osu!mania ScoreV2 live!

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Topic Starter
smoogipoo
That's the thing - it isn't any more or less lenient, the code is identical. It's just that there are other factors that cause you to lose more HP in ScoreV2. The actual rate of recovery of HP is unchanged. Perhaps if this starts to matter more in the later rounds I can issue a quick update, but I don't think it's good to make last minute changes until that's determined to be a problem by the map selectors.

And likewise I'm pretty sure it's too late now to improve on the weighting of MAXs. That will definitely be looked into for MWC7K, but probably not for MWC4K unless there are very significant results that show a fix is 100% needed. Let's wait until after the first round!
Kamikaze
Hmm, actually when we played with underjoy on updated v2 he said that hp recovery was too easy and he was playing on HR so no idea
Yuudachi-kun
Am I the only one who thinks it's silly to have a system potentially changed through the tournament (That it'a specifically made for) because of being unfinished?

Unless you redo round1 after a fix if that ever was needed.
Kamikaze
I really don't like the idea of waiting for results of the round where the max:300 aspect matters the most by far, but eh, nothing I can do about it at this point.
Shoegazer
@smoogi: Fair enough on the HP recovery.

Khelly wrote:

Am I the only one who thinks it's silly to have a system potentially changed through the tournament (That it'a specifically made for) because of being unfinished?

Unless you redo round1 after a fix if that ever was needed.
I do agree that having system changes in midst of a tournament is a bit silly, but I do feel that if it's to ensure a more accurate assesment of ability, I don't think it's a problem in itself. The fact that it is unfinished does justify the change.

I would much rather see the change now, especially since group stages is the round where MAX accuracy matters the most, and cases like this and this (lim vs bumpinho) are going to be very common. I don't think the competitors will mind a change in MAX weightage especially since it'd be similar to scorev1 would look like (which makes for easier transitioning) and from what I've talked to with other players, they certainly wouldn't mind having a change in MAX weightage if it meant for a more accurate assessment of ability. The frame of reference of what defines an SS will be malleable, especially since they know that these context of an SS is now situational.

But that's how I see it really, I w ould much rather have short-term discomfort (for a long-term gain) rather than an implementation afterwards when in the stage that matters, it had a noticeable problem for certain facets of the tournament. Ultimately up to you.
FelipeLink
@smoogi:
I made a ''test'' map for trying how LN v1 works vs LN v2 and well i just found that the HP recovery is the same but well the HP drain is kinda a problem, with score v2 LN you can fail twice faster than v1, so well yeah thats the only problem i can find on lnv2, the recovery is not significant because the drain is too big.
And well, on hard LN maps even good skilled players can do rushs and miss like 1~3 lns in a row and on v2 this is like 100% dead and on v1 this isn't a big problem.

Oh and i miss my Hit Lightning, after the new beta update they just disappeared ):
(i talked with some players who use's beta and all of they hit lightning disappeared too)
Ayaya

Shoegazer wrote:

I would much rather see the change now, especially since group stages is the round where MAX accuracy matters the most, and cases like this and this (lim vs bumpinho) are going to be very common. I don't think the competitors will mind a change in MAX weightage especially since it'd be similar to scorev1 would look like (which makes for easier transitioning) and from what I've talked to with other players, they certainly wouldn't mind having a change in MAX weightage if it meant for a more accurate assessment of ability. The frame of reference of what defines an SS will be malleable, especially since they know that these context of an SS is now situational.
I'm going to have to agree with Shoegazer on this. At first when I heard people were talking about how 200s were overemphasis, I thought it wasn't change a lot but when I saw those picture, that is crazy. I'm pretty sure every mania player would want this too be fix because we all know accuracy is key in mania. Just because someone has a rainbow ratio of 11:1 and someone has 4:1, that doesn't mean the person with the 4:1 ratio should win just because he has 1 less 200... (juan vs Hudonom). Need to be fix asap! It's not too late to change this before MWC starts.
Jinjin
What the players above are saying is true. accuracy is CRITICAL in group stages, and this is where the MAX counts really matter. It's much better to slightly give more weight to the MAXs than keep the current system and wait it out.
Halogen-
Matches haven't happened yet. It's not too late to make this change to the score system -- the ratios that players will get on the songs in groups will not change based off of this, but the physical scores and the representation of their abilities well.
Topic Starter
smoogipoo
It is too late, the changes are untested, which is especially dangerous since the proposal modifies MAX's value, and there are other things to do to get osu! ready for MWC. Sorry but it's not happening just yet, and won't happen until MWC 7K. I discussed with Loctav and we both agreed the impact as a result of not putting this change through would be unnoticed in most cases.
Halogen-
Droves of people participating in MWC are taking note about how ridiculously impactful non-300 judgments are. We saw lim post a score where the presence of an additional 200 caused them to lose against a person who had 90x more 300s, which is absolute insanity -- this issue was actually brought to light by both map selectors: Kamikaze with the screenshot of a mock match between Poland/Argentina that showed juankristal losing to Hudonom by 18 points when he had less than half of the 300 count but a single 200 added on (and just so this doesn't get looked at the wrong way, it was juankristal's 79 to Hudonom's 177 - we're not talking small values here), and Shoegazer with his very usual, eloquent explanations as to why the formula is flawed.

This has been mentioned for the past few pages, I might add. It hasn't gone unnoticed in the slightest.
numbermaniac
How do the map scoreboards work if most people are playing with ScoreV1 but those with Cutting Edge have V2?
Meseki

numbermaniac wrote:

How do the map scoreboards work if most people are playing with ScoreV1 but those with Cutting Edge have V2?
V2 scoring is only available as an option in multiplayer.

Also, The V2 scoring for osu!mania is available in the Stable version right now.
lim38
Only 2pts separation gap for only the difference between 2 300 xD
Halogen-
that's

a thing
Ayaya
make sense, 1 point for each note :^)
Todestrieb
If It's HR and 2 max = 2 points, Sounds of Summer have 1407 objects, only 1.407/1.100.000 scores is rewarded for the MAXs? >:(
Tidek

lim38 wrote:

Only 2pts separation gap for only the difference between 2 300 xD
Combo, lim got more 300/200 on <400combo because of score multiplier
Kempie
Consider the following scores from the group stages:


Cheetose has a 28.6% higher MAX/300 ratio compared to WindyS. Cheetose's score should be a fair bit higher, but somehow WindyS got a higher score??? Also notice how just a couple of 200s and 2 misses create a pretty large gap between juankristal and the entire Korean team. There are many more examples like this in the group stages. Players are barely rewarded for significantly better MAX/300 ratios, while players getting just a couple of 200s/100s/50s are severely punished. This has one very serious implication in the MWC4K: teams are severely punished for having a (relatively) bad player on their team, but not proportionally awarded for having really good players on their time.

Without changing ScoreV2 too much, having MAX's included in the accuracy component would make most sense. Thinking about it, completely ignoring the most important judgement of accuracy in the accuracy component of ScoreV2 is more than a little odd.

Tidek wrote:

lim38 wrote:

Only 2pts separation gap for only the difference between 2 300 xD
Combo, lim got more 300/200 on <400combo because of score multiplier
Can we please get rid of the combo component? These kind of wonky differences are going to be a thing as long as combo is involved in the scoring system.
Yuudachi-kun
The second thing is a bit too much to ask for since they've already decided that that's going to be a major feature and that's final.
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