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.
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).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.
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.
That sounds impossible. Are you sure everyone was actually using Stable (latest) / Beta / CE?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.
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.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.
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.
I don't know what to say.
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.I initially wanted to increase the rainbow judgement weightage without embedding rainbows into accuracy, but no matter how much I changed it, the difference is very minor (~600-1,200 points) and a 200 will almost always be too powerful compared to a rainbow 300. So I scrapped that idea and thought that embedding rainbows into accuracy with a reasonable weightage and maybe making the curve more lenient would be the best idea.
You could mitigate this by including 300gs into accuracy, but from what I've experimented it might create too much emphasis on MAX accuracy with charts that players have issues getting 96%+ on (and as a result would not be an accurate assessment of skill).
Alternatively, you can avoid including MAXes in the accuracy component and just increase the importance of MAXes to like 360 to increase the emphasis of it by a noticeable but not overpowering amount in the combo component, but that requires a bit more experimentation.
To give a slightly over the top example: scoring a 200 on every note in a song is going to give you an accuracy of 66.67% and a score of about ~335k. The score is really low because you barely get any bonus score. The same play would net you a somewhat respectable 733.3k in the current proposal. Add FL to this, and you get a score of 777.3k. In practice, it's going to be less extreme than this, but it's definitely present.A 66.67% score nets you about 306K (181K for accuracy, 125K for combo). Adding FL increases it to 324K, you might've miscalculated. In any case, I do agree with the fact that bad judgements (non-200/300 judgements) should be penalised more, but I don't think it's necessarily what they have in mind at the moment, since the values are carved in stone. MAX judgements are not.