But he really wants to shoehorn it in, people explaining why its bad just isn't enough.Redon wrote:
Gameplay: [smoogipooo] Increase osu!mania FL ScoreV2 mod multiplier to 1.10x.Please stop. I thought ten pages of people explaining why this is a bad idea was enough? Just get rid of it, it's nothing but a visual aid.
Increase osu!mania HR ScoreV2 mod multiplier to 1.20x.This seems like a really significant change, coming from a multiplier of 1.06x.
We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).Consistency is the ability to hit good judgments continuously, and therefore hitting bad judgments does not show this skill and should not be awarded extra points due to consistency. Other more established rhythm games such as O2Jam also break your combo at a BAD (roughly equivalent to Osu!mania's 50). This implies that breaking combo at 50 is a tried and tested move and is a more sensible scoring system.
I strongly disagree. Making the combo cap dependent on the max combo is problematic, as it couples the difficulty of getting a high score to the length of a map.Cuber wrote:
I think that instead of having the combo cap linearly related to the max combo, there should be a square root relationship.
Neither do I. Holding combo shouldn't be awarded, especially in osu!mania where key mashing goes unpunished. Hitting accurately should be rewarded, hitting poorly should be punished and hitting that which does not exist should be punished if not severely discouraged. All of these things can be achieved without involving combo.Cuber wrote:
but then again id rather combo not matter at all so lol.
I hope you're extending edge cases of players who ghost tap in between notes to keep a solid rhythm (and not necessarily are mashing to hold combo).Cuber wrote:
but then again id rather combo not matter at all so lol.
Neither do I. Holding combo shouldn't be awarded, especially in osu!mania where key mashing goes unpunished. Hitting accurately should be rewarded, hitting poorly should be punished and hitting that which does not exist should be punished if not severely discouraged. All of these things can be achieved without involving combo.
There's no point in punishing for hitting keys when there's nothing to play within 'x' ms, where 'x' is the time in ms when a miss is usually triggered (or something similar). Pressing 5 keys on a 3 note chord is a whole different story, of course.Halogen- wrote:
I hope you're extending edge cases of players who ghost tap in between notes to keep a solid rhythm (and not necessarily are mashing to hold combo).
You're getting closer. You'd want to consider x in a time per lane as well. I see no issue hitting 5 keys on a 3 note chord if that chord is alone and by itself. Likewise, if a song has a high tempo but slow repeated notes, players might feel inclined to fill in a rhythm on the other hand to keep steady (I do this all the time).Drojoke wrote:
There's no point in punishing for hitting keys when there's nothing to play within 'x' ms, where 'x' is the time in ms when a miss is usually triggered (or something similar). Pressing 5 keys on a 3 note chord is a whole different story, of course.Halogen- wrote:
I hope you're extending edge cases of players who ghost tap in between notes to keep a solid rhythm (and not necessarily are mashing to hold combo).
That is only half of the story, HR also makes timing windows tighter than OD10's by a decent about:O2MasterFX wrote:
Just to clarify things...
With hard rock enabled, any diff with OD8 and HP8 will be adjusted to OD10 and HP10, which is easily done, despite with a huge accuracy drop from players. The HR gives score boost that isn't quiet necessary. Reduce the score multiplier to 1.05 would be just fine.
EZ/HR multiplies/divides the timing windows by exactly 1.4. The UI has a weird method of rounding everything to 0.5ms, but even when assuming the numbers shown by the UI are correct you're left with an insignificant margin of error.-Kamikaze- wrote:
... HR also makes timing windows tighter than OD10's by a decent about: ...
Gameplay: [smoogipooo] Fix osu!mania ScoreV2 LNs not correctly capping to 50 score when the hold starts after the LN start was fully missed.Why not remove the ability to repress missed LN's? I've always thought it was weird that completely missing a LN gets punished, but missing it and, repressing it waaaaay too late and not releasing until seconds after the LN has ended somehow gives you points and pepe points.
Gameplay: [smoogipooo] Reduce osu!mania ScoreV2 FL multiplier to 1.06x (prev. 1.10x).I still stand for FL giving 1.0x points, for reasons many people have pointed out already.
