That would be amazing actually.smoogipooo wrote:
Who cares, this is only for tournament/MWC for now. Ideally come osu!next if this is the best path forward, osu!mania should have an SSS ranking.
That would be amazing actually.smoogipooo wrote:
Who cares, this is only for tournament/MWC for now. Ideally come osu!next if this is the best path forward, osu!mania should have an SSS ranking.
if there's such thing as an SSS or SS+, I can already see the achievement's description "Beyond perfection."smoogipooo wrote:
Who cares, this is only for tournament/MWC for now. Ideally come osu!next if this is the best path forward, osu!mania should have an SSS ranking.
Wouldn't it be something if they got rid of FL and kept HD and FI (Which should be called sudden) but put FI where FL was such that if you had both enabled it would function as FLRedon wrote:
FI is a stupid idea and needs to be removed completely
FL and HD need to simply not influence score or pp at all because they are purely a question of player preference.
HD should be changed into a customizable lane cover that can either be static or grow in either direction, replacing both HD and FI.
There, I solved it all for you.
FI + HD =/= FLTachyon wrote:
Wouldn't it be something if they got rid of FL and kept HD and FI (Which should be called sudden) but put FI where FL was such that if you had both on it would function as FL
being the FI guy I feel like its my duty to say this: "DUN DELET FAD-EN!1!!11one!"Redon wrote:
FI is a stupid idea and needs to be removed completely
FL and HD need to simply not influence score or pp at all because they are purely a question of player preference.
HD should be changed into a customizable lane cover that can either be static or grow in either direction, replacing both HD and FI.
There, I solved it all for you.
LastExceed wrote:
Now that a non-shiny 300 doesn't give 100% acc anymore, does that mean an SS in scoreV2 is as rare as a million in scoreV1 ? that imagination really doesn't feel right...
Cuber wrote:
The only reason it doesn't feel right is because you are used to the current system. Having a judgement below the highest one negatively impact accuracy makes way more sense if you get out of the old frame of mind.
edit: confusing terminology
Thats true. Time to bring the SSS rank hereFull Tablet wrote:
It's a good thing that non-shiny 300s do not give 100% accuracy. When they give 100%, the acc% value becomes an imprecise measure of accuracy at high accuracy levels (for example, there is a big difference between a SS with 1:3 300:300g ratio, and a SS with 1:10 300:300g ratio).
A better solution for the problem of SSs being too rare, is changing the requirements for a SS.
I don't think you really understood either post very well, what I meant is that if you enabled both mods it should function the way FL does at the moment, and Redon specified thatLastExceed wrote:
FI + HD =/= FL
The big differences are the the fact that FL doesn't scale and that it covers the entire screen while the FI/HD shadow only covers the stage.being the FI guy I feel like its my duty to say this: "DUN DELET FAD-EN!1!!11one!"Redon wrote:
FI is a stupid idea and needs to be removed completely
FL and HD need to simply not influence score or pp at all because they are purely a question of player preference.
HD should be changed into a customizable lane cover that can either be static or grow in either direction, replacing both HD and FI.
There, I solved it all for you.
no srsly FI can be really fun, there's no reason to remove it.
HD should be changed into a customizable lane cover that can either be static or grow in either direction, replacing both HD and FI.
oh ok yeah that makes more sense.Tachyon wrote:
I don't think you really understood either post very well, what I meant is that if you enabled both mods it should function the way FL does at the moment, and Redon specified that
HD should be changed into a customizable lane cover that can either be static or grow in either direction, replacing both HD and FI.lane covers can already be skinned, there wouldn't be a need for a mod at all anymore. Also there are some people (like me) who actually like the fact that the shadow scales with combo, it just needs to be fixed so that the shadow size adapts to scrollspeed (or bpm if you play bpm scale)
changing the requirements for an SSseems to be the best solution here.
This. In DDR, you get an AAA (SS) for getting a score of 990,000 (or 99% accuracy). You get this score if you get all perfects (non-shiny 300s) but no marvelous (rainbow 300s). I know the system here isn't exactly like the one in DDR, as getting all non-shiny 300s will net you a 98.36%, but we should lower the SS requirement to something similar. As previously stated, maybe add an SSS for a perfect 100%.Full Tablet wrote:
A better solution for the problem of SSs being too rare, is changing the requirements for a SS.
Unless you know, I dev like me submits a pull request for it and there is a backing to support the idea.Veracion wrote:
As i already said, it's highly unlikely that there will be an SSS added, since there is no equivalent in the other game modes.
Make score = acc. Score is arbitrary anyway, so it can be anything. Since it can be anything, make it accuracy. Problem solved.Cuber wrote:
Why are the grades even based on accuracy at all? If score is a measurement of performance in a map, obviously the grading should be based on that and that alone! All grades do in my mind anyways is provide goals that feel more real than reaching an arbitrary number. On this train of thought, PP should also be entirely based on song difficulty and score.
