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.
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.
The main ways you can get a massive amount of misses and only misses is if you're very negligent in an easy section (misreads), minor misreads in hard sections (which are generally penalised less anyway) or if you're hitting extremely conservatively in hard sections. Being negligent in an easy section is usually minor (1-2 misses), it's very very rare to actually early miss a massive chord in the first place anyway. And even then, that's an extreme edge case - and an extremely rare scenario that is rarely replicated in normal gameplay and can be discarded as an anomaly in gameplay.
Combo multiplier has the issue of not being able to discriminate between 5 misses spread out in easy sections and 5 misses in a hard section, definitely, but so do misses.
Having a combo multiplier is just increasing the magnitude of that source of error. This is ultimately why people don't think combo multiplier is a good idea - it's an unnecessary metric that adds nothing if the game itself does not promote the idea of "perfection". osu!mania does not promote perfection. Otherwise, the PP system would favour more towards 1mil scores rather than 700-850K scores, SR would look at only the hardest part of the chart (it technically does this already if the hard section is long enough, but it doesn't address super short spikes completely well), and non-300 judgements would be far far more punishing.