This.LuigiHann wrote:
Maybe it could work like that for Multi only, and still use current behavior in Solo play.
I dont want always-on NoFail in solo. >_>
This.LuigiHann wrote:
Maybe it could work like that for Multi only, and still use current behavior in Solo play.
I think it's better than double posting... DxKuro wrote:
You necroposter... =.=
Make it seriel necro poster =.=ShadowzI wrote:
I think it's better than double posting... DxKuro wrote:
You necroposter... =.=
Is this addressed to my post above? If so, I did propose a dynamic calculation instead of a "back tracking" calculation.TheVileOne wrote:
Score calculations happen dynamically. It would be a waste of resources to recalculate the entire song as if you hadn't failed/failed it. Fatal flaw if you ask me.
What I meant was that a new multiplier kick in from the point of failure. So if this is the first time someone failed, the multiplier from that point on becomes x0.4. His score up to the point of the failure stays the same, ie [No Mod Score] x 0.8. If he fails the 2nd time a new multiplier of x0.2 kicks in and all his score up to that point stays untouched. There's no "back tracking" calculation proposed.Oinari-sama wrote:
[*][Multiplayer] NF set by lobby host can be turned off manually by each individual players. MP NF score not counted towards ranking.
- Default NF multiplier = x0.8
- Multiplier = x0.4 from 1st revival
- Multiplier = x0.2 from 2nd revival
- Multiplier = x0.1 from 3rd revival (capped at x0.1)[/list]
Well if you ask my honest opinion, I reckon that No Fail scores should never be ranked, be it Single or Multi. But that's not for me to decide.TheVileOne wrote:
I don't know why no fail should work with different multipliers depending on if you're playing single or multiplayer. That does not make sense to me.
I support this, sounds like a fun thing to have for multiplayer!Oinari-sama wrote:
This should help separate those who failed more during the game. I see this more as a fun factor in mp rather than replacing a functionality in ranking mode.
- [Single Player] No Change. NF as is current design.
- [Multiplayer] NF set by lobby host can be turned off manually by each individual players. MP NF score not counted towards ranking.
- Default NF multiplier = x0.8
- Multiplier = x0.4 from 1st revival
- Multiplier = x0.2 from 2nd revival
- Multiplier = x0.1 from 3rd revival (capped at x0.1)
I think the calculation is not a problem, since you just halve the current score and set the multiplier halved.TheVileOne wrote:
I don't know why no fail should work with different multipliers depending on if you're playing single or multiplayer. That does not make sense to me.
Failing during the first few notes then FCing the rest of the map would lead to a score close to that of someone that didn't fail, because the first notes don't count as much.With my first proposed solution, if you do fail (hp depletes) during the map with nofail mod.. the score will behave as it normally does with the current nofail implementation (0.50x multiplier applied).
Primula wrote:
Bump because mine was a dupe~
I don't understand why people object to this with reason being "because there would be no reason to turn it off".. how is that a bad thing?
Why is failing necessary? Why can it not be optional? If you really prefer to fail.. then continue playing as you normally would without it, but people who'd rather play a song in its entirety without being penalized if they don't actually fail should be given such an option.
Quote from my topicFailing during the first few notes then FCing the rest of the map would lead to a score close to that of someone that didn't fail, because the first notes don't count as much.With my first proposed solution, if you do fail (hp depletes) during the map with nofail mod.. the score will behave as it normally does with the current nofail implementation (0.50x multiplier applied).
For the 2nd, you'd still end up with lower score than someone able to fc even if it's not as lower and also you wouldn't gain as much PP (assuming FC still plays role in the new PP system). Isn't it by popular opinion that 'score means nothing' these days ?
Either way, the 1st is the one that wouldn't change anything (Otherthan whatever assumed psychological change nofail mod has on you.. personally none - it's rather subjective) so would be the preferable one.. because apparently people don't like change around here and additionally it's more fair for those who have already ranked with nofail in the past. (I don't feel we'll ever have any new mods brought to osu! due to the fact that it would cause significant QQ to those that have already ranked with the current mods on previous plays - disrupting the current minimum/maximum score multipliers is 'BAD')
Isn't it by popular opinion that 'score means nothing' these days ?No.
Why is failing necessary? Why can it not be optional?When you start playing a map, you play it with an objective in mind: passing, fcing, top ranking, B ranking etc. The score penalty is compensation for a safety net when you COMPLETELY FUCK UP part of a map. Nofail is rarely used for top ranking aside from special maps and when it is used for ranking the player should know that if they don't get the combo they need at the easier parts of the map then their score will not be successful; giving the player 2 options for success (passing a hard map instantly placing them high in the rankings or gaining a relatively large combo via grinding) should not happen.
I don't feel we'll ever have any new mods brought to osu! due to the fact that it would cause significant QQ to those that have already ranked with the current mods on previous playsYes basically this and you just have to deal with it. You may not have any ranks you spent hours upon hours achieving but other people do and they don't want to see them lost because some newbie suggested "spastic spinning background mod +0.12% score".
meeeeeeeeeeeeau wrote:
quick reply dint work ~_~
when one plays with NF
if player clears the map = he gets actual score not .5x
if he loses ... gets usual .5x
why it makes sense
"A kid saving a cat is a hero regardless of him wearing a gloves or not"
implementation should be easy, to always calculate two scores when played with nf and chose one of em based on map cleared or not.
