar combo. Hopefully this can mitigate that sort of thing, as it's really annoying when it happens. While I can't say anything about the release timing leniency as I haven't tried scorev2 (and I assume I can't, since cutting edge can't do multiplayer without supporter), the fact that LNs are split into two notes is a fantastic change imo. This gives the player much better feedback for how well they did on the start of an LN, and you can no longer cheese LN stuff by just holding everything and taking the 200s.
If anything, I'd say the game feeling good to play is far more important than "pp".
Mechanizen
You might make a poll to know how much peoples are playing each mode so you can adjust multipliers properly...
robby250

Arras wrote:

I disagree. Scorev1 frequently has me beating my old scores where the old score has a higher accuracy and a similar combo. Hopefully this can mitigate that sort of thing, as it's really annoying when it happens. While I can't say anything about the release timing leniency as I haven't tried scorev2 (and I assume I can't, since cutting edge can't do multiplayer without supporter), the fact that LNs are split into two notes is a fantastic change imo. This gives the player much better feedback for how well they did on the start of an LN, and you can no longer cheese LN stuff by just holding everything and taking the 200s.
If anything, I'd say the game feeling good to play is far more important than "pp".
I'm all for LNs being split into two parts for better feedback, and yeah I haven't tested scorev2 either because I can't but from what I've read in this thread the LNs were made tighter, when they should be the same or more lenient.

I'm not sure the changes in score v2 would fix the issue you're mentioning as so far it seems to be similar but with the combo cap higher at 400.

Star rating is broken when you look at a per-map basis, but assuming that everyone plays every map (which is the case as there are so few of them), it's fine.

Maybe for you pp isn't important but the complete lack of difficult maps kills the game for higher end players.

Therefore I believe the most important issue remaining is the lack of maps for top players, which also kills competition and activity from top players, and with fewer top players and less competition there's much less attraction for the game mode overall.

Ranking more maps isn't something that can be done as easily as adding mod pp, so just add mod pp faster instead of trying to fix a score system that isn't broken.
Topic Starter
smoogipoo
Star rating and pp is irrelevant to this entire discussion. ScoreV2 will not even be ranked for a long time, and pp/sr calculations are a completely separate matter altogether.
robby250

smoogipooo wrote:

Star rating and pp is irrelevant to this entire discussion. ScoreV2 will not even be ranked for a long time, and pp/sr calculations are a completely separate matter altogether.
Yeah that's fine, sorry for derailing, I did however give my feedback on what I think about score v2 and what should be changed so take it or leave it.
MegaAmoonguss
I tried out ScoreV2 in multiplayer yesterday and one person in the match literally SS'd the song but had one miss in the middle and got 896k for that. It probably would have been around 997-998k without the miss, and probably like 980-990k on regular Score. I'm not really a fan of how insanely the combo affects you score, and I'm personally hoping that it gets changed in some manner. One of the things I always liked about mania better than standard is the fact that in standard, it almost doesn't matter how well you actually do because if you hold a higher combo you get a higher score. I liked that in mania you can miss, but the emphasis is more on getting as many rainbow 300s and 300s as possible. I'm definitely all for some kind of combo system, but not one that punishes as hard as this lol
Topic Starter
smoogipoo

MegaAmoonguss wrote:

I tried out ScoreV2 in multiplayer yesterday and one person in the match literally SS'd the song but had one miss in the middle and got 896k for that. It probably would have been around 997-998k without the miss, and probably like 980-990k on regular Score. I'm not really a fan of how insanely the combo affects you score, and I'm personally hoping that it gets changed in some manner. One of the things I always liked about mania better than standard is the fact that in standard, it almost doesn't matter how well you actually do because if you hold a higher combo you get a higher score. I liked that in mania you can miss, but the emphasis is more on getting as many rainbow 300s and 300s as possible. I'm definitely all for some kind of combo system, but not one that punishes as hard as this lol
We need more information, specifically:

* How long was the map?
* Were they actually using ScoreV2? Or even the updated ScoreV2? Keep in mind they have to be on Cutting Edge to try it.
MegaAmoonguss

smoogipooo wrote:

We need more information, specifically:

