The reason a 82%acc score only gives about 9% of the possible score is not because of the score cap, the same thing happens with scorev1 (a SS in a certain map can give you ~27 million, while a 82%acc score with misses can give you ~3 million, for example). In my opinion, this is not a bad thing. Getting through a map with ~80% accuracy usually means you barely passed it, so the amount of score you get from that pass should be close to the minimum possible; that way, scores are distributed more evenly over the possible range of values (instead of most plays be concentrated on the 90%-to-100% range, which would happen if the percentage of score was close to the acc% of the play)Kyreo wrote:
Hey there.
I was somewhat disappointed by the new scoring system so I started to look for a topic which deals with it. I finally found it – that's why I'm here – so I have to share my point of view.
First, this system is somewhat discouraging to me. If you rock, it's ok. But if you fail...
I saw there's a sort of one million points limit. It is a huge problem since people might be discouraged to play harder maps. That's what I usually do to improve at osu! Recently, I got something like 90k points on a map rated "insane". 90k under 1000k... Though, my accuracy was about 82% or something. The score means I only cleared 9% of the map. Come on, that's unfair. How could you get some motivation to play & improve if the game tells you "yea, you've got 82% acc but you cleared 9% of the map, you fool". Am I supposed to play easy & normal maps until I get one million points on them...?
Second, the loss of points when you fail a circile, slider, of whatever.
It's about the same issue: progress. When you're on this slippery slope, playing again & again in order to improve, you sometimes get inspired by a divine might or something. It helps you to do a 200 streak combo or else, it shows how much you've improved. Then, a tricky pattern comes and you make some fails. Taadaa! You lost so many points, your last good move has been erased because of this loss combined to the fact there's a 1 million limit. Don't you think it's way too hard to climb back after a few fails? If the map is shorter than 2 minutes, you're screwed at the moment you fail a bit. Sure, it's a good thing for tryharding pros. But think about the little players, those who want to progress. It's pretty unwholesome...
In scorev1, the maximum score a map gives doesn't depend heavily on their difficulty (an Insane map only gives about twice the amount of score for the same amount of notes compared to an Easy map, based on the OD/HP/CS settings), it depends mainly on the amount of objects (the maximum score of a map is approximately proportional to the square of the maximum combo). In the same mapset, harder difficulties tend to give more score mainly because they have more notes, not because they are harder.
When you do poorly in a note (missing, or a bad judgment), the "current" amount of score decreases. In strict rigor, since the accuracy part of the score is not something that is accumulated (acc% is the average of the judgment values of the notes you have played so far), your score does not exist until you finish the map; the number in the corner can be seen just as an indicator of how well you are doing.
The "current" amount of score during play could be modified to be always increasing, by showing the amount of score you would get on the map if you missed every single note you haven't played yet, but that would case some issues (the acc portion of the score would be near 0 for most of the play, then jump quickly to the final value when close to the end of the map; during a multiplayer match or when comparing to previous plays of the same map, the current score value would be a worse predictor of how much score you will get on the map)