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more important accuracy based hitnotes ( 50. 100 and 300 _)

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
Topic Starter
kiomaru1
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....
Full Tablet
This would add and effect where accuracy matters more at the beginning of the map/combo than the end of it (like how accuracy matters more at the end of the map/combo in the current scoring formula). The increase of multiplier with better accuracy would even out in average the effect of having higher score per hit in later hits as long as the increase of multiplier are proportional to their hits (a 300 giving 300 base score and 6mp, a 100 giving 100 base score and 2mp, etc..)
Topic Starter
kiomaru1
actually its more that accuracy drops more at the beginning of the map, in contrary of the end of it. in both cases though they still wouldn t affect much the score, accuracy low or not ( if a combo streak at kept )
but with my suggestion accuracy would have a more important role in the score, so if you have a low accuracy , it would actually be reflected a lot more in the score , in which in the actual osu doesn t.
winber1
I'll be honest here. I didn't really read much of the post, but similar ideas have been suggested in the past to reduce the harm caused by a random miss in the middle of the song, and have been denied.

First off, there has been ongoing discussion on replacing highest pp as the scoring system, so I would said if that get's implemented this isn't even useful.

Secondly, even before pp, the reasoning to deny this is because osu! is a unique rhythm game that is 2-dimensional. Unlike stepmania or o2jam, or whatever other rhythm game out there, osu! a whole separate aspect in its gameplay that plays a huge role: aim. Cursor aim is extremely crucial in this game, and should play a big part in score. Having a larger combo generally should yield a better score, though in some cases maybe not.

This is especially true for certain songs where there is an extremely hard or complex pattern in the middle of a song. If a player who has good accuracy can play everything except that one pattern, and purposes misses it and fc's everything else, he should not be rated better than a person to is able to play that pattern and maintain a combo through it. Personally, I would say pp gives a good balance between combo and the ability to hit notes, thus if it actually gets implemented as a scoring system, it will do the job for what you are asking.

Also I'm pretty sure some scores would not be able to be changed even if you changed the scoring system, thus some score wouldn't be affected and you can't really just apply this new system to certain scores obviously. So I think there's also that technical barrier as well.

Honestly, with the new pp system, the flaws in the scoring system don't matter that much.
Topic Starter
kiomaru1
as you said , before pp, there is aim. i don t see how my suggestion would affect aim, all it does is giving a little more advantage to the person that has a good sense of rhythm since the ratio between accuracy hitnotes kind (50 , 100, 300) and combo streak ,in term of point they gives is unbalanced.
well guess you didn t read much , but i said in my post if you miss a note (which is pretty much aim ) your combo would go back to 1X wich is the original. in no way this would affect the 2 dimensional aspect of the game , since even if you have a good rhythm, for my idea to apply you would have to be into a combo streak , thus hit the notes (aim)
it s true that in a technical point of view this couldn t change millions of scores already set , but it just could be left as it is and with the idea implanted , start anew with a more balanced and fair way to play.

but if the scoring system is replaced by the highest pp , my suggestion would be pretty useless as you said.
winber1
it will affect the aim aspect of the game because you are putting less emphasis on it. You are decreasing the points given from combo. Considering aim is a huge factor in maintaining combo, you are also decreasing the importance of aim. Also, it just doesn't make sense to suddenly change the scoring system. Since old maps are still played and high ranks are still obtained on them, it would really screw around with the ranking list and the ability to achieve those scores.

Not trying to completely shut you down, but just trying to say that things like this have been suggested previously and haven't gone anywhere.
Full Tablet

winber1 wrote:

it will affect the aim aspect of the game because you are putting less emphasis on it. You are decreasing the points given from combo. Considering aim is a huge factor in maintaining combo, you are also decreasing the importance of aim. Also, it just doesn't make sense to suddenly change the scoring system. Since old maps are still played and high ranks are still obtained on them, it would really screw around with the ranking list and the ability to achieve those scores.