* How long was the map?
* Were they actually using ScoreV2? Or even the updated ScoreV2? Keep in mind they have to be on Cutting Edge to try it.
I guess it wasn't an updated version. I just used the ScoreV2 that is available in the latest stable release, which I guess must be an old version. The map was Sakura Mirage [ADVANCED], which is a low 3 star map and is 2 minutes long. I'll definitely check out the Cutting Edge version to see how it compares.
ReTLoM
http://puu.sh/puPSz/42e2a1abb5.jpg

Here i got a Score with old Version of V2 and it feels way to low :) btw im not one of the ACC players so im kinda suck at r300 ratio but still feels low
gamecrashed_old
I think the main problem is that by making combo so important you're encouraging mashing in a mode that already has super lenient windows and a lack of excess press window.
Topic Starter
smoogipoo

MegaAmoonguss wrote:

smoogipooo wrote:

We need more information, specifically:

* How long was the map?
* Were they actually using ScoreV2? Or even the updated ScoreV2? Keep in mind they have to be on Cutting Edge to try it.
I guess it wasn't an updated version. I just used the ScoreV2 that is available in the latest stable release, which I guess must be an old version. The map was Sakura Mirage [ADVANCED], which is a low 3 star map and is 2 minutes long. I'll definitely check out the Cutting Edge version to see how it compares.
osu!mania ScoreV2 does not exist on anything but Cutting Edge at the moment, so it's possible that the player in question was not using it. Likewise you would've seen the old scoring for yourself.
Mathisca
The today's update for ScoreV2 is way better, and properly rewards the combo. The scores are closer to ScoreV1.
I think that we should regain life when we hold sliders, like in ScoreV1.
Kernaus

Mathisca wrote:

I think that we should regain life when we hold sliders, like in ScoreV1.

Iii dont agree with this, the HP rate in o!m is generally very lenient, and we dont have a constant hp drain like in standard, failing in mania is generally because the chart is way way above the player's abilities.
Topic Starter
smoogipoo

Kernaus wrote:

Mathisca wrote:

I think that we should regain life when we hold sliders, like in ScoreV1.

Iii dont agree with this, the HP rate in o!m is generally very lenient, and we dont have a constant hp drain like in standard, failing in mania is generally because the chart is way way above the player's abilities.
Actually just noticed this in a multi I played earlier too. Not sure if HP is fine with LNs atm and want more opinions.

That being said I've also noticed quite a few HP bugs and will begin sorting them out soon.
rohen04
Actually I did notice that people have failed songs with V2 that they have never failed before. Maybe it's part of a bug, or because of the harder LNs. This definitely needs more testing.
Other than that, occasionally it showed me right at the end of the song that I have failed it, even though I had a FC. I haven't tested the newest version yet, maybe it's already fixed.

By the way, thanks for changing the Combo system. This should be more in line of what people expect from such a system.
I do have the suggestion to maybe not make the cap static, but dynamic (i.e. 10-20% of the total notes). This would help to make 4K and 7K equally hard in this regard, since 4K usually has less notes in a similar difficulty level. Also this might avoid problems with songs with less than 400 notes (not relevant for MWC).
ReTLoM
i tried some LN Converts and i think it is fine with no regen cause i cant spam thru the song i have actually to play it l :)
Arras
Yeah, osu!mania's very lenient HP gain on LNs was one of the major things preventing clears from being impressive on songs with a decent amount of LNs. Now that this has changed, perhaps clearing songs can be more of a goal in and of itself.
Topic Starter
smoogipoo

rohen04 wrote:

Actually I did notice that people have failed songs with V2 that they have never failed before. Maybe it's part of a bug, or because of the harder LNs. This definitely needs more testing.
Other than that, occasionally it showed me right at the end of the song that I have failed it, even though I had a FC. I haven't tested the newest version yet, maybe it's already fixed.