When you start playing a map, you play it with an objective in mind: passing, fcing, top ranking, B ranking etc. The score penalty is compensation for a safety net when you COMPLETELY FUCK UP part of a map. Nofail is rarely used for top ranking aside from special maps and when it is used for ranking the player should know that if they don't get the combo they need at the easier parts of the map then their score will not be successful; giving the player 2 options for success (passing a hard map instantly placing them high in the rankings or gaining a relatively large combo via grinding) should not happen.
If you want to top rank a map that is impossible to pass for you at your level then you probably aren't good enough to top rank it and don't deserve the rank in the first place (excluding special maps such as tag4 difficulties).
I don't see any reason for this, you will NEVER use nofail to get a rank on a map because your score will be too shitty to get you a good rank even if you do pass. If you want a serious score then don't use nofail, there are NO ranked/approved maps as of now that have not been passed so if you can't keep up with the the consistency of other players then you shouldn't be given an option to compensate for your own incompetence.
I would use this mod if the changes were applied but that's only because you'd have to be a moron not to.
Multi already behaves like this.baraatje123 wrote:
Is this multi only?
Otherwise everyone would always use NF, as their score would still be as good as normal, and they can practise all parts.
I'd say make it multi only tbh
It does notNarrill wrote:
Multi already behaves like this.baraatje123 wrote:
Is this multi only?
Otherwise everyone would always use NF, as their score would still be as good as normal, and they can practise all parts.
I'd say make it multi only tbh
That's exactly the same as I said ;-;Narrill wrote:
Yes it does. If you fail during multi you still play out the map, but your score isn't submitted.
The 2nd scenario will only count in Local Record, it won't be submitted for online ranking.sarysa wrote:
Actually, looking at my records as I've had a few necro's in MP lately, it seems to work like this:
Multiplayer pass: 100%
Multiplayer fail but revived and stayed alive long enough to reach the end: 100%
Multiplayer fail: 0%, but your failing grade is shown. (your percentage and score are not reported to the server)
The second instance has got to be a bug.
Multi without NF behaves like the first example. I didn't think I'd actually have to spell that out.baraatje123 wrote:
It does not
This request
NF
Pass --> 100%
Fail--> 50%
Multi
NF
Pass --> 50
Fail --> 50
No it doesn't.Narrill wrote:
Multi without NF behaves like the first example. I didn't think I'd actually have to spell that out.baraatje123 wrote:
It does not
This request
NF
Pass --> 100%
Fail--> 50%
Multi
NF
Pass --> 50
Fail --> 50
You'd think that, but no. I necro'd many songs in my most recent online play and all of them have reported scores. They're very low...most of them are in the 10th percentile and lower (i.e. my online position is 13291 of 14194)...but they were indeed reported.Oinari-sama wrote:
The 2nd scenario will only count in Local Record, it won't be submitted for online ranking.sarysa wrote:
Actually, looking at my records as I've had a few necro's in MP lately, it seems to work like this:
Multiplayer pass: 100%
Multiplayer fail but revived and stayed alive long enough to reach the end: 100%
Multiplayer fail: 0%, but your failing grade is shown. (your percentage and score are not reported to the server)
The second instance has got to be a bug.
It's the other way aroundSwerro wrote:
When you start a map with nofail, you're assuming you won't pass and are not caring much for a tremendous score as it will be halved by NF(you know that before you play). However if you do pass, even though you didn't think you would (so it'd probably be a lucky pass), You suddenly dó care about your score! And would definitely not want it halved.
You see whats wrong there^? You either do care about the score or do not.
This feature kind of seems like greedy help for lazy and inconsistent players to me.
(or I might be overseeing things again as always)
Using nofail in the first place would also prevent your problem.Bara- wrote:
It's the other way aroundSwerro wrote:
When you start a map with nofail, you're assuming you won't pass and are not caring much for a tremendous score as it will be halved by NF(you know that before you play). However if you do pass, even though you didn't think you would (so it'd probably be a lucky pass), You suddenly dó care about your score! And would definitely not want it halved.
You see whats wrong there^? You either do care about the score or do not.
This feature kind of seems like greedy help for lazy and inconsistent players to me.
(or I might be overseeing things again as always)
I recently passed Pensiamento with EZNC, after approx 100 tries
I always failed at one part, so if I want to play the rest, I need to use NF. I once tried it without, and due to notelocking I failed. After A LOT of tries, I managed to pass it by hitting almost all notes in the hard part without using NF. But since I rarely played the end, I was afraid I wasn't going to make it. Having passed a ridiculously hard part, and then failing shortly afterwards is pretty aweful, and this feature will prevent that
Note, this request isn't: "I'm using NF, but I passed, so give me my full score", but "Oh, I failed. Let me play further while 'halving' my points"
Note, this request isn't: "I'm using NF, but I passed, so give me my full score", but "Oh, I failed. Let me play further while 'halving' my points""Oh, I failed. Let me play further while 'halving' my points"
It may not be the aim of the request, but that is how it is going to be used. No matter wat the noble intentions of the original request was, people are going to take advantage of this by permanently having it on because it does not hurt them in any way to do so. If you want to play the map out, like Swerro said, the better option would just be to allow you to play the rest of the map while making the play unranked.Bara- wrote:
Note, this request isn't: "I'm using NF, but I passed, so give me my full score", but "Oh, I failed. Let me play further while 'halving' my points"
whyDragne wrote:
S u p p o r t e d
I have nothing better to use stars on so I'm wasting them for the memes. :')Luqanted wrote:
whyDragne wrote:
S u p p o r t e d
just
why
it has already been developed.. :'(