I believe that ScoreV2 should be adjusted to 50% Accuracy and 50% Combo as well as having Accuracy be calculated separately from combo.*
Why?
The issue behind ScoreV2's 70% Combo / 30% Accuracy Ratio:
70% Combo / 30% Accuracy, is leaning towards making aim + consistency the more important aspect of scoring due to the fact that osu! has always been an aim game from the beginning (despite the rhythm aspect of it).
Even though Combo plays a large role for what determines the player's ability and probability to aim from point A, B, C, etc., it completely disregards Accuracy and Rhythm. Sure most modern maps have a simple 1/2 beat pattern with the occasional slider and triple but because of that 70/30 ratio, maps that can be hard to time are simply cheesed through by just holding a combo for the best score possible.
Furthermore, because of the variety of maps that are provided by the community ranging from simplistic to technical, a 50/50 ratio would prove to be more beneficial in the long run because it essentially removes the bias towards one specific aspect. This prevents players from complaining about scores that have been obviously mashed through to maintain combo instead of keeping a decent rhythm. Additionally, missing in the middle of a map won't be as punishing as it may seem to be right now.
Currently, Accuracy has been calculated based off the current combo of the play (Earlier 300s are worth less than Later 300s). You can argue that a map would be harder to time later in the map because of the possibility of having a difficulty spike near the end. While this may be true, the exact opposite can happen or the middle of a map is the most difficult (typically the chorus), while anything before or after the chorus is far easier in comparison.
As I see it, Accuracy should be calculated strictly on the maximum objects (circles, sliders, spinners) within a given map and 300s/100s/50s should reward their proper values. Which would have circles and spinners be seen as one object each while sliders would be seen as two objects.
The reasoning behind splitting a slider into two objects is to bring in the factor of a Slider-Start and Slider-End so we can have a value for a completed slider. This is also to leave slider ticks as a combo calculation because of how it adds to combo but not accuracy.
I hope my thoughts can spark a discussion about making a definitive scoring system for osu! since ScoreV2 imo is still flawed.
Why?
The issue behind ScoreV2's 70% Combo / 30% Accuracy Ratio:
70% Combo / 30% Accuracy, is leaning towards making aim + consistency the more important aspect of scoring due to the fact that osu! has always been an aim game from the beginning (despite the rhythm aspect of it).
Even though Combo plays a large role for what determines the player's ability and probability to aim from point A, B, C, etc., it completely disregards Accuracy and Rhythm. Sure most modern maps have a simple 1/2 beat pattern with the occasional slider and triple but because of that 70/30 ratio, maps that can be hard to time are simply cheesed through by just holding a combo for the best score possible.
Furthermore, because of the variety of maps that are provided by the community ranging from simplistic to technical, a 50/50 ratio would prove to be more beneficial in the long run because it essentially removes the bias towards one specific aspect. This prevents players from complaining about scores that have been obviously mashed through to maintain combo instead of keeping a decent rhythm. Additionally, missing in the middle of a map won't be as punishing as it may seem to be right now.
Currently, Accuracy has been calculated based off the current combo of the play (Earlier 300s are worth less than Later 300s). You can argue that a map would be harder to time later in the map because of the possibility of having a difficulty spike near the end. While this may be true, the exact opposite can happen or the middle of a map is the most difficult (typically the chorus), while anything before or after the chorus is far easier in comparison.
As I see it, Accuracy should be calculated strictly on the maximum objects (circles, sliders, spinners) within a given map and 300s/100s/50s should reward their proper values. Which would have circles and spinners be seen as one object each while sliders would be seen as two objects.
The reasoning behind splitting a slider into two objects is to bring in the factor of a Slider-Start and Slider-End so we can have a value for a completed slider. This is also to leave slider ticks as a combo calculation because of how it adds to combo but not accuracy.
I hope my thoughts can spark a discussion about making a definitive scoring system for osu! since ScoreV2 imo is still flawed.
Example of 50/50 ratio with Accuracy being calculated separately
Let's use a 500 combo map as an example.
Here are the values of each judgment: 300 = 100%, 100 = 1/3, 50 = 1/6
Given: Limited to 500,000 points , 450 Circles, 50 Sliders and 0 Spinners, Assume the Player gets 50% of the maximum combo, misses once, and proceeds to get the remaining 49.9% and gets 474 300's, 20 100's, 5 50's, 1 Missed Slider End (Kept Combo) with three of those 100's being on a slider start.
Accuracy Score per Object = 500,000 / 500
Accuracy Score per Object = 1,000
This leaves us with:
300 = 1,000
100 = 333.333
50 = 166.667
Miss = 0
Slider End = 1000
Accuracy Score for a 300 = 1,000 * 425 = 425,000
Accuracy Score for a 100 = 333.333 * 20 = 6,666.66
Accuracy Score for a 50 = 166.667 * 5 = 3,333.34
Accuracy Score for a Slider End = 1,000 * 49 = 49,000
Accuracy Score = 484,000
Now that we have Accuracy Score calculated, we can calculate combo score on estimation because I'm too lazy to use the formula on the wiki.
We can assume that if a note were to be hit, it will be considered as a 100% value because there is no accuracy involved.
Given: No slider ticks, no repeat sliders, and maximum combo is 550. Player gets a combo of 275, misses once, then proceeds to get a combo of 273 (he didn't complete one slider end).
Based off some testing, getting 50% maximum combo is about 25% of the maximum possible score so in our case it would be 500,000 / 4 = 125,000
Then the combo score would pretty much be 125,000 * 2 = 250,000.
Combo Score = 250,000
Finally we can add these two results together and get a final score of 734,000. If this was regular ScoreV2, it would be something like 600,000 and don't forget the fact that accuracy is combo based on regular ScoreV2 as well so if the player were to get those 25 mistimed notes later in the map, the score would be even lower, probably 550,000.
Here are the values of each judgment: 300 = 100%, 100 = 1/3, 50 = 1/6
Given: Limited to 500,000 points , 450 Circles, 50 Sliders and 0 Spinners, Assume the Player gets 50% of the maximum combo, misses once, and proceeds to get the remaining 49.9% and gets 474 300's, 20 100's, 5 50's, 1 Missed Slider End (Kept Combo) with three of those 100's being on a slider start.
Accuracy Score per Object = 500,000 / 500
Accuracy Score per Object = 1,000
This leaves us with:
300 = 1,000
100 = 333.333
50 = 166.667
Miss = 0
Slider End = 1000
Accuracy Score for a 300 = 1,000 * 425 = 425,000
Accuracy Score for a 100 = 333.333 * 20 = 6,666.66
Accuracy Score for a 50 = 166.667 * 5 = 3,333.34
Accuracy Score for a Slider End = 1,000 * 49 = 49,000
Accuracy Score = 484,000
Now that we have Accuracy Score calculated, we can calculate combo score on estimation because I'm too lazy to use the formula on the wiki.
We can assume that if a note were to be hit, it will be considered as a 100% value because there is no accuracy involved.
Given: No slider ticks, no repeat sliders, and maximum combo is 550. Player gets a combo of 275, misses once, then proceeds to get a combo of 273 (he didn't complete one slider end).
Based off some testing, getting 50% maximum combo is about 25% of the maximum possible score so in our case it would be 500,000 / 4 = 125,000
Then the combo score would pretty much be 125,000 * 2 = 250,000.
Combo Score = 250,000
Finally we can add these two results together and get a final score of 734,000. If this was regular ScoreV2, it would be something like 600,000 and don't forget the fact that accuracy is combo based on regular ScoreV2 as well so if the player were to get those 25 mistimed notes later in the map, the score would be even lower, probably 550,000.