By the way, thanks for changing the Combo system. This should be more in line of what people expect from such a system.
I do have the suggestion to maybe not make the cap static, but dynamic (i.e. 10-20% of the total notes). This would help to make 4K and 7K equally hard in this regard, since 4K usually has less notes in a similar difficulty level. Also this might avoid problems with songs with less than 400 notes (not relevant for MWC).
Yeap that's a bug, if they failed instantaneously when the map was completed :p
ReTLoM
okay i think i found a Bug when u start a Song and press only one note Your score hits example 190 and start to grow fast->slowly :)
Kempie

smoogipooo wrote:

- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
This is a lot better, but combo still has some influence on score. I think a purely accuracy based scoring system is what osu!mania really needs:
  1. Inconsistent gameplay is already punished in a 100% accuracy based score. Inconsistent gameplay = missing notes and not timing well, resulting in lower accuracy and score. No need to involve combo at all here.
  2. Gone are the days of beating your personal best score on a song with a lower accuracy, sometimes even resulting in a loss(!) of pp.
  3. A purely accuracy based scoring system is a lot simpler and more predictable. Hit notes = higher score. Good timing = higher score. Right now you need to be mathematically inclined in order to comprehend or do calculations with both ScoreV1 and ScoreV2.
  4. No weird edge cases like '1 miss 10 seconds in' being punished more severely than '1 miss on the last note'.
So basically just Keep It Simple, Stupid. Any thoughts on this?
FelipeLink

smoogipooo wrote:

- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
So, its better than before but still, i dont think the combo cap has to be at log_4(400), we are osu!mania the lair of the TVSAIZUS DESU, but being serious, maybe 200~300 should be fine, need to test to see the differences and see what is best, but i think 400 is kinda high, meaning that taiko is ''2k'' the combo cap is 100, so why osu!mania should be 400? this is my opnion btw.

P.S: Some broken mechanics on that combo cap is that we have 9 keymods(6 can be ranked), to be FAIR i think every Keymod need to has his own combo cap, because more keys= more notes, less keys= less notes, 400 could be fine for 7k, but for 4k maybe not, 200 could be good for 4k but for the other keymods? this is a BIG problem in my opnion.

Still, i dont think the score system needs to be changed, maybe this is the small problem in the osu!mania is the score system, all people say ''i had the same combo and accuracy'' but what about the ''300g'' ? and the ''100,50'' ? you can get a 99,5 with Nx100 or with Nx200, and probably the 99,5 with only 200 will be the higher score(meaning that the two scores has the same amount of 300g)
I want to see some scores like:
Example:
992k 1500x 300g, 3x200, 0x miss
Beating a:
991k 1520x 300g, 3x200, 0x miss) i dont think this will happen.
(considering that the 200s were in the same places on the runs)
Hope thats help, my english is kinda bad )':
Arras

FelipeLink wrote:

smoogipooo wrote:

- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
So, its better than before but still, i dont think the combo cap has to be at log_4(400), we are osu!mania the lair of the TVSAIZUS DESU, but being serious, maybe 200~300 should be fine, need to test to see the differences and see what is best, but i think 400 is kinda high, meaning that taiko is ''2k'' the combo cap is 100, so why osu!mania should be 400? this is my opnion btw.

P.S: Some broken mechanics on that combo cap is that we have 9 keymods(6 can be ranked), to be FAIR i think every Keymod need to has his own combo cap, because more keys= more notes, less keys= less notes, 400 could be fine for 7k, but for 4k maybe not, 200 could be good for 4k but for the other keymods? this is a BIG problem in my opnion.

Still, i dont think the score system needs to be changed, maybe this is the small problem in the osu!mania is the score system, all people say ''i had the same combo and accuracy'' but what about the ''300g'' ? and the ''100,50'' ? you can get a 99,5 with Nx100 or with Nx200, and probably the 99,5 with only 200 will be the higher score(meaning that the two scores has the same amount of 300g)
I want to see some scores like:
Example:
992k 1500x 300g, 3x200, 0x miss
Beating a:
991k 1520x 300g, 3x200, 0x miss) i dont think this will happen.
(considering that the 200s were in the same places on the runs)
Hope thats help, my english is kinda bad )':
Here you go.

Note how I have almost a full 2% higher accuracy, higher max combo, much less HP loss, more MAX, more 300 and less of every other judgement, yet a lower score.
Endaris
Am I dumb or are both scores from 2015, Arras?
FelipeLink

Arras wrote:

Here you go.

