smoogipooo wrote:
- Combo
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
So, its better than before but still, i dont think the combo cap has to be at log_4(400), we are osu!mania the lair of the TVSAIZUS DESU, but being serious, maybe 200~300 should be fine, need to test to see the differences and see what is best, but i think 400 is kinda high, meaning that taiko is ''2k'' the combo cap is 100, so why osu!mania should be 400? this is my opnion btw.
P.S: Some broken mechanics on that combo cap is that we have 9 keymods(6 can be ranked), to be FAIR i think every Keymod need to has his own combo cap, because more keys= more notes, less keys= less notes, 400 could be fine for 7k, but for 4k maybe not, 200 could be good for 4k but for the other keymods? this is a BIG problem in my opnion.
Still, i dont think the score system needs to be changed, maybe this is the small problem in the osu!mania is the score system, all people say ''i had the same combo and accuracy'' but what about the ''300g'' ? and the ''100,50'' ? you can get a 99,5 with Nx100 or with Nx200, and probably the 99,5 with only 200 will be the higher score(meaning that the two scores has the same amount of 300g)
I want to see some scores like:
Example:
992k 1500x 300g, 3x200, 0x miss
Beating a:
991k 1520x 300g, 3x200, 0x miss) i dont think this will happen.
(considering that the 200s were in the same places on the runs)
Hope thats help, my english is kinda bad )':