Thanks for answering.Full Tablet wrote:
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:
[Cut for obvious reasons; readability.]
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)
I have to say I would not leave the game at all if this scoring system was adopted. Though, the combination between the 1 million limit & the loss of points is a bit cruel to me. I do a 82%, it's barely ok. I do not want a 820 000 under 1 000 000 though. I just think that 90 000 is way too little. For instance, Osu!mania has the same limit point. For a 82% acc without changing the number of keys, I can easily get a 500 000 points or somewhat which does not allow you to be seen in the ladder (it's normal; only the bests are in). It is way more encouraging than a 90 000 telling you "you're bad, not even the average". 90 000 under 1 000 000 is something which deserves a D, not a B. Still, a D is not accurate for a 82%. What I am pointing at is this system being way too harsh on scoring.
With scorev1 (in standard only), you could manage to earn some points just by comboing since it was very impactful. A 300 max combo with 80% acc will get more points than a 150 max combo with 90% acc. If you succeeded at comboing well, the score would reward you. With scorev2, it will no longer be possible since you have to be good at everything, or else the score will tell you are nothing. That's why I think the current osu!mania scoring is the best. I did something like 300k points on an easy map as a very first try. My fingers got easily confused and all. Still, I caught most of the notes eventhough the accuracy was bad. I think the 300k points are adapted to my first play since I had something like 60% acc with several misses. Saying that I only cleared 30% of the map is nice. On the other hand, a 9% score for a B with 82% is not only disturbing but also inaccurate.