Note how I have almost a full 2% higher accuracy, higher max combo, much less HP loss, more MAX, more 300 and less of every other judgement, yet a lower score.
i dont think you understand what i said, mania on score v1 has a combo cap already so ''higher max combo'' dont do anything.
Anyway, i'm talking about High acc scores, not a LOT OF MISS scores, if you miss only in one part and in the other run miss in a lot of parts you score will be different, its not even plausible to debate;
AS i can see in your screenshot you missed a lot on ''bursts'' in the first SS, and in the other you did well compared to the first, but in the middle you can see that in the 2nd SS you were bad its noticeable.
i have B who beats A, A who beats S, but why!?!?! because you did well the Entirely map except the ''Burst'' example of that? Ranked 4k charts: M.A.M.A / Blastix Riots.
This should not happen with >>Full combo<< stuff (FC 97 less 300g Nx200 beating a FC 98 with more 300g and the same amount of 200s)
Remyria
I suggest that the combo cap could be scaled on song at something like 5-6% of max combo as the cap, on short songs it would be WAY less than the 400 you tried, but on longer songs, it can reach over 400, without being over penalizing, since the song is...uh...longer. (I noticed someone suggesting the same)

(and that's just my opinion, but i'd make the accuracy points raising very slightly faster, of a few % only, but I have no justification, I let people like shoegazer give their opinion with an actual justification that makes sense :3)
Arras

Endaris wrote:

Am I dumb or are both scores from 2015, Arras?
They are. I pretty much stopped heavily playing not too long after that anyway. The only reason I picked those was because I remembered that as a score where I had a lower score even though it should be higher looking at the stats.
AncuL
is 300MAX (rainbow) counts on accuracy? or is it only the percentage accuracy thats being counted on "accuracy" ?
Tidek

Drojoke wrote:

smoogipooo wrote:

- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
This is a lot better, but combo still has some influence on score. I think a purely accuracy based scoring system is what osu!mania really needs:
  1. Inconsistent gameplay is already punished in a 100% accuracy based score. Inconsistent gameplay = missing notes and not timing well, resulting in lower accuracy and score. No need to involve combo at all here.
  2. Gone are the days of beating your personal best score on a song with a lower accuracy, sometimes even resulting in a loss(!) of pp.
  3. A purely accuracy based scoring system is a lot simpler and more predictable. Hit notes = higher score. Good timing = higher score. Right now you need to be mathematically inclined in order to comprehend or do calculations with both ScoreV1 and ScoreV2.
  4. No weird edge cases like '1 miss 10 seconds in' being punished more severely than '1 miss on the last note'.
So basically just Keep It Simple, Stupid. Any thoughts on this?
Yeah, and player with 10misses on 1000notes map can still get 990k points, no, thanks
Full Tablet

Tidek wrote:

Yeah, and player with 10misses on 1000notes map can still get 990k points, no, thanks
A pure accuracy system can be based in something else besides the sum of the judgment values (which is not really a very good way to measure accuracy, since the value of each judgment is pretty arbitrary).

The scale of the score system is not really important, for example, you could take the accuracy ratio "r", and change the scale by using:
Scaled_r = r^3
And the meaning of the scale doesn't change (if ra and rb are different accuracy ratios from different plays, and ra>rb, then the scaled valued of ra is also bigger than the scaled value of rb).

The only situation where the scale matters is from team multiplayer matches, since the scores of different players are added together; the solution here is, instead of adding different scores together, make the overall score of the team be a score calculated by adding the judgment counts of the players together.

Another way to calculate accuracy is fitting the Normal Distribution probability curve (with mean 0) that fits the distribution of the hit errors the best.
In this case, for example:
- Play A: OD10 map, no mod, 10,000 judgments, 100 misses (the rest are Rainbows).
- Play B: OD10 map, no mod, 10,000 judgments, 153 50s (the rest are Rainbows).
- Play C: OD10 map, no mod, 10,000 judgments, 308 100s (the rest are Rainbows).
- Play D: OD10 map, no mod, 10,000 judgments, 996 200s (the rest are Rainbows).
- Play E: OD10 map, no mod, 10,000 judgments, 3263 300s (the rest are Rainbows).

All those score would be rated as very similar under the normal distribution fit (the order is C<A<E<D<B, but the differences between plays are very small).

Under the current accuracy percentage formula (scaled linearly so the max is 1,000,000).
- Play E: 1,000,000 (no different as if the play was only rainbows)
- Play D: 966,800
- Play C: 979,467
- Play B: 987,250
- Play A: 990,000
FrenzyLi
My proposal on score composition:
  • 20% combo-based scoring: for each combo achieved, divide it by max combo to get "dimensionless combo". For each dimensionless combo (between 0 and 1), use a function to map it from [0,1]->[0,1]. Sum the function values. The sum, which is still a value within [0,1] will then be scaled to 20% of max score. Refer to my algorithm proposed at the end of page 12, which doesn't use combo cap, and is being discussed by devs and a few members of community (thanks evening on this).

