certainly the math the OP mentioned breaks things, but you just need to apply some non-linear scaling as things get further away from the map settings so that there's no making things stupidly easy for huge bonuses. I think the OPs math is too simplistic but also pretty irrelevant, it's the concept of adjust-ability that's important. Bumped this thread specifically because he seemed to word the concept best. For the numbers, just work things so that the current best multipliers are the best that the settings can reach anyway, and only through settings that match the current ones, and the top 50s won't break or come to represent anything false.
It's also about, aside from adding more texture to the landscape, mixing things up day-to-day without having the records ignore the play. Ranked play has benefit over unranked even if you aren't in it for the ranks, that being the statistical tracking for a stronger competition with self.
What? I don't understand why you said that. When I play a map with 40k scores on it, and a tiny difference throws me ahead several thousand ranks, the more variety there can be in the scores(such as through the incremental changes proposed) the better. Do you think scores below the top 50 don't matter? If so then the game shouldn't even give any rank at the end unless you get one of those. There's your 50 rungs on a ladder, but I play for the altitude on a mountain.-[Koinuri] wrote:
And casual players don't even need any score boosts; competitive players do.
It's also about, aside from adding more texture to the landscape, mixing things up day-to-day without having the records ignore the play. Ranked play has benefit over unranked even if you aren't in it for the ranks, that being the statistical tracking for a stronger competition with self.