I agree with Loctav - slider start circle accuracy is intended and I don't see it being changed.
(this is regarding main game more than tourney play but)Kite wrote:
but on strict and ever changing rythmns that use sliders for simplification it's a disaster.
with this in mind maybe a change in the percentages of combo and accuracy, while adding a final multiplier for # of misses. this avoids unnecessary complication and all data can be pulled from the results screen. something like 50/50 and 0.98 or 0.99 score per miss. 0.97 would feel a little too punishing for misaiming a stream etc.MiruHong wrote:
Spaghetti wrote:
i love it, seems like its going in the right direction
The problem with adding a final multiplier for misses is that it won't affect the score during gameplay, and if it did, it would cause sudden score decreases. I don't think this makes sense, especially in a competitive environment, as it'd only make the teams' performance during gameplay more ambiguous to the viewers. Misses have always counted as zero, and I believe they should be kept that way.handsome wrote:
with this in mind maybe a change in the percentages of combo and accuracy, while adding a final multiplier for # of misses. this avoids unnecessary complication and all data can be pulled from the results screen. something like 50/50 and 0.98 or 0.99 score per miss. 0.97 would feel a little too punishing for misaiming a stream etc.
Loctav wrote:
StarrStyx: Define "slider acc". You mean hitting the slider start with correct precision? While most maps are not designed around it specifically, I feel like it actually should be a thing, given this is a rhythm game (and it is enforced in many other games of the same genre in a comparable fashion as well)
Smoothie World: we are open to any kind of suggestions. It has been a year since OWC passed and in order to fresh up things a little, maybe you or others have ideas in how to balance it any further to be a proper scoring for competitive environements.
smoogipooo wrote:
Hey all,
We're just over two months away from OWC and I want to know what the community likes/dislikes about the current ScoreV2 system so we can get it perfected before OWC comes a-knocking.THIS IS NOT FINAL
Please, do not discuss Star Rating and PP here.
smoogipooo wrote:
THIS IS NOT FINAL
Please, do not discuss Star Rating and PP here.
It's been a year since v2 has been introduced and to me it looks like it has become a sideproject that is exclusively used for tournament scoring until osu!next is out. So please look at the topic in regards to how it affects tournaments and specifically OWC 2016, not how it affects pp/worse players/whatever.smoogipooo wrote:
Please, do not discuss Star Rating and PP here.
The mod multipliers are as follows: HR - 1.10x, DT - 1.20x, FL - 1.12x, HD - 1.06xRight now you can HD or HR to beat your nomod and (HD)DT to beat your (HD)HR which feels like a natural progression. You also get a chance to compete with DT scores when using FL. The above change will break this delicate balance. In my opinion the whole ScoreV2 concept is flawed and I don't understand why you want to touch ScoreV1.
I'd like to finish on some of the past experiences that have occurred during my (5 years yay!) stay in Osu! It's really no secret that the Osu! staff have a bad reputation, so I don't see a problem with saying it explicitly here, but there really needs to be some change if you want to satisfy the players as it is. I know people who hate the staff so much that they have quit the game, and that's not really something you want if you want your game to grow. For the past two years frustration has peaked during the OWC period as people get more and more disillusioned with their management of the tournament. I'd like to stay optimistic that things aren't as bad as I've described, because there's still time before this years OWC! Maybe it can start with some changes being made after this thread's discussion. Good luck!Loctav wrote:
Smoothie World: we are open to any kind of suggestions. It has been a year since OWC passed and in order to fresh up things a little, maybe you or others have ideas in how to balance it any further to be a proper scoring for competitive environements.
Missing out on that bonus when not hitting them correctly will feel like a penalty for players that care about acc.TakuMii wrote:
Just a question to all the people opposing slider accuracy: What if good accuracy was implemented as a small score bonus rather than penalizing bad accuracy?
I know it's effectively the same thing, but I feel like psychologically it would be better for the game to provide incentive for going the extra mile, rather than punishing players for playing the sliders the way they always have. (not to mention it could be balanced and adjusted more compared to simply slapping players with a 100 or a 50).
Yeah, I'm aware that many maps aren't quite designed with slider accuracy in mind, but just remember that slider accuracy implementation has been an idea for the developers even as far back as 2011. There's several reasons why it hasn't happened yet, but with all of the evolution to the game happening behind the scenes recently, I think it's the perfect time for the developers to finally try to make things work. I'm all for adding more depth to the game, as long as it doesn't cause more frustration with the people who prefer the status quo.
What I meant was to keep accuracy calculation as it is now, and give only score bonuses to accurate slider hits, similar to how rainbow 300s differ from standard 300s in mania (as in, you can still get 100% accuracy/SS without the bonuses, but with a lower score). I know a lot of other rhythm games take an approach like this too, so it might be a compromise worth thinking about.Railey2 wrote:
Missing out on that bonus when not hitting them correctly will feel like a penalty for players that care about acc.
hmmmTakuMii wrote:
What I meant was to keep accuracy calculation as it is now, and give only score bonuses to accurate slider hits, similar to how rainbow 300s differ from standard 300s in mania (as in, you can still get 100% accuracy/SS without the bonuses, but with a lower score). I know a lot of other rhythm games take an approach like this too, so it might be a compromise worth thinking about.Railey2 wrote:
Missing out on that bonus when not hitting them correctly will feel like a penalty for players that care about acc.
...I'm just trying to come up with ways that they could implement slider accuracy without making it frustrating for people. And I highly doubt they'd want to cause a divide in the community by forcing the mappers to make the decision for them.
Yes, it wouldEndaris wrote:
Problem would be that new maps with new acc sliders would get a higher judgment for good accuracy, meaning that maps with simple rhythms will be even more overrated due to inflated pp from OD.
As the community is already heavily leaning towards pp-efficient maps this would probably discourage players to play "old" maps even more.