    75% old-acc-based scoring: a curve based on v1 accuracy. (refer to research by shoegazer, et al)

    5% 300g score bonus: linear against 300g ratio. Example: If 80% of all registered score values are 300g, the user gets 1 million * 5% * 80% = 40k score due to 300g.
Note that 300g = 320 = 300 + 20, and 300:20 = 75:5.

So, I'm asking for references and history as to:
Why is 300g considered to be 320?
Damaree
Errrm. . . . . . , well its up to all of you. Well Goodluck.
robby250

Remyria wrote:

I suggest that the combo cap could be scaled on song at something like 5-6% of max combo as the cap
I agree with it being percentage based instead of 400, and I agree with the 5-6% max combo values, but smoogipooo and other combo lovers would probably want a bigger percentage. So I suggest 10% of max combo as a compromise (please note that combo bonus still scales up after the cap but much slower).

Other suggestions, taken from reddit, are:

- Separating 300g and 300, regular 300s should give 95% accuracy. And yeah 300g should probably scale with OD too in that case. Alternatively, make 300g only visual, no effect on the actual game, and tighten up the judgements by a lot.

- Color based timing option like in stepmania

- Adding some kind of anti-mashing system that penalizes HP. I'm fine with the current one, but some find it too lenient and the range for missing/losing HP from hitting too early should be extended. Maybe offset HP up by 1 point too (new HP5 = old HP6, except in the upper values where there should be diminishing returns such as new HP9 = old HP9.2 or so because they're penalizing enough).

- Speed rates. These are mentioned in the OP but I want to enforce that it's a good thing that should be done.

There are other changes I've mentioned on reddit but they're beyond the scope of this thread. I still suggest you try to make them happen if you truly want osu!mania to thrive.

I'm fine with all the score v2 changes tbh, except the combo which should be percentage based as mentioned above.
Kempie

Tidek wrote:

Yeah, and player with 10misses on 1000notes map can still get 990k points, no, thanks
There's always the option of making misses/50s/100s reduce accuracy. Using Stepmania's scoring system (which punishes for misses by reducing score) scaled up to a maximum of 1,000,000 points, you would get a score of 960k when missing 10 notes and hitting 990 r300's.
abraker
smoogipooo, this entire idea is a mess. You are creating a Frankenstein's monster by mashing together accuracy and combo components. I don't know whether you have modeled the possible edge cases or not, but most players are going to be sure this is a bad idea until the edge cases are addressed and solutions are proposed. Until then, this has too many flaws to take seriously.

Here are two cases which I know are an issue:

  1. Suppose there exists a high spike in difficulty in the beginning of the map and the player has a miss there and only there. The player misses in the beginning, and as a result, got one short of an FC. Suppose there is the same spike in difficulty in the middle of the map and has a miss there and only there. The player misses in the middle, and as a result, has half of an FC. The first case would have a higher score than the second case, yet the difficulty spike is the same. Justify this matter.
  2. Players like Bobbias have become accustomed to a visual mod in such that they play worse without it. The player can easily become accustomed to a visual mod like that if they have the will to. How would it make sense for there to be a difficulty multiplier for visual mods then?

smoogipooo wrote:

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.
You are forcing more anxiety with the combo based system, actually. Frustration as well. Currently the source of those emotions in mania is primarily when trying to PF a map with nothing but MAX or at least SS for less skillful players, but with this, you are going to extend that further. Having your score screwed for the rest of the play because of these mishaps on a non skillful level doesn't sound like a good gameplay mechanic. Also, a map can be as long as you want to be, but unless a player is being skillfully challenged, the player will get tired only from boredom. The way you made it sound is that you were referring to physical tiredness, which is not always the case.

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.
Gladly! I have my own proposal for a scoring system which should be better than accuracy based scoring and combo based scoring. The concept of this scoring system is influenced by the difficulty of the parts the player is playing.

Let me tell you the main flaws in combo and accuracy first.