This is correct - 320s are very much underweighted because the only component of the scoring system that takes into account 320 accuracy is the combo component, which only has a 20% prominence. Add on to the fact that the difference between a 300 and 320 is so small and that the absolute difference between juan and Hudo's 320 count isn't that significant, it would make sense that 320s are really underweighted at the moment.Ciel wrote:
Right now, percentage is the only number that factors into the Accuracy calculation,, so there's no differentiation between 300g/300. Therefore, there is only a very tiny portion of the score actually affected by the difference (mainly the combo).
Also as a minor side note: Maybe consider starting the combo counter at max combo? (if possible). That way, it doesn't diminish the weighting of the first 400 notes of the map.Also supporting this.
Yes I am sure, look at freemod picks, everyone had multipliers on mods. Also on score v1 100 maxes more would edge out 1x200 less by about 3,5k on Ambitious.smoogipooo wrote:
That sounds impossible. Are you sure everyone was actually using Stable (latest) / Beta / CE?
HR was being added twice to the hit windows. I've pushed a fix (only on CE for now) that rectifies this and modifies all other timing windows sliiiiiightly so they align with MAXs a bit better by interpolating from OD0-OD5 and OD5-OD10 instead of linear scaling from OD0-10._underjoy wrote:
I would like to look at the v2 when it comes to harder LN maps with HR. As a pretty decent LN player I tried some things out and I was astonished with the results. On the screenshot below you can see that I had a pretty good acc and nice score. However I FAILED IN THE MIDDLE because LN releases on hr are so incredibly tight that you get a miss on what would have been 200 (or even 300) on v1 nomod. This is so hilarious when you hokd a good acc then the denser sections come and you fail so easily because of high HP on HR. All but 1-2 of the misses were because of stupid release windows. Despite my efforts to release as precisely as I can, I still died. The release windows on HR should be more lenient, especially when it comes to window for miss. I practically have not received other release judgments than MAX, 300, 200 or miss.
My suggestion: either increase the miss window for releases (with making the 100/50 windows wider as well), or change all of the misses to 50s which will prevent failing the map so easily.
With the current system not using HR after you reach some level of accuracy is a bad idea (unless the map has some part that would make you fail with HR, even with good overall accuracy). Additionally, the FL multiplier is more significant the closer the play is to a perfect play.Todestrieb wrote:
I don't know what to say.
Yeah, maxes should be weighted a lot more imolim38 wrote:
lmao.
I initially wanted to increase the rainbow judgement weightage without embedding rainbows into accuracy, but no matter how much I changed it, the difference is very minor (~600-1,200 points) and a 200 will almost always be too powerful compared to a rainbow 300. So I scrapped that idea and thought that embedding rainbows into accuracy with a reasonable weightage and maybe making the curve more lenient would be the best idea.Shoegazer wrote:
320s are very much underweighted because the only component of the scoring system that takes into account 320 accuracy is the combo component, which only has a 20% prominence. Add on to the fact that the difference between a 300 and 320 is so small and that the absolute difference between juan and Hudo's 320 count isn't that significant, it would make sense that 320s are really underweighted at the moment.
You could mitigate this by including 300gs into accuracy, but from what I've experimented it might create too much emphasis on MAX accuracy with charts that players have issues getting 96%+ on (and as a result would not be an accurate assessment of skill).Alternatively, you can avoid including MAXes in the accuracy component and just increase the importance of MAXes to like 360 to increase the emphasis of it by a noticeable but not overpowering amount in the combo component, but that requires a bit more experimentation.
A 66.67% score nets you about 306K (181K for accuracy, 125K for combo). Adding FL increases it to 324K, you might've miscalculated. In any case, I do agree with the fact that bad judgements (non-200/300 judgements) should be penalised more, but I don't think it's necessarily what they have in mind at the moment, since the values are carved in stone. MAX judgements are not.Drojoke wrote:
To give a slightly over the top example: scoring a 200 on every note in a song is going to give you an accuracy of 66.67% and a score of about ~335k. The score is really low because you barely get any bonus score. The same play would net you a somewhat respectable 733.3k in the current proposal. Add FL to this, and you get a score of 777.3k. In practice, it's going to be less extreme than this, but it's definitely present.
Gameplay: [smoogipooo] Make osu!mania ScoreV2 early miss window unchanged by HR.Such a small detail, but very effective in punishing spamming. I'm digging this!
