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.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.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.Maybe mania will get modspecific mappicks in future tournaments though?
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.
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.Endaris wrote:
Maybe mania will get modspecific mappicks in future tournaments though?
yeah, let's just make it easier for a worse player to luck their way to victory. sounds great!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.
I don't like how it would be decided to change the system for the entire game because of wanting to improve one tournamentWaltrusizer wrote:
yeah lets make the scoring shit for tournaments, the only place it actually matters
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.Khelly wrote:
I don't like how it would be decided to change the system for the entire game because of wanting to improve one tournamentWaltrusizer wrote:
yeah lets make the scoring shit for tournaments, the only place it actually matters
Exactly, so why is it that they are trying to implement std features into an entirely different game?Khelly wrote:
Std is a completely different game and should not be paid attention to when talking about mania.
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.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.
Actually, it's slightly different from that.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
Idk what to say '-'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.
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.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'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.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".
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.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.
We need more information, specifically: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
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.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.
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.MegaAmoonguss wrote:
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.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.
Mathisca wrote:
I think that we should regain life when we hold sliders, like in ScoreV1.
Actually just noticed this in a multi I played earlier too. Not sure if HP is fine with LNs atm and want more opinions.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.
Yeap that's a bug, if they failed instantaneously when the map was completed :prohen04 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).
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: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.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
Here you go.FelipeLink wrote:
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.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
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 )':
i dont think you understand what i said, mania on score v1 has a combo cap already so ''higher max combo'' dont do anything.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.
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.Endaris wrote:
Am I dumb or are both scores from 2015, Arras?
Yeah, and player with 10misses on 1000notes map can still get 990k points, no, thanksDrojoke wrote:
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: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/oJ6saSo basically just Keep It Simple, Stupid. Any thoughts on this?
- 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.
- 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.
- 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.
- No weird edge cases like '1 miss 10 seconds in' being punished more severely than '1 miss on the last note'.
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).Tidek wrote:
Yeah, and player with 10misses on 1000notes map can still get 990k points, no, thanks
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).Remyria wrote:
I suggest that the combo cap could be scaled on song at something like 5-6% of max combo as the cap
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.Tidek wrote:
Yeah, and player with 10misses on 1000notes map can still get 990k points, no, thanks
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:
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.
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.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.
Score += (diffScore[t] * accScore[t] * log(t)) / missesPunisher
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:
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.
Whatever works. The formula I put up is psuedocode and not in proper mathematical notation.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.
See aboveFrenzyLi 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?
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:
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?
I will experiment with this bit and see what works best.FrenzyLi wrote:
missesPunisher: v1 thanks.
dynamic last X milliseconds: seems interesting, please propose a working formula.
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.
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.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.
I had a feeling I missed something. 15 pages was a lot to catch up to.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.
Visual mods won't have a multiplier, relax.LinkTaylord wrote:
How disgusting! ._.
You'll see ''best global players'' will be using HD/FI/FL only.
Goodbye Jackads, Inteliser, Yuko.
I think it's very fun and good modedenisol wrote:
And people wonder why Osu!Mania is considered a joke ...
There aren't many ways you can fuck up a VSRG at the base, but you can definitely screw up its contents.Khelly wrote:
I think it's very fun and good mode
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:
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.
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.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?
thank you so muchKhelly wrote:
I like the osu client and think a lot of the other games look and feel like complete shit to me
This is basily the mentality of the people who are just here to bash on ScoreV2. They are like:'Oh Stepmania does 'X' much better therefore it is superior'.Khelly wrote:
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.
[/spoiler]
Khelly wrote:
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.
When people ask for certain feature from other VSRG for osu!mania, it's mainly because it's useful and could help osu!mania improve. Look at fixed scroll speed, that was based off of cmod in Stepmania. But there are people who compare just to bash on osu!mania. I do agree with you that I dislike it when people bash osu!mania as a whole just because it's not 100% like another VSRGYetified wrote:
This is basily the mentality of the people who are just here to bash on ScoreV2. They are like:'Oh Stepmania does 'X' much better therefore it is superior'.
=> Well good for you, play stepmania than instead of bashing on o!m. If you only like things that are implemented in that game, and thing o!m is trash becasue it does stuff differently, then you're just being cocky and pretending that you're some 'masterrace' mania player.
Interesting ideas, but describing how diffScore[t] works would deal more closely with star rating than score, so I am not so sure this is approprate for this thread.OppaiDefender wrote:
...
Yeah, I'm aware it's sliding into the SR domain a bit, but I believe it can still apply to scoring directly. I'm not sure how SR is calculated currently and grabbing the difficulty at a timing point t might not be accomodated for.abraker wrote:
Interesting ideas, but describing how diffScore[t] works would deal more closely with star rating than score, so I am not so sure this is approprate for this thread.
Score v2 = more combo based than score v1, yes?abraker wrote:
Comparing mania to other VSRG's is a lost cause because it is a subjective matter. Players are going to cause backlash bacause it's aiming to be different than the standards those set. That's all can be stated and is not even a good arguement against scoreV2. I suggest you guys argue against scoreV2 objectively and explain what flaws it has within results and/or calculation.
I'm against a combo based system for a mania type game but I feel it's appropriate for standard because I'm capable of separating these two games into categories that have nothing to do with each other.robby250 wrote:
The people who want a combo based system exist most likely because of osu! standard, because they can't fathom the possibility of a game where a miss isn't a play ruiner.
