Answered ~4 months ago.Anonymous questioner wrote:
Will you keep trying with different versions of scorev2 for mania? The current iteration is more a compromise between what players want, and what the game developers think it should be, instead of what players really want with the score system.
http://ask.fm/smoogipooo/answers/138940251287smoogi~ wrote:
Yeah. I've just been busy the past week with exams and will continue to be busy in the coming week with the same...
But let me address something. Combo _will_ remain regardless of iteration. It is not going anywhere. So if "what players really want" is for scoring to be an accuracy-only model, forget it.
Likewise, if players want us to copy another game's scoring system, forget it. If players want us to make a massively complex scoring system that takes into account difficult in sections of the maps and/or requires careful analysis of the timing distributions of hits, forget it.
But why, why will combo remain? You HAVE to realize that ScoreV2 is going to be used for MWC, and there are other aspects to consider in such an environment to make gameplay more exciting and to really show off the best-of-the-best. I've explained this before on reddit/the forums.
The scoring system must be easily able to be changed/recomputed and must be easy to use for _all_ other modes with minimal to no modification. Yes, this is "what the developers want", because we want to be able to re-balance the meta easily in the future.
I'd like to know as well.ReTLoM wrote:
Any news cause 7k MWC isnt far anymore
Reposting this as well; considering that rainbow accuracy is a major component in assessing skill, I think embedding higher emphasis in rainbow accuracy will make the scorev2 system more accurate when it comes to assessing skill.Shoegazer wrote:
Rainbow AccuracyI 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).
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.
If SS is based on 1 000 000 score, hardly anyone would get an SS on anything past 4*, and past 5* it would be virtually impossible.Adri wrote:
+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.
One of the reasons why SS makes no sense is this
That's what I'm saying. Cuber's idea would either go with this or completely destroy it, depending on what the SS requirement is.LastExceed wrote:
why not just keep the SS requirement at "300 and 300r only" as it is right now?
you got it wrong. My idea is to make SS completely unrelated to acc. As long as you have 300 and 300r only you get the SS no matter your acc. which means you could theoretically get an SS with 98.36% (everything 300 and no 300r)johnmedina999 wrote:
But again, you lose accuracy now with 300, so the accuracy SS requirement would have to be adjusted.
LastExceed wrote:
you got it wrong. My idea is to make SS completely unrelated to acc. As long as you have 300 and 300r only you get the SS no matter your acc. which means you could theoretically get an SS with 98.36% (everything 300 and no 300r)
Basically what I mean is that accuracy should be 100% entirely completely fully wholly irrelevant. In everything (except for contributing to score).johnmedina999 wrote:
If SS is based on 1 000 000 score, hardly anyone would get an SS on anything past 4*, and past 5* it would be virtually impossible.
And if it's not based on 1 000 000 (say it's based on 990 000 or something similar), keep in mind that accuracy now decreases with 300 compared to 300g, just as you get less score with 300 as opposed to 300g. Accuracy affects score, so minuscule mistakes would be a lot more punishing than before.
The only way grades based on score would work is if score is 100% based on accuracy (like DDR), and even then the grades would be based on accuracy by extension.
out of curiousity, why do compare the score to accuracy? do you think that accuracy is the perfect scoring system?tatatat wrote:
Honestly the ratio of combo to accuracy in score should be 0% to 100%. When I get a 96% on a map and its still a lower score than a 91% that's just stupid. Oh yeah and visual mods shouldn't give increased score, I know people who ONLY play with them, and are actually worse without them.
Those who prefer accuracy over combo don't care as much for the consistency element. Only frustration comes out of retrying so often to get a perfect run. It's better to just do the same when attempting that 99.9X% whenever you are ready for it instead of retrying it over 1000 times until you get that 80% FC.Cuber wrote:
out of curiousity, why do compare the score to accuracy? do you think that accuracy is the perfect scoring system?tatatat wrote:
Honestly the ratio of combo to accuracy in score should be 0% to 100%. When I get a 96% on a map and its still a lower score than a 91% that's just stupid. Oh yeah and visual mods shouldn't give increased score, I know people who ONLY play with them, and are actually worse without them.