Thank you. The main issue was that it was only available for supporterssmoogipooo wrote:
The fix will propagate all the way to Stable (latest) by Friday in time for MWC. Please use Cutting Edge until then.
Edit: It's been propagated back to Beta now.
Pretty sure he might tested that in stable while the change was only in cutting edge implemented. Not sure thosmoogipooo wrote:
@FelipeLink: Have you tried making a simple map of few notes and testing? I have and the HP looks almost exactly the same. The difference is that LNs have two judgements now instead of one, so the punishment is doubled for missing a complete LN. It is also slightly harder to achieve perfect scoring on LNs due to both the reduced leniency of LNs and that they have two judgements.
All according to plan in my opinion?
I believe his main concern was the fact that the HP recovery while holding on to LNs in v1 was far more lenient than what it currently is in v2.smoogipooo wrote:
@FelipeLink: Have you tried making a simple map of few notes and testing? I have and the HP looks almost exactly the same. The difference is that LNs have two judgements now instead of one, so the punishment is doubled for missing a complete LN. It is also slightly harder to achieve perfect scoring on LNs due to both the reduced leniency of LNs and that they have two judgements.
All according to plan in my opinion?
Its hard to talk about this, but like on score v1, a map with HP 9, if you KEEP missing and hitting your hp will be like dropping a little and recovering FAST.From what he told me, the HP drain of LNs in v2 was reasonable, he was talking about the HP recovery itself that is too harsh (regenerates too slowly) and causes him to fail much more easily than on v1. Maybe that's intended?
On scorev2 a map on HP 8.5, if you keep missing and hitting or even missing a little and start combo'ing the DRAIN is pretty big and the recovery is super small. i even stopped played for like 2secs on v1 and still got my hp to recover in like 1~2secs, on v2 if i rush any ln pattern my hp will be drained so much and the recovery is super small i cant even reach max hp
Shoegazer wrote:
Rainbow AccuracySPOILERI initially wanted to increase the rainbow judgement weightage without embedding rainbows into accuracy, but no matter how much I changed it, the difference is very minor (~600-1,200 points) and a 200 will almost always be too powerful compared to a rainbow 300. So I scrapped that idea and thought that embedding rainbows into accuracy with a reasonable weightage and maybe making the curve more lenient would be the best idea.Shoegazer wrote:
320s are very much underweighted because the only component of the scoring system that takes into account 320 accuracy is the combo component, which only has a 20% prominence. Add on to the fact that the difference between a 300 and 320 is so small and that the absolute difference between juan and Hudo's 320 count isn't that significant, it would make sense that 320s are really underweighted at the moment.
You could mitigate this by including 300gs into accuracy, but from what I've experimented it might create too much emphasis on MAX accuracy with charts that players have issues getting 96%+ on (and as a result would not be an accurate assessment of skill).Alternatively, you can avoid including MAXes in the accuracy component and just increase the importance of MAXes to like 360 to increase the emphasis of it by a noticeable but not overpowering amount in the combo component, but that requires a bit more experimentation.
I've been experimenting with weightages and discussing with people about how much a 200 should be worth compared to a 300. I initially thought that 310 would be fine (and a 200 would be worth 11 300s), but when it came to matches like this, if accuracy was the only factor, Argentina would win by 21,000 points. I do think that Argentina should win and it's a step in the right direction, but 21,000 seems extremely overwhelming since it undermines the fact that Poland had overall, noticeably less 200s. I tried it with harder charts too and they seem to favour rainbow accuracy a little too much for my liking - especially since when it comes to harder charts (where players struggle with), good rainbow accuracy is usually caused by variance rather than a higher skill level. 200s and worse judgements should determine performance for that.
I wanted to use 307 afterwards, but it still gave a bit too much emphasis for my liking, about 12,500 points for that Argentina/Poland match. I went down to 305, and the difference is about 6,800. I think that's ultimately the most reasonable assessment, and others I've talked to seem to agree with the prenotion that a 200 is about 21 normal 300s. Ignoring the bad judgements (since those values are pretty much set in stone at this point), this is probably (part of) the ideal solution. This does mean that only full rainbow scores are SSs, but I don't see that as a problem as frames of reference can be shifted.
Getting rid of the difference between a rainbow and a normal 300 in the combo scoring component is probably ideal too, since that should be in the accuracy component, not the combo component. If rainbows are included into accuracy, the combo component does not need a rainbow component.
