lets be real the only reason they want combo scoring is because they're hoping the entire planet doesn't get blown out by an undefeated usa team that doesn't even play their game, again
This post made my dayNoSaucierMagic wrote:
lets be real the only reason they want combo scoring is because they're hoping the entire planet doesn't get blown out by an undefeated usa team that doesn't even play their game, again
Beautiful.NoSaucierMagic wrote:
lets be real the only reason they want combo scoring is because they're hoping the entire planet doesn't get blown out by an undefeated usa team that doesn't even play their game, again
hiNinjaSM wrote:
Beautiful.NoSaucierMagic wrote:
lets be real the only reason they want combo scoring is because they're hoping the entire planet doesn't get blown out by an undefeated usa team that doesn't even play their game, again
Please do.smoogipooo wrote:
- Make DT adjust to 100%/110%/.../150% with score bonus increments of 0.05x (or something like that).
This would be amazing. I play a lot of 0.8x-0.9x in stepmania because I usually suck at 180-200 bpm jumpstreams and 150-180 bpm jumpstream maps are harder to find. I definitely miss being able to practice harder songs without going full snail mode with HT @0.75x speed.Khelly wrote:
Can you apply that to HT of 0.8 and 0.9?
Considering that the actual combo number didn't affect score at all in the V1 scoring, LNs are worth more than they used to be, since they have two judgements now.masdafugh wrote:
Are you think LN (lonte noooooooodel) is easy?
And you give 1 combo for 1 ln?
Ok try ENTODZER map like dis
1, https://osu.ppy.sh/s/130464
Dis
2. https://osu.ppy.sh/s/146623
And dia
3. https://osu.ppy.sh/s/138430
I waiting you result score and kombos.
And say ln is easy like nornal notes.
But he really wants to shoehorn it in, people explaining why its bad just isn't enough.Redon wrote:
Gameplay: [smoogipooo] Increase osu!mania FL ScoreV2 mod multiplier to 1.10x.Please stop. I thought ten pages of people explaining why this is a bad idea was enough? Just get rid of it, it's nothing but a visual aid.
Increase osu!mania HR ScoreV2 mod multiplier to 1.20x.This seems like a really significant change, coming from a multiplier of 1.06x.
We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).Consistency is the ability to hit good judgments continuously, and therefore hitting bad judgments does not show this skill and should not be awarded extra points due to consistency. Other more established rhythm games such as O2Jam also break your combo at a BAD (roughly equivalent to Osu!mania's 50). This implies that breaking combo at 50 is a tried and tested move and is a more sensible scoring system.
I strongly disagree. Making the combo cap dependent on the max combo is problematic, as it couples the difficulty of getting a high score to the length of a map.Cuber wrote:
I think that instead of having the combo cap linearly related to the max combo, there should be a square root relationship.
Neither do I. Holding combo shouldn't be awarded, especially in osu!mania where key mashing goes unpunished. Hitting accurately should be rewarded, hitting poorly should be punished and hitting that which does not exist should be punished if not severely discouraged. All of these things can be achieved without involving combo.Cuber wrote:
but then again id rather combo not matter at all so lol.
I hope you're extending edge cases of players who ghost tap in between notes to keep a solid rhythm (and not necessarily are mashing to hold combo).Cuber wrote:
but then again id rather combo not matter at all so lol.
Neither do I. Holding combo shouldn't be awarded, especially in osu!mania where key mashing goes unpunished. Hitting accurately should be rewarded, hitting poorly should be punished and hitting that which does not exist should be punished if not severely discouraged. All of these things can be achieved without involving combo.
There's no point in punishing for hitting keys when there's nothing to play within 'x' ms, where 'x' is the time in ms when a miss is usually triggered (or something similar). Pressing 5 keys on a 3 note chord is a whole different story, of course.Halogen- wrote:
I hope you're extending edge cases of players who ghost tap in between notes to keep a solid rhythm (and not necessarily are mashing to hold combo).
You're getting closer. You'd want to consider x in a time per lane as well. I see no issue hitting 5 keys on a 3 note chord if that chord is alone and by itself. Likewise, if a song has a high tempo but slow repeated notes, players might feel inclined to fill in a rhythm on the other hand to keep steady (I do this all the time).Drojoke wrote:
There's no point in punishing for hitting keys when there's nothing to play within 'x' ms, where 'x' is the time in ms when a miss is usually triggered (or something similar). Pressing 5 keys on a 3 note chord is a whole different story, of course.Halogen- wrote:
I hope you're extending edge cases of players who ghost tap in between notes to keep a solid rhythm (and not necessarily are mashing to hold combo).
That is only half of the story, HR also makes timing windows tighter than OD10's by a decent about:O2MasterFX wrote:
Just to clarify things...
With hard rock enabled, any diff with OD8 and HP8 will be adjusted to OD10 and HP10, which is easily done, despite with a huge accuracy drop from players. The HR gives score boost that isn't quiet necessary. Reduce the score multiplier to 1.05 would be just fine.
EZ/HR multiplies/divides the timing windows by exactly 1.4. The UI has a weird method of rounding everything to 0.5ms, but even when assuming the numbers shown by the UI are correct you're left with an insignificant margin of error.-Kamikaze- wrote:
... HR also makes timing windows tighter than OD10's by a decent about: ...
Gameplay: [smoogipooo] Fix osu!mania ScoreV2 LNs not correctly capping to 50 score when the hold starts after the LN start was fully missed.Why not remove the ability to repress missed LN's? I've always thought it was weird that completely missing a LN gets punished, but missing it and, repressing it waaaaay too late and not releasing until seconds after the LN has ended somehow gives you points and pepe points.
Gameplay: [smoogipooo] Reduce osu!mania ScoreV2 FL multiplier to 1.06x (prev. 1.10x).I still stand for FL giving 1.0x points, for reasons many people have pointed out already.