It needs more work tbhjohnmedina999 wrote:
Do we have a date when this is going to roll out? Is it going to roll out with osu laser?
and maybe also a rundown on how scoreV2 currently works while we're at itVeracion wrote:
With MWC being only one month away, can we get our SS's back before that? There have been enough suggestions on how to fix it.
smoogipooo wrote:
Hi all,
You may have noticed the ScoreV2 changes in the changelogs recently, with just over 7 weeks left until MWC begins we've released ScoreV2 for osu!mania in hopes that we can perfect the score system before the tournament. You will need to be on the Cutting Edge release stream to use this for now, but we will propagate it to all release streams (excluding fallback) when it is ready, just before MWC.
You'll be please to know that there are no more hidden multipliers and rounding issues have been eradicated, but that is not all. Let's go through a list of changes in this initial version:THIS IS NOT FINAL
Please, do not discuss Star Rating and PP here.We've had some internal discussions about how LNs should work, but have not reached a definitive conclusion as there are split opinions. We are eager to hear your feedback regarding osu!mania scoring and this new scoring system!
- Score is made up of 20% combo and 80% accuracy.
- We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).
- LN starts and ends are now judged separately.
- Previously LNs considered a joint timing distribution between the start press and end release. This made it unclear as to whether you'd get a MAX after an LN end as you had to take into consideration the LN start. Judging separately should feel more natural, rewarding (as you get instant feedback), and a bit more challenging.
- LN ends are given a 1.5x lenience to the hit windows.
- LN starts were previously given up to 1.2x timing window lenience and LN ends were given up to 2.4x timing window lenience. This reduces the complexity of releasing an LN whilst you're focusing on pressing other notes.
- If an LN is broken but re-pressed, the LN end will not award more than 50 points.
- Works similar to the current system depending on when you release the hold, but is lenient enough to feel rewarding even for newer players (consider that ScoreV2 will be used as the normal ranking in the future).
- LNs do not give combo ticks any more - only one combo tick for the start and end notes.
- Feels more natural rather than displaying a useless number.
- Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.
I'll be adding here a list of changes I will consider. Please remember that we are fully intending to break the game with these changes. We will apply any changes necessary to make things work:---- Changelog:
- Make DT adjust to 100%/110%/.../150% with score bonus increments of 0.05x (or something like that).
- Increase the bonus of HR or decrease the tightness of the timing windows.
2016-06-16: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.
Edit: Posting this because I've explained it on reddit:
There are two components to the score.
- Accuracy
Essentially as accuracy increases we want you to gain more and more score while accounting for the difficulty of maintaining a 99%+ accuracy over 90%. To do this accuracy is exponentiated so that it is not quite a linear multiplier. In the previous iteration it was raised to the 10th power, in the new iteration it is raised to a factor of the accuracy.
This has the effect of causing lower accuracies to not be so much of dead weight as they were previously, while still providing a steep curve towards 100% accuracy as seen in this graph (red = old, blue = new): https://u-gi.me/sykzM
- 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
FrenzyLi wrote:
Out of curiosity, is it possible to post multiple score of different mod combinations on the same beatmap?
e.g. AIAE MX nomod pass (counts as pp), AIAE MX DT pass (counts as pp) ....
and pls nerf HT pp . w .
Apply Gaussian to all gamemodes. I don't see the issue. If you argue it will screw up scores, there are plenty of changes the went into effect before that made some scores impossible to beat on older maps already.Adri wrote:
Aside from this I really like the whole Gaussian thing, but I think that this would only work for a totally different game. I believe that the four main modes should remain as close as possible to make them more accessible and keep some integrity
Just include it as a continuous judgement mod then and let the devs play with whatever discrete scoring method they believe is best while not bothering the rest who see continuous judgement as betterAdri wrote:
I don't know how all the players would react :/
you picked the entirely wrong game for that one bro[ MasterSpark ] wrote:
Sry, but i hope its never realised. I started playing mania for lack of combo influence