I also wanted to soften the exponential curve a tiny bit when it comes to including rainbows, mainly because at a certain point extremely good accuracy is more caused by variance rather than a very high skill level - unless the performance is consistently done, which is not measurable with just one match and one attempt. The exponential I had in mind was Accuracy^(2 + 2 * Accuracy), but it's essentially Accuracy^4 - so 1 power down.
tl;dr: Embed rainbows into accuracy with a weightage of 305 instead of 320, change the accuracy curve to Accuracy^(2 + Accuracy * 2), remove the differentiation between rainbows and normal 300s in the combo component (both of them should have a HitValue of 30).
I do agree that having system changes in midst of a tournament is a bit silly, but I do feel that if it's to ensure a more accurate assesment of ability, I don't think it's a problem in itself. The fact that it is unfinished does justify the change.Khelly wrote:
Am I the only one who thinks it's silly to have a system potentially changed through the tournament (That it'a specifically made for) because of being unfinished?
Unless you redo round1 after a fix if that ever was needed.
I'm going to have to agree with Shoegazer on this. At first when I heard people were talking about how 200s were overemphasis, I thought it wasn't change a lot but when I saw those picture, that is crazy. I'm pretty sure every mania player would want this too be fix because we all know accuracy is key in mania. Just because someone has a rainbow ratio of 11:1 and someone has 4:1, that doesn't mean the person with the 4:1 ratio should win just because he has 1 less 200... (juan vs Hudonom). Need to be fix asap! It's not too late to change this before MWC starts.Shoegazer wrote:
I would much rather see the change now, especially since group stages is the round where MAX accuracy matters the most, and cases like this and this (lim vs bumpinho) are going to be very common. I don't think the competitors will mind a change in MAX weightage especially since it'd be similar to scorev1 would look like (which makes for easier transitioning) and from what I've talked to with other players, they certainly wouldn't mind having a change in MAX weightage if it meant for a more accurate assessment of ability. The frame of reference of what defines an SS will be malleable, especially since they know that these context of an SS is now situational.
V2 scoring is only available as an option in multiplayer.numbermaniac wrote:
How do the map scoreboards work if most people are playing with ScoreV1 but those with Cutting Edge have V2?
Combo, lim got more 300/200 on <400combo because of score multiplierlim38 wrote:
Only 2pts separation gap for only the difference between 2 300 xD
Can we please get rid of the combo component? These kind of wonky differences are going to be a thing as long as combo is involved in the scoring system.Tidek wrote:
Combo, lim got more 300/200 on <400combo because of score multiplierlim38 wrote:
Only 2pts separation gap for only the difference between 2 300 xD
Is it still too much to ask for when this major feature is inherently flawed? Because this clearly is the case with the combo component, as can be seen in some of the scores posted in this thread. The scoring system's combo aspect can most definitely be improved upon without completely removing it, but it's always going to be susceptible to producing undesirable scores.Khelly wrote:
The second thing is a bit too much to ask for since they've already decided that that's going to be a major feature and that's final.
As a mod, yes pleaseSquishykorean wrote:
...
What do you mean by combo mod? What would it do?Squishykorean wrote:
Has anyone talked about combo as being a mod?
Just like how perfect and sudden death are mods, combo is pretty much just the more lenient form of sudden death where you don't die when you combo break. It could give like a score multiplier or something so people have an incentive to use it.
So on a song that is really hard to FC because of some dense minijack or burst that only a few people can get will be much more rewarding for those who can FC and won't be discouraged if their full combo was beaten by some better accuracy player that completely missed that one impossible section.
This would make it more appealing for tourneys as missing a note midway basically ruins your potential from scoring an even remotely decent score while getting a full combo will be very rewarding.
He means to have options on which scoring method to use. The combo mod in this sense would use the combo based scoring.Full Tablet wrote:
What do you mean by combo mod? What would it do?
In that case, wouldn't it better if both scoring methods were calculated simultaneously for each play, and both values are recorded in the play? In leaderboards, people would have an option to sort by combo scoring or accuracy score.abraker wrote:
He means to have options on which scoring method to use. The combo mod in this sense would use the combo based scoring.Full Tablet wrote:
What do you mean by combo mod? What would it do?
