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More competitive solo play

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +4
Topic Starter
HOLYWINNER
I've been thinking about that for a while but I don't know if it's a good idea so I'll post it here and see if people like the idea.

When you play solo you see your score in the bottom left that beat your own score and if you reach top 40 you beat other person scores, but I'd like to be able to see it the other way around.

Instead of beating other person score you would start at the max score you can have (or the max rank you could achieve) and when you play it would go down if you miss or get lower acc (more 100s and 50s). Let's say 1st is hidden and hard rock and 2nd is hidden SS, and you have the mod hidden on, you would start at 2nd rank and if you miss a beat or get a 100 or a 50 you would get to a lower rank until the song is done.

That way if you are halfway through the song you can see what rank you will be if you SS the rest of the song instead of being in the dark the whole time and seeing the result at the end.

Edit: Spinner speed would be by default 286 and you could choose yourself what speed you want to be calculated.
Dooms
This is actually really cool and unique.Not sure if it would be applicable, but it's a really great idea in my opinion. Support +2 :).
Full Tablet
Good idea
Almost
How would spinners work?
VoidnOwO
:)
Agka

BRBP wrote:

enquire wrote:

How would spinners work?
/thread

And recalculating the maximum score you can still get every time you miss sounds a bit pointless, it would have to read all the notes again to see what your combo would be etc.
calculate auto's spinner score.
Almost

Agka wrote:

BRBP wrote:

/thread

And recalculating the maximum score you can still get every time you miss sounds a bit pointless, it would have to read all the notes again to see what your combo would be etc.
calculate auto's spinner score.
Auto spinner's score is higher with doubletime so it would be pointless to use it as a guideline of what possible score you would get. Another flaw in this is the fact it's pretty difficult to calculate what score is possible if you break in the middle. I'm sorry but this whole idea is just backwards.
VoidnOwO
:)
FrzR
this kinda relates to the osu!mania. Where the Acc. starts at 100.00% and decreases as the player gets a 200 or less.
Full Tablet

enquire wrote:

Auto spinner's score is higher with doubletime so it would be pointless to use it as a guideline of what possible score you would get. Another flaw in this is the fact it's pretty difficult to calculate what score is possible if you break in the middle. I'm sorry but this whole idea is just backwards.
A player also gets more score with DT in spinners (comparing same spm), a player that spins fast spins nearly at the same speed as auto, so it is not completely useless.

Recalculating the max score after you miss is not that hard really, just the calculations needed to make a slider are more complex than that.

The only problem when trying to calculate max score are those slider-starts you can click during a slider (before it finishes) to get a little more score. But the score difference is very small so it doesn't matter much except in some rare cases.
Almost

Full Tablet wrote:

enquire wrote:

Auto spinner's score is higher with doubletime so it would be pointless to use it as a guideline of what possible score you would get. Another flaw in this is the fact it's pretty difficult to calculate what score is possible if you break in the middle. I'm sorry but this whole idea is just backwards.
A player also gets more score with DT in spinners (comparing same spm), a player that spins fast spins nearly at the same speed as auto, so it is not completely useless.
The auto gets more bonus points from spinners with doubletime on.
Topic Starter
HOLYWINNER

enquire wrote:

How would spinners work?
If the spinner is too hard to calculate with auto and stuff the max score could start at what the best score in the top 40 you can achieve

Edit: The perfect way would be this: there would be 2 choices available: basic which would be 286 because it's the same from spun-out which is in most case the less you should get to pass a song, and the second would be at your choice, if you know that your maximum spinner spin is 400 but that your average is 360 then you could put it at 360 just to be sure your hope isn't crushed because you didn't spin fast enough.

Another flaw in this is the fact it's pretty difficult to calculate what score is possible if you break in the middle. I'm sorry but this whole idea is just backwards.
The idea is not to calculate the actual score you could achieve if you have a SS but the person you could beat in the top 40 with the score you could get at the end of the song.

