There's lots of fun maps for me that are too easy ht and way too hard nomod; that's why I widh osu mania had those speeds
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.
This is correct - 320s are very much underweighted because the only component of the scoring system that takes into account 320 accuracy is the combo component, which only has a 20% prominence. Add on to the fact that the difference between a 300 and 320 is so small and that the absolute difference between juan and Hudo's 320 count isn't that significant, it would make sense that 320s are really underweighted at the moment.Ciel wrote:
Right now, percentage is the only number that factors into the Accuracy calculation,, so there's no differentiation between 300g/300. Therefore, there is only a very tiny portion of the score actually affected by the difference (mainly the combo).
Also as a minor side note: Maybe consider starting the combo counter at max combo? (if possible). That way, it doesn't diminish the weighting of the first 400 notes of the map.Also supporting this.
Yes I am sure, look at freemod picks, everyone had multipliers on mods. Also on score v1 100 maxes more would edge out 1x200 less by about 3,5k on Ambitious.smoogipooo wrote:
That sounds impossible. Are you sure everyone was actually using Stable (latest) / Beta / CE?
HR was being added twice to the hit windows. I've pushed a fix (only on CE for now) that rectifies this and modifies all other timing windows sliiiiiightly so they align with MAXs a bit better by interpolating from OD0-OD5 and OD5-OD10 instead of linear scaling from OD0-10._underjoy wrote:
I would like to look at the v2 when it comes to harder LN maps with HR. As a pretty decent LN player I tried some things out and I was astonished with the results. On the screenshot below you can see that I had a pretty good acc and nice score. However I FAILED IN THE MIDDLE because LN releases on hr are so incredibly tight that you get a miss on what would have been 200 (or even 300) on v1 nomod. This is so hilarious when you hokd a good acc then the denser sections come and you fail so easily because of high HP on HR. All but 1-2 of the misses were because of stupid release windows. Despite my efforts to release as precisely as I can, I still died. The release windows on HR should be more lenient, especially when it comes to window for miss. I practically have not received other release judgments than MAX, 300, 200 or miss.
My suggestion: either increase the miss window for releases (with making the 100/50 windows wider as well), or change all of the misses to 50s which will prevent failing the map so easily.
With the current system not using HR after you reach some level of accuracy is a bad idea (unless the map has some part that would make you fail with HR, even with good overall accuracy). Additionally, the FL multiplier is more significant the closer the play is to a perfect play.Todestrieb wrote:
I don't know what to say.