osu!mania ScoreV2 live!

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Jinjin
today's match between Japan and Brazil (and a lot of other matches throughout this tourney featuring dense LN maps) shows how ridiculously difficult the HP penalty is for LN maps. Please take this into consideration and rebalance HP losses and gains on long notes for the future.
Ciel
ScoreV2 in retrospect (similar to my previous long post, you can just read the bolded parts if you can't be assed):

First things first. While some of these issues were pointed out before MWC started, there also wasn't that much time to actually go about fixing these changes. That doesn't mean I'm going to repost these issues here however. Also, I am mostly going to be reposting issues discovered, along with a few other of my own comments, so this will largely be a post combining info.

300g's and 300's


One of the major issues found, especially pertaining to high level play, comes from the fact that the accuracy component did not differentiate between 300g's and 300's. This resulted in the weights of the non-perfect judgements counting for far more than they should have, as the only advantage a 300g had was in the combo portion of the score, which was typically extremely small. In a previous post, Shoegazer suggested how we could let 300g's be weighted as a 305 in the accuracy portion of the score. (Smaller than scorev1 due to the exponential vs. linear nature of this portion of the score). A naive implementation of this, however, would make SS's pretty much non-existent, which I am not sure is good for the overall state of the game (as getting rid of an entire grade seems like a bad idea). When MWC 7k rolls around next year and people start actually caring about this again, it would be a good idea to start by testing out this change, especially as it significantly affects score in the earlier stages of a tournament.

LNs


At the time of my previous post, I mentioned how the ending window of LNs should be loosened a bit. As it turns out, there was never any extra leniency for releases in the first place, and for the most part, it now looks pretty fine. Overall, it is still more difficult to get good accuracy on LNs like before, but that is fine.

However, LNs still run into 2 problems. First of all, the HP drain rate (and health mechanics related to LNs) are generally fucked. This is due to a couple of reasons:
  1. In Scorev1, simply holding an LN wouuld give you a small increase in HP every combo tick. This originally was not present in v2, but this was apparently fixed by smoogi before the tournament. I suspect then, that the main reason for the HP drain being fucked comes from the next point.
  2. While each normal note can only be "missed" once, you can actually miss a LN up to 3 times. The points where you can miss are namely: the LN start, the LN end, and releasing a held LN (resulting in a HoldBreak or whatever, can't be assed to search it up). In addition, if you don't have the LN start, or break the hold, you automatically reduce the highest judgement for the LN end to 50, hampering HP gain even more. Compare this to Scorev1, where you could only miss twice (one of the contributing reasons to why LN maps are harder to maintain HP in as well).


In addition, due to the fact that that LN's have 2 judgments of equal weight to a normal note, it is also possible that LN's may be overweighted compared to normal notes. The actual balance for fixing these changes however, will have to wait for another time when everyone begins complaining about scorev2 again.

The Combo Portion


To be perfectly honest, this barely mattered at all during the tournament, as for the most part, the player/team with the better accuracy won. Other than the fact that the notes at the beginning of the song are weighted less than notes after the 400th notes, which can most certainly be fixed in the future, there is not really enough enough experimental evidence, especially with scores that aren't this high, in order to see what effect this really has. This probably has to be put off for a more large scale test in the future, especially considering outliers that have good acc/bad combo, and those that have bad acc/good combo.
InabaYap
Not sure if I understand this correctly, but if I do,

300g has been hit in two ways in scorev2:
1. Not playing a role anymore in multipliers.
The main difference between 300g and 300 other than HitValue was the HitBonus allowing more accurate players to more quickly make up for the score deficit after a mistake. The removal of HitPunishment and HitBonus means there's no difference in the following notes. Your combo multiplier increases the same way whether you get a 200, 300 or 300g. Literally there's a 1/16 raw score difference on a single note between the two judgments, which is in turn affected by:

(as mentioned multiple times)
2. Being confined in the combo portion of scoring.
80% of the score AND the multiplier (the main point!) of the remaining 20% portion have nothing to do with your 300g ratio. This results in a pathetic actual difference between the two judgments, and players with no actual sense of rhythm get scores like this: (forgot mp link, but the others had about 3:1 300g ratio give or take)


hue

Personally I agree with the 300g -> 305 idea, and to preserve the practicality of grades may I dare suggest the ridiculous idea of having TWO accuracy calculated: a displayed accuracy and an actual accuracy. The displayed accuracy does not differentiate between 300g's and 300's while the actual accuracy used in the scoring does. This is kind of like scorev1 though.
LastExceed
Where can I see the current characteristics of scoreV2 ? The OP is outdated and I honestly don't want to read through the 25 pages of this post

Also why does FlashLight give a multiplier but FadeIn doesn't when there are some people who perform better with FL than NoMod but not a single one in the world who performs better with FI than NoMod? (I can tell by the "global rankings with active mods" that I am the only one in the world who uses FI for topscores, and even I only do it because it's a fun challenge, it's actually a handicap to my performance)
juankristal

LastExceed wrote:

Where can I see the current characteristics of scoreV2 ? The OP is outdated and I honestly don't want to read through the 25 pages of this post