I remember in February 2015 when Rrtyui S'd image material about a third of the way through the map everyone just focused on him and the other team members and opponents were irrelevant.Endaris wrote:
@robby: Combobased scoring doesn't make tournaments more exciting to watch as the winner can already be decided halfway through the map which is lame. Don't give combo any pro-arguments it doesn't have.
Sure, standard has the aiming aspect to it, you can't just mash through the hard parts and get lucky. You can sometimes emphasize on not dropping combo at the expense of losing a bit of accuracy, but it's nowhere near the same thing as mashing in mania. Even then you could argue that it's way too combo based, in no dimension should an 80% score be capable of being rated higher than a 99% score.Khelly wrote:
I'm against a combo based system for a mania type game but I feel it's appropriate for standard because I'm capable of separating these two games into categories that have nothing to do with each other.
It's more exciting in the sense that it adds an RNG aspect to the game, and it's not the same winners every single time. But that randomness is also what makes it bad.Endaris wrote:
@robby: Combobased scoring doesn't make tournaments more exciting to watch as the winner can already be decided halfway through the map which is lame. Don't give combo any pro-arguments it doesn't have.
Oh so much this. smoogipoo want to add a bit of dice into the game by potentially magnifying any mistake the player makes. The maps they choose are pretty uniform in difficulty generally speaking, so it it shouldnt be surprising if the match was decided from the beginning. If you want more interesting matches, pick more interesting maps. Maps which are long and have difficulty spikes layed throughout like land mines should make it interesting.robby250 wrote:
Or perhaps you have people like smoogipooo who just want to make a system that's more entertaining to watch for MWC; to make scores more excitingly different from each other. In that case, why not instead add harder songs in the map pool? Is it because the same people would win consistently every time because they're better instead of randoms winning because they got lucky and didn't combo break that time? Yeah well, unfortunately that's the nature of rhythm games and better players are supposed to win. Maybe stop separating people per country for a change and together with adding harder maps in the pool you might get more exciting matches. But rhythm games just aren't as exciting to watch as other e-sports, and nothing will change that, specifically because skill differences in players are so well defined here, it's much more objective and straightforward.
robby250 wrote:
Score v2 = more combo based than score v1, yes?abraker wrote:
Comparing mania to other VSRG's is a lost cause because it is a subjective matter. Players are going to cause backlash bacause it's aiming to be different than the standards those set. That's all can be stated and is not even a good arguement against scoreV2. I suggest you guys argue against scoreV2 objectively and explain what flaws it has within results and/or calculation.
Combo based = encourages spamming restart on the first miss instead of playing songs through, adds a lot of needless frustration, anguish and stress in a game that is supposed to be fun.
The people who want a combo based system exist most likely because of osu! standard, because they can't fathom the possibility of a game where a miss isn't a play ruiner.
Or perhaps you have people like smoogipooo who just want to make a system that's more entertaining to watch for MWC; to make scores more excitingly different from each other. In that case, why not instead add harder songs in the map pool? Is it because the same people would win consistently every time because they're better instead of randoms winning because they got lucky and didn't combo break that time? Yeah well, unfortunately that's the nature of rhythm games and better players are supposed to win. Maybe stop separating people per country for a change and together with adding harder maps in the pool you might get more exciting matches. But rhythm games just aren't as exciting to watch as other e-sports, and nothing will change that, specifically because skill differences in players are so well defined here, it's much more objective and straightforward.
Sure, I'll admit that a combo based scoring system makes tournament games more exciting to watch, but the trade-off which is making the game much more frustrating to play for the average user isn't worth it.
Sorry if this comes off as a rant, I'm just trying to give my opinion as constructively as I can. I'm not against anything in score v2 except making it more combo based.
Ever since stepmania introduced scripting as a part of skinning, theming, the diversity of stepmania themes skyrocketed.gintoki147 wrote:
thank you so muchKhelly wrote:
I like the osu client and think a lot of the other games look and feel like complete shit to me
as someone who started playing VSRGs two years ago and tried many different games, those are exactly my thoughts of o2jam/stepmania lmao
cringeKhelly wrote:
I'm against a combo based system for a mania type game but I feel it's appropriate for standard because I'm capable of separating these two games into categories that have nothing to do with each other.
2016-06-20 14:38 Khelly: Hey rate my combo based scoring idea
2016-06-20 14:38 Lampranthus: yeah
2016-06-20 14:38 Khelly: Combo is worth 100,000/1,000,000 points
2016-06-20 14:38 Khelly: 25% of a map's total combo
2016-06-20 14:38 Khelly: will give you all 100k points
2016-06-20 14:40 Khelly: Is that good or bad
2016-06-20 14:45 Lampranthus: I think it's pretty good
2016-06-20 14:45 Lampranthus: Again, if you back it up with making your game's content able to fit those standard there's nothing you can do really wrong
2016-06-20 14:45 Lampranthus: but speed players will leave, and MA players from Stepmaina and LR2 will flock in
If I understood your post correctly (correct me if I did not), this would mean that playing badly punishes you for notes played later on in the song. That's a big problem, consider this scenario:Kivicat wrote:
That means, if you miss in the middle of map and then get 300 combo, you'll lose ~18% of score for those 300 notes. If map has 1500 notes, that will be 18% of 1/5 of 200k, lol (that's about 7k).
See Shoegazer's post, there's no such a problem due to logarithmic function for combo and combo limit.Drojoke wrote:
If I understood your post correctly (correct me if I did not), this would mean that playing badly punishes you for notes played later on in the song.