  1. Combo: Notes following a poor hit after a point have permanent diminished potential worth. Therefore, the position of the hard part matters to set the worth of every following note following.
  2. Accuracy: Doesn't care about disproportionate difficulty. Map can be mostly easy with one hard part and the player still gets high accuracy.
If you combine those together, what you get is a mechanic in which notes following after a poor hit at a point have permanent diminished potential worth while the player is still able to amount a high score if the easy part is sufficiently long enough. That's why I called it a Frankenstein's monster. You are trying to put life back into something while still creating something sill imperfect and ugly. It doesn't solve the problem, rather it compounds it.

A score might be a pretty number to some players, but to me it is a measure of skill. This number has to reflect how well you are doing against what you are given. As such, this number should be under the influence of two primary things: difficulty and result. When you multiply by the difficulty of that part, easy parts are worth little and hard parts are worth more, and should address the problem accuracy based scoring has. If the player misses on the hard part, tough luck, try harder, and if the player spams the hard part, the missesPunisher will do its job to not reward the player for random hits.

Here is the formula:
Score += (diffScore[t] * accScore[t] * log(t)) / missesPunisher

diffScore take the difficulty of the map at point t

AccScore take the player's score point (50, 100, 200, 300, MAX) at point t

log(t) increases as the map progresses. This has a similar effect like combo, but not quite. It's there to give a bonus for longer maps and how much depends on however you wish to scale it. I think this shouldn't give a noticeable effect unless the map is more than 5 minutes long.

missesPunisher is the number of misses and possibly bad score values in the last X milliseconds. If you want, you can do interesting things with this value such as an exponential increase with every miss or increase X for every miss so that it looks at a broader time period. However, the most important thing is that it doesn't destroy the worth of every proceeding pattern indefinitely if there is a miss. If there are misses, this would result at a temporary reduction in worth unlike your system where the potential worth is permanently reduced.
FrenzyLi
Reply to abraker:

diffScore take the difficulty of the map at point t

this is not a post about star rating. Any score system that takes into account the difficulty at time / point t should be deferred until a better, non-jumpstream-inflated, workable improvement or revamp to the SR system is made.

AccScore take the player's score point (50, 100, 200, 300, MAX) at point t

scalar sum of score values? I would rather not take a vector.

log(t) will a pause in a map affect this? You can't just take a single formula for everything. Divide map into discrete parts (by combo, timestamp, whatever) because a beatmap is not a continuous function. Smoothing will help but how do you smoothen this discrete chunk of data of user replays / beatmap hitobjects?

Also, the objects at the end of a map is exaggerated in their importance compared to the first few notes. What if beatmaps has hit objects at point t=0?

missesPunisher: v1 thanks.
dynamic last X milliseconds: seems interesting, please propose a working formula.
abraker

FrenzyLi wrote:

diffScore take the difficulty of the map at point t

this is not a post about star rating. Any score system that takes into account the difficulty at time / point t should be deferred until a better, non-jumpstream-inflated, workable improvement or revamp to the SR system is made.
I agree. This will work only if star rating is fixed, though it I think it could be better than scoreV1 even now. Also due to the nature of this thread I tried my best to avoid mentioning star rating. When I say difficulty, substitute that for what you percieve the difficulty as instead of star rating.

FrenzyLi wrote:

AccScore take the player's score point (50, 100, 200, 300, MAX) at point t

scalar sum of score values? I would rather not take a vector.
Whatever works. The formula I put up is psuedocode and not in proper mathematical notation.

FrenzyLi wrote:

log(t) will a pause in a map affect this? You can't just take a single formula for everything. Divide map into discrete parts (by combo, timestamp, whatever) because a beatmap is not a continuous function. Smoothing will help but how do you smoothen this discrete chunk of data of user replays / beatmap hitobjects?
See above

FrenzyLi wrote:

Also, the objects at the end of a map is exaggerated in their importance compared to the first few notes. What if beatmaps has hit objects at point t=0?
Not sure what you mean by the first sentence. To address your second point, this is the formula at the core without any constants. Ofc you would shift the function to the left to avoid the t=0 situation.

FrenzyLi wrote:

missesPunisher: v1 thanks.
dynamic last X milliseconds: seems interesting, please propose a working formula.
I will experiment with this bit and see what works best.
Full Tablet
I think it is better to not make the scoring system difficulty-dependent.