Also why does FlashLight give a multiplier but FadeIn doesn't when there are some people who perform better with FL than NoMod but not a single one in the world who performs better with FI than NoMod? (I can tell by the "global rankings with active mods" that I am the only one in the world who uses FI for topscores, and even I only do it because it's a fun challenge, it's actually a handicap to my performance)
I think you are like 3 months late. Pretty sure you can use the search function here.
LastExceed

juankristal wrote:

LastExceed wrote:

Where can I see the current characteristics of scoreV2 ? The OP is outdated and I honestly don't want to read through the 25 pages of this post

Also why does FlashLight give a multiplier but FadeIn doesn't when there are some people who perform better with FL than NoMod but not a single one in the world who performs better with FI than NoMod? (I can tell by the "global rankings with active mods" that I am the only one in the world who uses FI for topscores, and even I only do it because it's a fun challenge, it's actually a handicap to my performance)
I think you are like 3 months late. Pretty sure you can use the search function here.
why 3 months late? also what am I supposed to search for?
fazalikafadly

juankristal wrote:

LastExceed wrote:

Where can I see the current characteristics of scoreV2 ? The OP is outdated and I honestly don't want to read through the 25 pages of this post

Also why does FlashLight give a multiplier but FadeIn doesn't when there are some people who perform better with FL than NoMod but not a single one in the world who performs better with FI than NoMod? (I can tell by the "global rankings with active mods" that I am the only one in the world who uses FI for topscores, and even I only do it because it's a fun challenge, it's actually a handicap to my performance)
I think you are like 3 months late. Pretty sure you can use the search function here.
JustinNF
o boi. This is getting more and more confusing @.@
Kamikaze
This is actually not late at all, we should be slowly starting to get back into discussions about v2 because 7K MWC is right after OWC which is about to start.
LastExceed
Just seems like no one cares anymore...
juankristal

-Kamikaze- wrote:

This is actually not late at all, we should be slowly starting to get back into discussions about v2 because 7K MWC is right after OWC which is about to start.
Sure thing, it is still a long way to go but same thing we said last time.

The point here is that in order to advance is not that we really need much more stuff to talk about. We saw results in the MWC4K and what we can do is just post solutions to the problem (even tho this has been done already before and we all know what happened). Hopefully those points will be used for this 7K World Cup.
LastExceed
still need an answer to my question though
why does FlashLight give a multiplier but FadeIn doesn't when there are some people who perform better with FL than NoMod but not a single one in the world who performs better with FI than NoMod? (I can tell by the "global rankings with active mods" that I am the only one in the world who uses FI for topscores, and even I only do it because it's a fun challenge, it's actually a handicap to my performance)
Kamikaze
you are automatically assuming that noone can do FI just as good or better than nomod, so that's already a dumb point. It's all a matter of prefference, for example Tidek can do even better on FI than on nomod on some maps (he A'd blastix riotz with FI for example tho not pb)
LastExceed

-Kamikaze- wrote:

you are automatically assuming that noone can do FI just as good or better than nomod, so that's already a dumb point. It's all a matter of prefference, for example Tidek can do even better on FI than on nomod on some maps (he A'd blastix riotz with FI for example tho not pb)
I can hardly believe that it increases his performance and he just doesn't want to use it.
It's probably only because he can't reach a high combo on that map (as you said it's "just" an A) so the shadow didn't go very low
I'm gonna ask him that personally to clear this up. Any other potential FI players you know of? I am always searching

But even if there are a few players who can play better with FI and they just don't want to, the amount is still way smaller than FL players so the point persists.
Kamikaze
that would not be the case fyi if FI worked as it actually should work. at the moment the cover goes way too low, making it reaaaaaaaaally hard to read on default hitposition and that's pretty much the only reason why a lot of people tend to make skinned lanecovers instead. a lot of people in BMS, IIDX and even here use a lanecover that covers the screen in the same way as FI, but without the effect of it "growing" and it does help them a lot. some examples:



LastExceed
yeah I am aware of people using lane covers, I always thought that the difficulty of FI lays in its crazy scaling and I wish that I could get some sort of reward for handicapping myself with it one day, especially now that combo is getting some value in mania...
Kempie

-Kamikaze- wrote:

.... a lot of people in BMS, IIDX and even here use a lanecover that covers the screen in the same way as FI, but without the effect of it "growing" and it does help them a lot....
The growing effect is exactly what makes FI a whole lot harder. Getting good with FI means:
  1. You have to get used to the ridiculously shallow visibility maxed out FI provides.
  2. You have to deal with misses fucking up FI's shadow.


There's a good reason why plenty of people skin in a lane cover, but nobody seriously uses FI.
Kamikaze
I know, and this is kinda what I mean, FI's design is flawed whether it's "growing" too far, from too high starting point or "growing" at all.

I have heard before that with v2 optimizations for next MWC there can be changes in mods, so I would suggest making both hidden and fadein either grow but from much higher point and not as far up/down or just be stable at like 2/3 up/down of the way from your hitposition to the edge of the screen and (this has to be done to make FI even semi viable) fixate cover of FI/HD to hitposition.

