Welcome to the osu!catch World Cup 2016 Discussion Thread.
Here you can discuss everything related to the biggest worldwide osu!catch tournament.
Map scoring is based on a new metric, called Score V2, but unlike in osu! without the accuracy score portion.yee
GO 4 IT tiebreaker hype :>JBHyperion wrote:
Can't wait to see what's in the map pool, there's been a huge increase in ranked specifics since last year so it'll be tough work for the selectors (:
Same, I hope it'll be many ctb specifics maps/diff to be choosen on the mappoolJBHyperion wrote:
Can't wait to see what's in the map pool, there's been a huge increase in ranked specifics since last year so it'll be tough work for the selectors (:
sorry didnt catch that :^)deadbeat wrote:
fruit pun world cup 2016
I think I wont be able to beat you in pun the beat world cup...ztrot wrote:
looks like things are about to get juicy
Hope it's ok to respond to this here, I know there's the thread for ScoreV2 feedback though it seems to be focused entirely on standard.He Ang Erika wrote:
So any news on the details of Score_v2? :U
WOW THANKS! O3O I thought they would have fixed the "combo decides everything" when I saw Score_V2 for CTB (associating with how the Standard Score_v2 works). So far it just seems to be "scaling the total score of all maps to 1,000,000 like Mania, with heavier weighted bananas".Sorcerer wrote:
Hope it's ok to respond to this here, I know there's the thread for ScoreV2 feedback though it seems to be focused entirely on standard.He Ang Erika wrote:
So any news on the details of Score_v2? :U
Tried it out in a multi, first impressions are not so great. It's very heavily combo based with a max score of 1 million. A 1 miss towards the end/start has far less of an impact compared to a 1 miss right near the middle.
Here's a 1 miss in the middle.
A 1 miss right near the start.
And 6 misses right at the end.
Droplets are still almost irrelevant and completely overshadowed by spinners which it seems will have even more of an impact on a non-fc score. Really it seems to be in many ways similar to how it is now but just with a 1 million score cap + mod multiplier + bananas. Speaking of mod mulitpliers, HR is 1.1x and DT 1.2x . I don't know if this has just been carried over from the standard version but it's good to see DT not so underweighted.
Was really hoping ScoreV2 would be more forgiving to a 1 miss halfway through but it looks like it will still be a death sentence to your score. Curious to see what others think about this.
Zak wrote:
I think droplets are able to account for more of your score than you guys think, why not try to do some testing on maps with only a few droplets, and then comparing to very slider heavy maps with really high droplet amounts. I might actually do some testing with it myself later today.
I should mention that this is still being tweaked and any feedback is greatly appreciatedsmoogipooo wrote:
At least 900000 of your score depends on your combo and combo retention like in standard. Up to 100000 of your score comes from droplets. Then there is bonus score - 500 per banana caught in banana waterfalls.
The droplet score is scaled down depending on the ratio of droplets to other objects in the map. For example a map with one droplet will scale the 100000 very low whilst a map with only sliders (and thus a ton of droplets) will scale the droplet score up to 100000.
If the droplet score is less than 100000, then the combo score is increased. For example if the droplet score was scaled to 50000 then you could get 950000 from the combo portion.
But now misses in the middle effectively halve the score you can achieve whilst a miss at the start or the end barely tickles your score in comparison.Zak wrote:
The point of Score v2 is to prevent an entire team being carried as it's happened in the past, now your entire team has to play consistently well or you'll fall behind. It worked well for Standard and as long as it's tweaked a bit to fit CtB it should work just fine for us as well.
Probably so but if ScoreV2 is what we will be using throughout the game sometime in the future then we want to get this "right", not just settle for something because it's better than ScoreV1. Right now it looks like ScoreV2 adds a 1 million score cap but that's about it which does stop one player carrying but it doesn't seem to change much else.deadbeat wrote:
isn't half the score less of a score drop that score v1 though? i would of thought a miss around the half way mark with score v1 would only give about 1/4 of the max score
I'd feel much worse missing in the middle of scorev2 than in the middle of scorev1, knowing that the people on my team have a chance of being able to carry me through.deadbeat wrote:
isn't half the score less of a score drop that score v1 though? i would of thought a miss around the half way mark with score v1 would only give about 1/4 of the max score
That's the entire point of Score v2 though....Riari wrote:
I'd feel much worse missing in the middle of scorev2 than in the middle of scorev1, knowing that the people on my team have a chance of being able to carry me through.deadbeat wrote:
isn't half the score less of a score drop that score v1 though? i would of thought a miss around the half way mark with score v1 would only give about 1/4 of the max score
Zak wrote:
That's the entire point of Score v2 though....Riari wrote:
I'd feel much worse missing in the middle of scorev2 than in the middle of scorev1, knowing that the people on my team have a chance of being able to carry me through.
A G R E ERiari wrote:
ScoreV2 would be nice if it didn't work off combo, I don't see how missing in the middle is any worse than missing at the end and why you should be punished even harder for it with the new system. If the system was like mania where combo was just a pretty number, but misses were weighted a lot more then I'd be much happier as matches wouldn't just hinge on 1/3'rd of the map waiting for somebody to make a mistake.
YES. 100% Right.Riari wrote:
ScoreV2 would be nice if it didn't work off combo, I don't see how missing in the middle is any worse than missing at the end and why you should be punished even harder for it with the new system. If the system was like mania where combo was just a pretty number, but misses were weighted a lot more then I'd be much happier as matches wouldn't just hinge on 1/3'rd of the map waiting for somebody to make a mistake.
That is correct, if you are the only person to miss.Zak wrote:
Well hey guess what? In both Standard and Taiko if you're the only player in the match to miss that more than likely means you lost that point, so why should it be any different here in a mode where high accuracy is such an easy thing to come by? Yes it's important to have accuracy decide some of the score but anything bigger than 10% is too much.
Gameplay: [smoogipooo] Reduce osu!catch ScoreV2 banana value from 500 to 350.Don't disagree with nerfing the value though not sure this is the way to go. The more spinners in a map the bigger the potential score bonus is and could really come to overshadow individual notes. The percentage of your score achieved by spinners is considerably larger in ScoreV2 compared to ScoreV1 and this percentage will grow with non-fc plays. Comparing two fictional scores with roughly realistic numbers because ScoreV2 can only be tested in a multi
Quite a few people agreed with my suggestion last year. When picking a HR/DT map pool, people pick it to play HR or DT, NOT HD. I understand its fair game in the HD pool and freemod, but the advantage outside of those two just seems unfair.Zak wrote:
Considering that ScoreV2 is only for tournament play as of right now the mod multipliers are fine, you'll obviously never see DT played by one player while HR is played by another, so there's no confusion going on there, maybe it should just be even to keep consistency but it's not really a big deal imo. HD should definitely give a bonus when added to HR or DT, no matter if it's "easier" to read for some players just because they use it more or not it's a mod that makes the map harder to time and therefore harder to Full Combo warranting more points, it was shown to not be a problem last year and I doubt it will be with ScoreV2 either.
Also I don't think the score bananas give is unfair at all, spinning is a skill so if both teams happen to have close scores (FC or not) and it's decided by a couple bananas what's the problem? I don't see it really getting out of hand on a spinner heavy map because everyone plays through and has an equal chance of spinning well on it, especially with the score per banana getting nerfed so much.