Instead, make the star rating calculation output a function f(score) that maps a certain amount of score with the difficulty of achieving that score in the specific map. If a map is mostly made of easy notes, with one spike of difficulty at some point, then the difficulty rating of achieving scores that are possible by playing only the easy part correctly (without playing the hard part correctly) remain low, then the difficulty rises abruptly for scores that require playing the hard part correctly as well; if the beatmap is more even in it's difficulty, then the difficulty curve rises more evenly with score as well.

I don't agree with giving harder parts more weight compared to easy parts in the score system, the relative weight of each note is a matter more complex than that. If you are estimating the skill shown in play by looking at the judgments the player gets at each note (which is better than estimating skill by just looking at the score, but it is not feasible since it would be pretty expensive computationally, and the information required is not there for most plays), not always failing to play a note correctly in a hard part hurts the overall skill in the play more than failing a note in the easier part (it actually depends on how sensitive is the probability of playing the note correctly with certain skill level with changes of skill level, not with the absolute difficulty of the note).

There are certain EASY patterns a mid-level player has about 99% chance of playing correctly, while a high-level player has about 99.9%; also some MEDIUM pattern a mid-level player has around 80% chance of playing correctly, while the high-level player has about 95%. In this case, the harder pattern indeed has more weight when estimating skill by looking at the play. Also, there can be a HARD pattern a mid-level player has 30% chance of playing the pattern correctly, while a high-level player has about 40%; in this case, the MEDIUM difficulty patterns would have more weight than the HARD pattern when estimating the skill of the player in the play.
Endaris
@abraker:

smoogi wrote:

Please note that HD/FI/FL mod multipliers have not yet been removed. These are slated to be removed in the next iteration of changes.
abraker

Full Tablet wrote:

I think it is better to not make the scoring system difficulty-dependent.

Instead, make the star rating calculation output a function f(score) that maps a certain amount of score with the difficulty of achieving that score in the specific map.
Sounds like the same thing to me. The main difference is that your system works backwards from mine. You are putting the resultant score and getting out the corresponding difficulty of obtaining that score. I am putting in difficulty and result and getting out the score. Your system work of potential worth while my system works off immediate worth.

Endaris wrote:

@abraker:

smoogi wrote:

Please note that HD/FI/FL mod multipliers have not yet been removed. These are slated to be removed in the next iteration of changes.
I had a feeling I missed something. 15 pages was a lot to catch up to.
LinkTaylord
How disgusting! ._.

You'll see ''best global players'' will be using HD/FI/FL only.
Goodbye Jackads, Inteliser, Yuko.
abraker

LinkTaylord wrote:

How disgusting! ._.

You'll see ''best global players'' will be using HD/FI/FL only.
Goodbye Jackads, Inteliser, Yuko.
Visual mods won't have a multiplier, relax.
MDLC
.
denisol
And people wonder why Osu!Mania is considered a joke ...
Yuudachi-kun

denisol wrote:

And people wonder why Osu!Mania is considered a joke ...
I think it's very fun and good mode
[Crz]Makii
try to consider more about mods multipliers.
Many players who come from o2jam or other 7k games maybe good at HD/FL even better than none,I think HD/FL/fl should keep 1x score.
others,DT in mania is a very hard mod,Obviously most players playing DT songs can't get same acc as songs which is none mod in same stars,even can't pass in DT.so DT should be 1.12x imo.
FrenzyLi
Reply to LinkTaylord and MDLC:
Quote smoogipooo:
Please note that HD/FI/FL mod multipliers have not yet been removed. These are slated to be removed in the next iteration of changes.
Hinpoppo

Khelly wrote:

I think it's very fun and good mode
There aren't many ways you can fuck up a VSRG at the base, but you can definitely screw up its contents.

What you think is a "good mode" is just really a basic principle that VSRG follows which is a genre of games in itself. What you think of mania isn't a mode; it's a huge category of rhythm games in general. Because of this it can be compared and judged to other games. Based on the standards set by other games, it is a "joke", as in it's not really developed, because it is only a sub-mode here when there is so much competition for similar games that are fully fleshed-out.