This is the main reason why FI is so hard to most, you can deal with the growing in various ways (like even putting a shirt on monitor) but it grows too far down to be able to handle dense patterns since you have to drastically lower your speedmod.

Talking about mods and score multipliers - after watching the last MWC I do think that both HR and FL/FI/HD should actually have the same multiplier and have the multiplier be 1,06x since up until finals (and even at that stage there were maps where this applied) using HR on freemods was nearly always a net positive. It was actually quite hard to get a lower score using HR than you would using nomod, because the score buffer on HR was more than enough to cover for lower acc. HR should be a risky mod for those who are REALLY confident they can do well on a map. That multiplier also made visual mods (FL there, but I'm talking about all for the sake of the future) unviable unless you were doing HR already, due to the lower multiplier. There should be multiple tactical avenues you can take on that and FL vs HR for example should be a good one.

I am aware that there are players that can do better with FL/HD/whatever than nomod, but that kinda eliminates them from nomod bracket, so it's another wrinkle on the player picking strategy for the capains which is nice.

Also there is a biiiig problem as explained before with LN drain being too high (both start and end drain the same amount of hp as normal notes which is a killer, imo it should be about 70% for the start and 30% for the release), MAX:300 ratio being underrated as fuck:

Kempie wrote:

Since there's not much left to discuss about ScoreV2, I'll just post this interesting MWC match to remind the devs on the severity of MAX's being underrated:



Other scores left out for brevity.
Ciel's post explains some of the issues as well: link for convenience sake.
LastExceed
I have heard before that with v2 optimizations for next MWC there can be changes in mods
this would be some good news


I would suggest making both hidden and fadein either grow but from much higher point and not as far up/down or just be stable at like 2/3 up/down of the way from your hitposition to the edge of the screen
making them smaller would result in even more people using them out of preference, and a fixed shadow would be boring (i find the scaling very fun so we should keep that. Yiu're right, somethng should change, but not like this.

fixate cover of FI/HD to hitposition
yeah this makes sense

you have to drastically lower your speedmod.
you're overseeing something important here: yes you do have to slow down, but only as much as people like me (who play with low speed by default) have to speed up in order to play hidden. To me HD is as hard as FI is to you. This is also why i think the maximum scale doesn't necessarily have to be changed that much, if at all.

Talking about mods and score multipliers (...)
All i can say here is that HR is too high, because even I (who has a horrible acc) get better scores with it. Balancing HR and visual mods would only be useful for tournaments, and I am not sure if that's really worth it.
I have no feeling for score or hp values because i have too few experience with v2 so i can't give an opinion on that.

Kamikaze is a nice guy. Although our opinions almost ALWAYS differ, its nice to have him in debates like these because he brings the discussion forwards alot by always staying on topic and serving good arguments for everything. A rare ability I really appreciate.
Kamikaze

LastExceed wrote:

I would suggest making both hidden and fadein either grow but from much higher point and not as far up/down or just be stable at like 2/3 up/down of the way from your hitposition to the edge of the screen
making them smaller would result in even more people using them out of preference, and a fixed shadow would be boring (i find the scaling very fun so we should keep that. Yiu're right, somethng should change, but not like this.
Bolded the sentence on purpose - the fact that you find scaling fun does not mean that it should be the way it's done. It's just personal bias. Also the way I see it - the initial cover should be larger for both FI/HD so it's not that much of a mindfuck

you have to drastically lower your speedmod.
you're overseeing something important here: yes you do have to slow down, but only as much as people like me (who play with low speed by default) have to speed up in order to play hidden. To me HD is as hard as FI is to you. This is also why i think the maximum scale doesn't necessarily have to be changed that much, if at all.
That is actually not true. I play at a relatively average speedmod (25-26) and I can read hidden fine with that speed (or 1 higher), while for FI on default hitposition I have to use speed 9. Tidek as another example usually plays on speed around 22-23 (iirc) and he also took down his to 11 with lower hitposition while he learned how to do hidden before it was removed from mod pool for the last mwc and I'm pretty sure that he didn't up the scroll speed too much if at all. You also missed the point that you have to drastically decrease it and that the field of vision is too low with default hitposition, and I believe that if the cover area is fixated not to the edge of the screen but to the hitposition the field of vision will already be a decent bit bigger.

Talking about mods and score multipliers (...)
All i can say here is that HR is too high, because even I (who has a horrible acc) get better scores with it. Balancing HR and visual mods would only be useful for tournaments, and I am not sure if that's really worth it.
I have no feeling for score or hp values because i have too few experience with v2 so i can't give an opinion on that.
Even if it's only for tournament purposes it's still hella worth it, you would like to see a fair tournament with interesting scoring and mod mechanics more than one with broken ones would you?

Kamikaze is a nice guy. Although our opinions almost ALWAYS differ, its nice to have him in debates like these because he brings the discussion forwards alot by always staying on topic and serving good arguments for everything. A rare ability I really appreciate.
oh, thanks haha I appreciate that
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