Not trying to completely shut you down, but just trying to say that things like this have been suggested previously and haven't gone anywhere.
This doesn't really decrease the importance of combo (actually, increases the importance of combo slightly, since score becomes quadratic earlier as long that the mp increase per hit is higher than 1). The difference this suggestion would cause would be mainly found in low accuracy high combos vs high accuracy high combos. Also this would, in average, balance the amount of score a map gives between plays with the same combo and accuracy percentage (by reducing the score difference between having the low accuracy of the play earlier in the map, and having the low accuracy of the play later in the map), depending on the parameters.
Topic Starter
kiomaru1
? you definitely did n t read my post. i am not decreasing point point given by combo. all i do is increasing how much the combo multiply depending on what kind of hitnote you get . i my post i put an example. 50 notes would add 1( like any other hit notes as osu is currently ) 100 notes would add 3 ( there begins the change ) and 300 notes notes would add 5 . matter of fact i would actually be increasing the point given by the combo since in my example , if you hit 10 notes of 300 , instead of multiplying by 10 it would multiply it by 50 .
plus how am i decreasing the importance of aim ? as i said before you have to be in a combo streak for this method to apply. and to be in a combo streak you need to hit notes consecutively without missing wich require aim. right ? you can t be in a combo streak with just rhythm you need aim as well. and my method only apply when you are in a combo streak.
and why would trying to change the scoring system would make no sense ? you said it yourself there are many request about it , so it s pretty obvious that it s flawed . and i don t think fixing something that is flawled doesnt make sense =x
Sea_Food
I really dont see this fixing the "problem" that you present. The accuracy difference between players is still so small compared to the combo difference. Even with your system up catching up would be almost impossible.


If you feel combo is too important in this game why not just suggest a combo cap like guitar hero has?
Topic Starter
kiomaru1
it s true that with people that are around the same level of skill (hitting the same kind of notes more often ) , in case that one of them misses, catching would be like in the current osu , quite difficult. but this would be fair since they would be at the same skill of level
but with 2 people that are not in the same level of skill catching up would be a lot more possible since if the skilled player misses , while the not skilled player doesnt , the skilled player, even tough his combo broke, if he keeps hitting 300 notes for 10 notes , his multiplier would go by 50 (if 300 Notes give 5 multiplying points ) while the not so skilled player would probably keep alternating between 100 and 300 notes (in my example i ll say five 100 and 300) and let say his combo was 100, his combo would only increase to 130 (of course if he doesn t miss a note ) if this keep one the skilled player would have more chance to catch up
i am well aware that this put the unskilled player at disadvantage but it s a competitive game , so it s pretty obvious that the more skilled player should have the upper hand =x

but is true that combo cap would be a good idea indeed
winber1
okay, so i was being dumb.

But anyway, @Sea_food, it seems that his idea is not about catching up but rather make accuracy a more important factor in calculating score, so getting a 50 or a 100 is more detrimental in this new system than previously before.

Also, as full tablet said, the main difference is in the low accuracy high combo vs. high accuracy high combo scores. However, contrary to what full tablet said earlier, after doing some basic math, it seems that losing accuracy at the end is still more detrimental than losing accuracy at the beginning because of the enormous multiplier that you will be obtaining by that point.

Personally I would say that that current score system actually already does this pretty well. Higher accuracy scores are generally above lower accuracy scores with the same combo. Not sure how this would really change much. It just makes the scoring system more extreme in opposite direction than what i was expecting.
Topic Starter
kiomaru1

winber1 wrote:

Personally I would say that that current score system actually already does this pretty well. Higher accuracy scores are generally above lower accuracy scores with the same combo. Not sure how this would really change much. It just makes the scoring system more extreme in opposite direction than what i was expecting.
yea for the same combo . but witch a different combo, that makes a difference since a person witch higher accuracy could have the opportunity to have a higher score than the person who has a low accuracy even if the later has a higher combo. which is overlooked in the current osu
Sea_Food

winber1 wrote:

okay, so i was being dumb.

But anyway, @Sea_food, it seems that his idea is not about catching up but rather make accuracy a more important factor in calculating score, so getting a 50 or a 100 is more detrimental in this new system than previously before.
After re-reading it still seems that his idea is about exactly that, and not what you said. But the "problem" is that as with the current system and the system proposed in OP it would still be just player with more combo wins and accuracy is just a tie breaker.
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