However I don't agree with it being an easier game cause standards change base off the difficulty of the game so I feel like that argument is invalid if you don't actually compare it 1:1, even though there would probably be a mob of stepmania/lr2 players who would completely crucify me for saying this. (this goes for pretty much every VSRG)

On top of Osu!mania being a sub-mode that isn't really super relevant in the grand scheme of all things Osu!, it's also shooting itself in the foot by trying to be too innovative and change the format that other VSRG games has set; keep in mind these games are half of what the community in this game is, and what this games is now is based off of just that in terms of the later game, basically making the players who ARE in touch with the community (and players are also trying to reach the late-game) players influenced by certain styles set by other games. Changing this is inherently difficult without creating some sort of backlash unless you have set a style to follow through everything. Unfortunately, if a player wants to pursue that "endgame", they can't really turn to osu!mania itself because it's not really a game with difficult stuff in it; making it a forced link to those other games.

TL;DR

Basically, Osu!Mania is the undeveloped child of keyboard VSRG in general and it's almost too late to change it without displeasing a huge amount of people (rather the players who can put in the input to change the game) because of its community being made up of more developed VSRG games.

Truly, the community (I should say the content mostly, but half of it is regulated by the community) has an internal conflict that isn't going to really resolve itself unless something is ACTUALLY done with this game mode. This is probably why it "suffers" so much.

Edit: went to fix some oddities with how the post was worded but got lazy after a few so sorry if it some of it makes 0 sense in actual script.
Yuudachi-kun
I still don't understand your point because all it boiled down to was being underdeveloped without actually explaining in what way it is - I don't see how the core gameplay of a mode like this (Notes come down; hit note) can be less developed. In addition to that, do unranked maps not count when you're trying to say someone is "getting to the endgame" or are there some weird ass "would be 8 star in 4k" maps I haven't seen yet?
Ayaya
I don't think you understand what Lampranthus is trying to explain. He is saying there are many VSRG games out there that has been running way longer then osu!mania (e.g. o2jam, stepmania, flashflashrevolution, lr2 etc) and was developed through loads of trial and errors. These VSRG has already developed certain rules and systems that works really good for the game most people love. Osu!mania been out since Q4 of 2012 but didn't even have mania specific maps back then. Osu!mania does't even have a close to perfect pp system or star rating at all, this is why it's consider undeveloped. But now randomly Osu are trying to change the way most VSRG standards were laid out by changing the score system to focus on combo more and mods.

Khelly wrote:

I still don't understand your point because all it boiled down to was being underdeveloped without actually explaining in what way it is - I don't see how the core gameplay of a mode like this (Notes come down; hit note) can be less developed.
That's just mindless thinking. Lampranthus isn't just talking about core gameplay, you have to take maps, score system, community, and other stuff into consideration.

Khelly wrote:

In addition to that, do unranked maps not count when you're trying to say someone is "getting to the endgame" or are there some weird ass "would be 8 star in 4k" maps I haven't seen yet?
Most of osu!mania "unranked songs" are most just song converted from other VSRG or some really low quality maps. "Endgame" wise, if you look at mania maps that were originally made on osu, than other VSRG would be better for people looking to improve.
Yuudachi-kun
If you can have convert maps from any other game, then what difference does it make for you to play it there or here rather than preference for whatever client you'd actually like to use? (Score is not a difference here since it does not affect your gameplay but just your end result) I like the osu client and think a lot of the other games look and feel like complete shit to me so as long as I'm fed with good unranked maps then I'd stay here. (And I "seem" to have hundreds of them still that are far above me)

Personally I still don't like it whenever someone says "Look at what these other Vsrg does and emulate that" because they want osu mania to be exactly or more exactly like the other games they could just play instead. What's the point of different games if you make the games the same? Even though I think combo based for a mania-type game sucks.

You could say I haven't played it too long, but I'd rather speak as someone with a lot of experience in standard who quit that for mania because it's so much more fun rather than someone who started in other vsrg's who came to osu mania, found it bad, and doesn't seem to like it. At least that's the impression I'm getting. If most of the problems you have are in relation to things like score and pp, then that's just the metagame and not as important as actually playing imo - map availibility and the actually vsrg. All these good yolomania maps come in unrankable collections qq
gintoki147

Khelly wrote:

I like the osu client and think a lot of the other games look and feel like complete shit to me
thank you so much
as someone who started playing VSRGs two years ago and tried many different games, those are exactly my thoughts of o2jam/stepmania lmao

i like o2jam very much though
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