"Skill" isn't all about accuracy. Although most people agree it should be the largest factor, players have a variety of other skills which some focus more than others and that should deserve some acknowledgement in their score. In this case, it would be for players with the speed/finger dexterity to hit those few extra notes in the hardest part of a map to keep their full combo compared to accuracy players who will skim through that section and perfect everything else on the map.Full Tablet wrote:
Accuracy score should be the main value used for the rest of the performance and ranking system (as long there is only one ranking based on the one-dimensional pp value of each player), since the count of the judgments is a more reliable statistic to base inferences about the skill of a player, compared to the length of string of non-misses (mixing both by adding two different formulas together doesn't make it better than a pure accuracy-based formula either, the quality of the formula used for overall score increases the lower the weight of the combo portion of it is).
The thing is, combo is not a good way to measure the aspect of skill you mention either.Squishykorean wrote:
"Skill" isn't all about accuracy. Although most people agree it should be the largest factor, players have a variety of other skills which some focus more than others and that should deserve some acknowledgement in their score. In this case, it would be for players with the speed/finger dexterity to hit those few extra notes in the hardest part of a map to keep their full combo compared to accuracy players who will skim through that section and perfect everything else on the map.
What you (and I) want is better achieved by increasing the significance of a single miss. Accuracy players will be harshly (but fairly) punished for missing, and speed/dexterity players still stand a chance with their lower accuracy and higher combos. If ScoreV2 were to drop the combo component and go this route, we would have a scoring system that...:Squishykorean wrote:
"Skill" isn't all about accuracy. Although most people agree it should be the largest factor, players have a variety of other skills which some focus more than others and that should deserve some acknowledgement in their score. In this case, it would be for players with the speed/finger dexterity to hit those few extra notes in the hardest part of a map to keep their full combo compared to accuracy players who will skim through that section and perfect everything else on the map.Full Tablet wrote:
...
Kempie wrote:
If ScoreV2 were to drop the combo component and go this route, we would have a scoring system that...:
- rewards players for keeping their combo.
When all you do is remove the combo component, misses aren't sufficiently punished for, i.e. keeping combo (not missing) isn't as big of a deal as it should be. By making misses more punishing, you are "rewarding" (more like not punishing) players that do not miss, and thus keep their combo.Ayaya wrote:
Kempie wrote:
If ScoreV2 were to drop the combo component and go this route, we would have a scoring system that...:
- rewards players for keeping their combo.
So you should cater to the people migrating rather than having them adapt or leave like they should?Squishykorean wrote:
This is purely opinion based but what this seems to be turning into is another stepmania scoring system and with lots of players here coming from that game, it would only be natural to lean towards their scoring system.
Getting a chain of misses in isolation is an extremely rare scenario. In hard sections particularly, it is complemented with 100s and 50s, which is the major proportion of the penalty of a general CB rush/bad judgement rush. It's not misses that are particularly penalising despite the slightly higher penalty per judgement, since they happen less frequently than 50s/100s. A CB rush will almost always punish a player far more than misses in isolation, not necessarily because of the combo multiplier, but because of the accuracy component.Squishykorean wrote:
Yes I would agree punishing misses more harshly would solve much of the problem. The only thing that might make this slightly unattractive is the fact someone might mess up and cause a chain of misses even though they are hitting the notes correctly. The current combo multiplier doesn't punish as hard when this happens because as long as you recover and don't miss later, you are still given a chance at getting a decent score despite a tiny screw up that the game mechanics happened to snowball on.
Would you reward a player that missed 5 notes spread out throughout the map equally to a player who hit a chord wrong and missed 5 consecutive notes together?
This is purely opinion based but what this seems to be turning into is another stepmania scoring system and with lots of players here coming from that game, it would only be natural to lean towards their scoring system.
I think you are like 3 months late. Pretty sure you can use the search function here.LastExceed wrote:
Where can I see the current characteristics of scoreV2 ? The OP is outdated and I honestly don't want to read through the 25 pages of this post
Also why does FlashLight give a multiplier but FadeIn doesn't when there are some people who perform better with FL than NoMod but not a single one in the world who performs better with FI than NoMod? (I can tell by the "global rankings with active mods" that I am the only one in the world who uses FI for topscores, and even I only do it because it's a fun challenge, it's actually a handicap to my performance)