i think the scoring system on a song should depend a little more on those accuracy based hit-notes (or whatever they are called lol )
reason
why do i think that ? well it s because i feel like the combo system doesn t gives as much advantage as it should to players that actually have a better understanding and more precision in the rhythm , yet still have a lower score than the guy that had less understanding of it, only because he missed a note.... about in the middle, which is pretty unfair, if we consider osu is mainly a rhythm based game.
some people proposed that there should be a radius around a note in which misses are not considered within that radius, but i think it s just going to give more chance to the player that doesn t understand the rhythm of a song to hit the note , sometimes even by chance, which would result not only at him possibly overlooking the rhythm (since it would be easier to hit the note without listening to it ) and would make the point of having a good aim, a main part of the game, a little more pointless.
the 50 , 100 , and 300 hit notes helps a little with it , but on long term the multiplying value on a combo streak almost nullify that advantage that someone with a better accuracy and understanding of the rhythm had.
the idea
what i propose doesn t make the game easier , but gives more opportunity to skilled player to catch up against unskilled player to the score in case of an accidental miss ( especially in easy maps , in which the less accuracy yet higher score effect is a lot more noticeable ) i am aware that this give less opportunity to the unskilled player to win, but this is a competitive game , and the more skilled should naturally get a higher score :
which comes to my suggestion. what if thoses accuracy based hit notes (50, 100, 300 ) didn t just differed themselves by the point they give , but by how much multiplying point (i am going to call them mp for the easier understanding ) they add to the multiplying factor ?
by default osu adds an mp of 1 to the multiplying factor when we hit all kind of hit notes to a combo streak, but i think a more precise hit note should give more mp than a less precise hit note. for example on a combo streak, if you hit a note 50 hit note it should add 1 mp, a note of 100 adds 3 mp , a note of 300 adds 5mp.
so if you keep hitting 50 hits note on a 10 hit notes streak , your multiplying factor becomes : 10*1mp, which would be 10x
if you hit two 50 hits notes , five 100 hits notes and, three 300 hits notes , your multiplying factor becomes : 2*1mp + 5*3mps + 3*5mps = 32x
if you keep hitting 300 hits notes for a 10 hits notes streak your multiplying factor becomes :10*5= 50x
of course all of this only applies if you are able to keep your combo , the multiplying factor would return to 1x if you missed a note so in no way would this method affect the 2 dimensional aspect of the game , since aim ( the 2 dimensional aspect ) would still matter a lot
effect
notice how much it would make of a difference for the same amount of note ( 10 notes for each case in my example )
this formula would help people who have a better understanding of the rhythm to get a reasonable score and give them a chance to still have a good score in the song ranking even if they missed some notes of the song, as long as they have a good acc
and this would bring more fairness, since someone that doesn t understand the rhythm of a song correctly would have more chances to score lower , even if they have a full combo,than someone that does understand the rhythm better .
that s the way i think. i might be wrong , but i wanted to share my opinion on the subject. i already made a post about it but i felt like i didn t explain it correctly since it was marked as duplicate... if it still does... well guess i am really just talking nonsense....
reason
why do i think that ? well it s because i feel like the combo system doesn t gives as much advantage as it should to players that actually have a better understanding and more precision in the rhythm , yet still have a lower score than the guy that had less understanding of it, only because he missed a note.... about in the middle, which is pretty unfair, if we consider osu is mainly a rhythm based game.
some people proposed that there should be a radius around a note in which misses are not considered within that radius, but i think it s just going to give more chance to the player that doesn t understand the rhythm of a song to hit the note , sometimes even by chance, which would result not only at him possibly overlooking the rhythm (since it would be easier to hit the note without listening to it ) and would make the point of having a good aim, a main part of the game, a little more pointless.
the 50 , 100 , and 300 hit notes helps a little with it , but on long term the multiplying value on a combo streak almost nullify that advantage that someone with a better accuracy and understanding of the rhythm had.
the idea
what i propose doesn t make the game easier , but gives more opportunity to skilled player to catch up against unskilled player to the score in case of an accidental miss ( especially in easy maps , in which the less accuracy yet higher score effect is a lot more noticeable ) i am aware that this give less opportunity to the unskilled player to win, but this is a competitive game , and the more skilled should naturally get a higher score :
which comes to my suggestion. what if thoses accuracy based hit notes (50, 100, 300 ) didn t just differed themselves by the point they give , but by how much multiplying point (i am going to call them mp for the easier understanding ) they add to the multiplying factor ?
by default osu adds an mp of 1 to the multiplying factor when we hit all kind of hit notes to a combo streak, but i think a more precise hit note should give more mp than a less precise hit note. for example on a combo streak, if you hit a note 50 hit note it should add 1 mp, a note of 100 adds 3 mp , a note of 300 adds 5mp.
so if you keep hitting 50 hits note on a 10 hit notes streak , your multiplying factor becomes : 10*1mp, which would be 10x
if you hit two 50 hits notes , five 100 hits notes and, three 300 hits notes , your multiplying factor becomes : 2*1mp + 5*3mps + 3*5mps = 32x
if you keep hitting 300 hits notes for a 10 hits notes streak your multiplying factor becomes :10*5= 50x
of course all of this only applies if you are able to keep your combo , the multiplying factor would return to 1x if you missed a note so in no way would this method affect the 2 dimensional aspect of the game , since aim ( the 2 dimensional aspect ) would still matter a lot
effect
notice how much it would make of a difference for the same amount of note ( 10 notes for each case in my example )
this formula would help people who have a better understanding of the rhythm to get a reasonable score and give them a chance to still have a good score in the song ranking even if they missed some notes of the song, as long as they have a good acc
and this would bring more fairness, since someone that doesn t understand the rhythm of a song correctly would have more chances to score lower , even if they have a full combo,than someone that does understand the rhythm better .
that s the way i think. i might be wrong , but i wanted to share my opinion on the subject. i already made a post about it but i felt like i didn t explain it correctly since it was marked as duplicate... if it still does... well guess i am really just talking nonsense....