They added combo to tournaments because the results were to close for their comfort back in 2016. Their line of thought was to intensify any discrete imperfections a player may have in a play and to prevent a decided result mid map for better spectating experience. They failed to realize they needed to at least adjust the scale (zoom into a score range) so that more experienced player's scores had further distance between them rather than cherry pick misses. They also failed to realize that they cannot artificially create an undecided result mid map and have the score mirror the skill a player has. That is not skill but randomness.LastExceed wrote:
. And yes, adding combo to the score calculation is indeed a bad idea especially during tournaments where you only have 1 try. It's way too luck based.
this part is obviousAdri wrote:
S < SS < 1 000 000
i disagree with that part, all 300 is hard enough imoAdri wrote:
I think that an SS is deserved when you don't get 200s AND that you have a proper ratio between 300 and 300g, like 1:10 or 1:8.
IMO mania is about being good at mania, and being good at mania should be represented by score. (I mention below why pure acc isn't a good representation of performance.)LastExceed wrote:
Grades in mania are based on acc because mania IS all about acc. And yes, adding combo to the score calculation is indeed a bad idea especially during tournaments where you only have 1 try. It's way too luck based.
I really understand the idea of rewarding consistency and i support it, but you simply can't do it map by map. It would only make pp farming frustrating like in standard...
Pure accuracy is not a good scoring system, because it does not reward consistency, which is an important part of skill. For example, an otherwise SS play with 2 misses at the same time is more impressive than an otherwise SS play with 2 misses spread out in the map. Obviously, in this example, the difference isn't huge, but still, score should represent performance on a map, and I stand with my position that pure accuracy is not the way to do this.abraker wrote:
Make score = acc. Score is arbitrary anyway, so it can be anything. Since it can be anything, make it accuracy. Problem solved.Cuber wrote:
Why are the grades even based on accuracy at all? If score is a measurement of performance in a map, obviously the grading should be based on that and that alone! All grades do in my mind anyways is provide goals that feel more real than reaching an arbitrary number. On this train of thought, PP should also be entirely based on song difficulty and score.
Cuber wrote:
Pure accuracy is not a good scoring system, because it does not reward consistency, which is an important part of skill. For example, an otherwise SS play with 2 misses at the same time is more impressive than an otherwise SS play with 2 misses spread out in the map. Obviously, in this example, the difference isn't huge, but still, score should represent performance on a map, and I stand with my position that pure accuracy is not the way to do this.
abraker wrote:
Ofc there is an argument about 65% FC VS 98% with a high miss-hit ratio, but there is no clear cut answer to which is more impressive
Jeez that's just adding onto like frankenstein. This can be mitigated if the acc curve were a bit steeper such that a 99% would be considered as hard as the combo+acc equivalent you have in mind. By making the acc curve steeper, you are intensifying areas where the player is likely to do poor on or miss, much like combo without the shit combo based scoring comes with. And there is no need to adjust miss windows unless you think current ones need adjusting.Cuber wrote:
While writing this, I came up with a (probably stupid) idea. The reason I'm not a fan of using combo for consistency is because it is possible to mash through hard patterns and keep combo. Also, I don't think that 1 miss should affect score too much. I mentioned that I like the system of using bonus score. Why don't we make the worth of a note (at least in the consistency portion of score) equal (scaled appropiately obviously) to your current health? Obviously, changes to health would need to be done, to punish any judgement less than a 300. However, maybe with a bunch of tuning, this might work. I'm probably just an idiot tho lol
lose more accuracy for a miss/50/100/200. And berfore anyone cries, while it's like HR/higher OD, this adjustment should be independent of what the miss window is (don't change miss window when adjusting this).johnmedina999 wrote:
By "making the accuracy curve steeper", do you mean we should lose more accuracy for a miss/50/100/200, or do you mean that we should lose more accuracy for a miss as we miss more (e.g., the second miss is more hurtful than the first)?
Uhm sorry, but I still doubt they would even consider it.abraker wrote:
Unless you know, I dev like me submits a pull request for it and there is a backing to support the idea.Veracion wrote:
As i already said, it's highly unlikely that there will be an SSS added, since there is no equivalent in the other game modes.
Interesting suggestion, that doesn't seem too bad cause it'd cause people to learn patterns better. Seems to be getting in the direction of bms / stepmania, where accuracy is more important than osu!mania's current system.abraker wrote:
If you convert acc to score out of 1M as it is right now, 960,000 and 990,000 (96% and 99%) will be a very small gap and is also where most decent plays fall to. Transforming that same gap to 650,000 and 990,000 would allow to highlight skill more clearly. Yes anyone who gets less than an S gets wrecked, but then again you shouldn't be surprised at such results when you play maps out of your skill range.
lmao yes.Veracion wrote:
only slightly less playing experience than the people developing scorev2 xdVeracion wrote:
only slightly less playing experience than the people developing scorev2 xd
+1Cuber wrote:
I know this isn't super relevant here, but please make grades based off score, not accuracy. If score is how you assess the performance of a play, use that for the grade.
I was so relieved when i read thisSmoogipooo (on reddit) wrote:
Combo scoring: I don't remember if I mentioned this publicly (I thought I did but can't find the post), but I want to try accuracy-only scoring.