Ignitorex wrote:
There is no point AT ALL in fixing something that isn't broke.
On the contrary. It's been broken since the beginning (osu! was based off of a non-competitive portable rhythm game, after all); the biggest reason a Score V2 hasn't happened yet is because a score wipe would devastate the community. But with osu!next just around the corner, it makes at least some sense for the developer(s) to think about revamping the game's fundamentals again, however controversial it may seem.
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As for the current state of Score V2 itself, I do think it might need a bit more thought in terms of its implementation. I'm all for the addition of accuracy-based sliders into the game and the higher skill ceiling it will provide (despite how much of an influence the current system's flaws have made on modern mapping styles), but there has to be a better way to implement it instead of the current plan of only applying it to new maps.
In my opinion, I think the implementation should be something like the Beatmania IIDX's Expert-Score system (in that the old score system stays in the game as a secondary display despite having no direct competitive relevance), while older scores should have their "Score V2" value calculated based on the lowest possible value given the limited amount of information that is still saved on the server (or better yet, have them recalculated using a replay if available). That way, older scores aren't worthless, Ranked Score players can still be happy with their Score V1 metric, and PP players are encouraged to improve their old achievements if they want them to stay relevant. From my perspective, everyone wins.
And seeing as plenty of other rhythm games already have some sort of scorecap implemented already, I wouldn't be totally against that idea. But I think the idea would be more appealing to people if it was based off of hitobject count rather than a flat cap of 10 million. Just my two cents.