He might still be on v1 scoring. Everyone has to make the change and it's probably not directly applied in the room's MP.
Halogen- wrote:
He might still be on v1 scoring. Everyone has to make the change and it's probably not directly applied in the room's MP.
There's definitely something wonky going on there -- there's literally no conceivable way for that score to be higher, hahaElementaires wrote:
Halogen- wrote:
He might still be on v1 scoring. Everyone has to make the change and it's probably not directly applied in the room's MP.
I asked him and told me he made the changes (for the test)
and everyone in the room did
smoogipooo wrote:
[*] Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.
Yeah what this makes no sense to me either, something's definitely wonky as was pointed out earlier.Elementaires wrote:
very bad, this isnt how VSRG should be
Why does Musty have the SAME score than Todestrieb with more than 10% less accuracy, more than 100 misses, and less combo?
no sense...
Explain what the "better ways" are? As I mentioned in the OP we are taking feedback, and we have lots of time to make changes.rezbit wrote:
Considering HD/FI is a preference, this is a terrible change. It would be like giving a score multiplier to higher rates.
And its been explained time and time again why combo based scoring is dangerously flawed. There are better ways to accomplish the same exact thing.
Honestly wouldn't be surprised if lots of players quit because of this awful change.
Should I get bonus points for reading slabs, arrows or orbs? Should I get bonus points for playing with background enabled? no. That would be stupid, because that's just a preference, like hd,fi,fl are.smoogipooo wrote:
I don't necessarily find it bad that HD and FI are harder for some players than others. The same rule stands for all other game modes - some players find playing with HD much easier in osu!standard than without it. However if you want to be a perfectionist then you better get practicing reading differently.
smoogipooo wrote:
Explain what the "better ways" are? As I mentioned in the OP we are taking feedback, and we have lots of time to make changes.rezbit wrote:
Considering HD/FI is a preference, this is a terrible change. It would be like giving a score multiplier to higher rates.
And its been explained time and time again why combo based scoring is dangerously flawed. There are better ways to accomplish the same exact thing.
Honestly wouldn't be surprised if lots of players quit because of this awful change.
Also guys, we're not just patching things up. We're aware that HR needs a rework, and we're brainstorming changes right now, do NOT be afraid to suggest us breaking changes - we will consider them.
you dont read on mania like you do in standard, HD in mania forces you to read much faster and allows you to have less objects to process on screen, this is not the case in STD, HD in STD makes you forced to heavily read the circles that appear rather than reading the approach circles to time your hits and it very often makes the circles blend together making it harder to read.FrenzyLi wrote:
like how is mania different in terms of visual mods? (Don't get me wrong I'm thinking too)
you're reaching a bit here and you know it.Wh1teh wrote:
Should I get bonus points for reading slabs, arrows or orbs? Should I get bonus points for playing with background enabled? no. That would be stupid, because that's just a preference, like hd,fi,fl are.
There are few reasons why I quit std. Unbalanced mods and combo scoring, now they are coming back to haunt me. fmlFrenzyLi wrote:
hey wh1teh i can play standard with different skins too, where HD etc have multipliers
so how should we break this logic? like how is mania different in terms of visual mods? (Don't get me wrong I'm thinking too)
100% accuracy score, 0% combo score?Reikokaz wrote:
http://www.strawpoll.me/10482380
Just leaving this one here o/
Also if you want to add the DT and HR modifier pls increase it since 0.06 isn't beneficial for any kind of player especially on harder map.
I personally also don't like the scoring system how it is right now, since Mania shouldn't be judged by combo.
Nah not like that, just keep the old system and modify it a bitFrenzyLi wrote:
100% accuracy score, 0% combo score?
It's not fair. It shouldn't give you more score just because you can't read nomod. Very stupud.FrenzyLi wrote:
Vygatron, you play FL. What's your opinion on FL bonus multiplier. Is it good or stupud?
Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.smoogipooo wrote:
Explain what the "better ways" are? As I mentioned in the OP we are taking feedback, and we have lots of time to make changes.rezbit wrote:
Considering HD/FI is a preference, this is a terrible change. It would be like giving a score multiplier to higher rates.
And its been explained time and time again why combo based scoring is dangerously flawed. There are better ways to accomplish the same exact thing.
Honestly wouldn't be surprised if lots of players quit because of this awful change.
You're exaggerating a bit. A 70% acc will never have more score than the guy with 98% acc. I think it's actually logical that missing five notes in a row is less penalizing than missing five notes evenly spread through the map. As maps progress anxiety builds up and you become tired, both of those are indications of how good of a player you are, or otherwise, how consistent of a player you are.rezbit wrote:
Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.
Missing at the beginning becomes way less penalizing than missing anywhere else for no good reason. Missing five notes in a row is less penalizing than missing five notes evenly spread throughout the chart for no good reason. It also does a shitty job of favoring consistency considering it undermines accuracy by a large margin.
Two guys playing a 10 minute marathon. The one who gets an FC with 70% acc has a better score than the other more consistent guy with 98% with shitmisses here and there. Does that sound logical to you?
rezbit wrote:
Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.
Missing at the beginning becomes way less penalizing than missing anywhere else for no good reason. Missing five notes in a row is less penalizing than missing five notes evenly spread throughout the chart for no good reason. It also does a shitty job of favoring consistency considering it undermines accuracy by a large margin.
Two guys playing a 10 minute marathon. The one who gets an FC with 70% acc has a better score than the other more consistent guy with 98% with shitmisses here and there. Does that sound logical to you?
Whether I'm exaggerating or not, combo scoring still undermines accuracy as we've already seen iJinjin get a 501k and an S all because of the new scoring system. I was just illustrating the effect more clearly.smoogipooo wrote:
You're exaggerating a bit. A 70% acc will never have more score than the guy with 98% acc. I think it's actually logical that missing five notes in a row is less penalizing than missing five notes evenly spread through the map. As maps progress anxiety builds up and you become tired, both of those are indications of how good of a player you are, or otherwise, how consistent of a player you are.rezbit wrote:
Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.
Missing at the beginning becomes way less penalizing than missing anywhere else for no good reason. Missing five notes in a row is less penalizing than missing five notes evenly spread throughout the chart for no good reason. It also does a shitty job of favoring consistency considering it undermines accuracy by a large margin.
Two guys playing a 10 minute marathon. The one who gets an FC with 70% acc has a better score than the other more consistent guy with 98% with shitmisses here and there. Does that sound logical to you?
Like... OOPS I missed a note and it takes me until the next beat to get back on rhythm, but I play the map flawlessly from there on, whilst the other guy made wrong movements in several parts of the map. Seems more intuitive that the first guy should get more score than the second.
Seems more intuitive that the first guy should get more score than the second.You mean the guy with 70% acc?
It only counts for the purpose of a AAAA, but nothing else. You can AAA with 100% perfects and 0% marvs and receive 100% of the DP% -- meaning it actually does not count for the final grade.Kernaus wrote:
Also i mentionned it already but please, PLEASE, make the MAX ratio count on the final grade of the play, it has an effect in stepmania, it has an effect in LR2, i don't see why it shouldn't be the case in osu!mania
Halogen- wrote:
It only counts for the purpose of a AAAA, but nothing else. You can AAA with 100% perfects and 0% marvs and receive 100% of the DP% -- meaning it actually does not count for the final grade.Kernaus wrote:
Also i mentionned it already but please, PLEASE, make the MAX ratio count on the final grade of the play, it has an effect in stepmania, it has an effect in LR2, i don't see why it shouldn't be the case in osu!mania