The calculation when you miss would not happens very often because it would only work for the top 40 and as you know it's pretty much alway full combo so if you miss in the middle of the song the counting would stop because even if you SS the rest of the song you would not be in it.

this kinda relates to the osu!mania. Where the Acc. starts at 100.00% and decreases as the player gets a 200 or less.
It's like that in standard and taiko too, and I don't mean that your score will go backward from the miss and 100s you get, but that at the left of the screen instead of you getting a higher score to beat other person in the top 40, you could see who you can still beat with the score you have at any time in the game. If you are halfway through a song and your accuracy is pretty low but you still think you have a chance to get in the top 40, you continue hoping to do good, with this system you could see if you actually have a chance or not and if your goal is possible or not this the current score you have.

I know I'm bad at explaining things without example so if there's thing you don't understand or that I didn't explain properly just tell me and I'll try to be more clear.
chaotic_iak
I get the idea. But what about other rankings?

Also, the effect of imperfection is really large. A non-perfect score will reduce the theoritical maximum score; this has a very large impact in o!m specifically, as there is a bonus value thingy that reduces when you hit improperly, affecting future notes. This also has the same effect in std when you miss a slider's end (you need to recalculate the entire score from that point onwards as the combo count is different). If you're basing off the fact that Top 50 are all FC players, take for example Freedom Dive (where I believe you can miss once or twice and still get high score).

This is extremely difficult to implement correctly. And incorrect implementations will simply leave the players mad in some cases. And it misleads people. Sorry, but not supporting.

I have an easier-to-implement feature which also uses the scoreboard more: Put in random scores from rank 100, 200, 300, 500, 750, 1000, etc to the scoreboard, so you actually have some idea where you will end up in. But this seems to deviate from the main point of the thread, so I'll just leave.

Also o!m accuracy doesn't differ from others; when your accuracy is in the fifties, getting 200 (66%) increases your accuracy just like in other modes.
Almost
https://osu.ppy.sh/forum/p/2151100/ this idea would be better for estimating what you might get when you finish the song.
Winshley

BRBP wrote:

I'll just add that it's also possible to beat auto spins in osu! standard. Really fast spinners in old maps for example.(at least it used to be like this, idk if it has been updated) So it should also be able to count those extra points to your maximum score during a song.
You mean ninja spinners. :P

Yeah, I had random occassions where I somehow could get 1000 spin bonus for doing ninja spinners that even Auto can't get. It happens only when you try to spin too close to the spinner center point. Shame that none of my online records have such glitch.

Also, overspinning is also possible if coupled with speedhacking (bannable offense, I'd tell ya).

Spinners technically has no limit on spin bonus (but it is physically limited), which is hard to be determined code-wise.
Topic Starter
HOLYWINNER

enquire wrote:

https://osu.ppy.sh/forum/p/2151100/ this idea would be better for estimating what you might get when you finish the song.
I'll just say what my initial idea was because this is starting to drift from the original.

It would be a sort of like an offline multiplayer, you would play a replay in real-time with you playing against him, that way you could see if at a certain time you have a higher or a lower score then him but with this method you can't see if you have a chance or not to beat him, just that at that point you beat him or not which is not really useful.
benguin
One possible solution is if this setting asks what the users max spin speed is before the setting is applied. Then the "max possible score" will assume an SS with spinner bonues accued from your max spin speed. That way, you'd see if you even have a chance of getting a certain rank before you even hit the first note of a song. And if you don't live up to your max spinning, then the algorithm will penalize you for the difference in a similar manner as misses, inaccurate hits, etc
Wishy
This was somehow proposed a long time ago I think.

Not a bad idea.
theowest
I think you should rename that title so it's more on point. What this basically is, is this request t/116102/ but for score?
OsuMe65

theowest wrote:

I think you should rename that title so it's more on point. What this basically is, is this request t/116102/ but for score?
osu! needs more wipe out multiplayer mode... o/
lol
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