just gonna chill here and wait for v3 score system next drama.
There is nothing else left to say really.Vygatron wrote:
JUST FUCK MY ASS WHY WOULD YOU DO THIS COMBO SHIT
want to point out that this is the post that I liked the most and I share the same opinion on most of the aspectsrohen04 wrote:
I'll voice that the combo portion should be lowered to 10 or 5%, or stay as it is with the current system.
20% is definitely too much and would make tournament matches less exciting than they already are, as it would create much larger score gaps than before (that's what I'm thinking at least). I have experienced losses of over 100k Score because of 1 miss in the wrong place.
Another option I see is setting a limit to the "combo bonus", similar to Taiko: You get more Score for a higher combo, but this is limited to something like 200-300 combo (or 10% of the total notes). That way, you can measure consistency without relying on a flawless play too much.
If this was to be implemented as the regular score mechanic, it would make Mania needlessly grindy. I think most people prefer the score system as it is.
LN changes are really good!
The mods aspect has been stressed out enough here.
Logarythm where combo bonus is getting smaller when combo is higher should be a good balance. Because you dont lose that much when you miss in middle of song.rohen04 wrote:
I'll voice that the combo portion should be lowered to 10 or 5%, or stay as it is with the current system.
20% is definitely too much and would make tournament matches less exciting than they already are, as it would create much larger score gaps than before (that's what I'm thinking at least). I have experienced losses of over 100k Score because of 1 miss in the wrong place.
Another option I see is setting a limit to the "combo bonus", similar to Taiko: You get more Score for a higher combo, but this is limited to something like 200-300 combo (or 10% of the total notes). That way, you can measure consistency without relying on a flawless play too much.
If this was to be implemented as the regular score mechanic, it would make Mania needlessly grindy. I think most people prefer the score system as it is.
LN changes are really good!
The mods aspect has been stressed out enough here.
Thank you for this Juan, many people don't understand that you guys are trying to get as much feedback as possible to Improve this and just saying " i don't like it" doesn't help them not make it bad for you guys. These people have several months to fix this, so you don't have to overreact because something is very wrong on the very first day. Just give them feedback on what you like and or don't like and they'll look into it.juankristal wrote:
And also, for all those people that disagree with the change is 100% fine that you do! But please, dont disturb the post. Just posting a "I dont like the score system" is fine, even if it lacks of feedback at least we can know if the changes suits or not for a % of the people. Saying that tho its really good if you can give suggestions (it doesnt have to be like a huge text wall like Shoegazer if you dont really want lol) but even giving a bit of suggestions is always good.
And yeah, I am talking to you, Stepmania player. You can always keep playing Stepmania if you dont want to help with this but please dont post here just to disturb.
Quoting this because this sums up my main concerns about scorev2, it's not fair to nomod players if folks who have incorporated visual mods into their playstyle get a free boost in score just for having a mod they can't play without active.Bobbias wrote:
As a permanent FL player I disagree with giving vision mods a bonus. Vision mods in mania games are more a playstyle than something to increase difficulty and should be considered this way. I do think it's cool that a bonus would possibly add to the tactics in mwc, but I don't think that outweighs the effect it has on players like myself. Giving players like myself a 6% bonus on score is unfair given that playing flashlight for me is equivalent to playing nomod for most players.
Score is made up of 20% combo and 80% accuracy.What in the actual FUCK?!?
We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).
idk if you are aware, but the people who use those visual mods do it to make reading EASIER. theres a reason why LR2 players use their own custom lane covers, and their own sudden/hidden settings. people dont use those mods to make the game harder. its literally there for their own ability to read. giving those a bonus multiplier would be like giving certain HitPositions a multiplier, or certain scroll speeds a multiplierjuankristal wrote:
About visual mods I think its fine to leave it as 1.06x. We cant deny that playing HD / FL (despite being just personal preference) is something that should be rewarded because it does change the difficulty of reading at least.
oh yeah... demm...projectc1 wrote:
just gonna chill here and wait for v3 score system next drama.
yeah i know, i'm not agree with this too except the LN.-Konner- wrote:
It's not drama. They want feedback and people are giving their feedback. Some people have been way too immature about how they've tried to make their position known but at least they are making people aware of their opinion as a whole. People should not join in with what those people have done but it still shows that people dislike the ideas.
If you don't give any feedback, nothing will change. If you don't give detailed feedback, no *specific* changes will be made. Just make sure to voice your opinions and ideas without filling the thread (or any other thread), with what is basically spam with a small point to make.
I can assure you that hold notes have become more difficult than before (especially in LN heavy charts). The new LN mechanic punishes players for not releasing the note at the end, and will cause a miss no matter what. Currently, if you hold down your key even when the long note ends, you get 200/100, but doing so with the new LN mechanic will cause a full miss. For example, I was getting close to 93% on sisters noise with the current LN mechanics, but I get less than 90% with the new LN changes. I think the 1.5x leniency is a good idea.aphixia wrote:
Hold notes
Personally i am against more leniency, hold note patterns are just another technique players can choose to learn and play, there are people who start from stepmania and hate hold notes simply because their game didn't start with them and so they have to specifically improve in hold notes to reach a point where they can play ln as well as they can play fast patterns. Whilst people learning to acc hold notes may not be too much of an issue, hold note patterns have the potential to use more technique then single note patterns, i however lack the experience to say how much hold notes should be weighted compared to single notes in terms of a pp system as this would require judging how much technique is required for hold notes in any given map via a formula
This is because log(a)x = log(a)b * log(b)x, in other words, picking a different base is equivalent to scaling all values by a constant. And when the maximum total value must be scaled into some constant (in this case, 200k), constant scaling obviously has no effect.Shoegazer wrote:
Interestingly enough, it doesn't matter what logarithm you use to scale down the combo, the end result will be the same. I plugged in a log of 4, 10, 500 and decimals, they all work - except for the ones that don't work normally (e.g. 1, 0, negative numbers). I don't really recall the reason for this exactly, though. If someone knows, let me know because I'm actually pretty curious about this and I'm kinda overwhelmed by all of this information to really find out by myself.