o boi. This is getting more and more confusing @.@
Sure thing, it is still a long way to go but same thing we said last time.
-Kamikaze- wrote:This is actually not late at all, we should be slowly starting to get back into discussions about v2 because 7K MWC is right after OWC which is about to start.
why does FlashLight give a multiplier but FadeIn doesn't when there are some people who perform better with FL than NoMod but not a single one in the world who performs better with FI than NoMod? (I can tell by the "global rankings with active mods" that I am the only one in the world who uses FI for topscores, and even I only do it because it's a fun challenge, it's actually a handicap to my performance)
I can hardly believe that it increases his performance and he just doesn't want to use it.
-Kamikaze- wrote:you are automatically assuming that noone can do FI just as good or better than nomod, so that's already a dumb point. It's all a matter of prefference, for example Tidek can do even better on FI than on nomod on some maps (he A'd blastix riotz with FI for example tho not pb)
The growing effect is exactly what makes FI a whole lot harder. Getting good with FI means:
-Kamikaze- wrote:.... a lot of people in BMS, IIDX and even here use a lanecover that covers the screen in the same way as FI, but without the effect of it "growing" and it does help them a lot....
Ciel's post explains some of the issues as well: link for convenience sake.
Kempie wrote:Since there's not much left to discuss about ScoreV2, I'll just post this interesting MWC match to remind the devs on the severity of MAX's being underrated:
Other scores left out for brevity.
I have heard before that with v2 optimizations for next MWC there can be changes in modsthis would be some good news
I would suggest making both hidden and fadein either grow but from much higher point and not as far up/down or just be stable at like 2/3 up/down of the way from your hitposition to the edge of the screenmaking them smaller would result in even more people using them out of preference, and a fixed shadow would be boring (i find the scaling very fun so we should keep that. Yiu're right, somethng should change, but not like this.
fixate cover of FI/HD to hitpositionyeah this makes sense
you have to drastically lower your speedmod.you're overseeing something important here: yes you do have to slow down, but only as much as people like me (who play with low speed by default) have to speed up in order to play hidden. To me HD is as hard as FI is to you. This is also why i think the maximum scale doesn't necessarily have to be changed that much, if at all.
Talking about mods and score multipliers (...)All i can say here is that HR is too high, because even I (who has a horrible acc) get better scores with it. Balancing HR and visual mods would only be useful for tournaments, and I am not sure if that's really worth it.
LastExceed wrote:I would suggest making both hidden and fadein either grow but from much higher point and not as far up/down or just be stable at like 2/3 up/down of the way from your hitposition to the edge of the screenmaking them smaller would result in even more people using them out of preference, and a fixed shadow would be boring (i find the scaling very fun so we should keep that. Yiu're right, somethng should change, but not like this.
Bolded the sentence on purpose - the fact that you find scaling fun does not mean that it should be the way it's done. It's just personal bias. Also the way I see it - the initial cover should be larger for both FI/HD so it's not that much of a mindfuckyou have to drastically lower your speedmod.you're overseeing something important here: yes you do have to slow down, but only as much as people like me (who play with low speed by default) have to speed up in order to play hidden. To me HD is as hard as FI is to you. This is also why i think the maximum scale doesn't necessarily have to be changed that much, if at all.
That is actually not true. I play at a relatively average speedmod (25-26) and I can read hidden fine with that speed (or 1 higher), while for FI on default hitposition I have to use speed 9. Tidek as another example usually plays on speed around 22-23 (iirc) and he also took down his to 11 with lower hitposition while he learned how to do hidden before it was removed from mod pool for the last mwc and I'm pretty sure that he didn't up the scroll speed too much if at all. You also missed the point that you have to drastically decrease it and that the field of vision is too low with default hitposition, and I believe that if the cover area is fixated not to the edge of the screen but to the hitposition the field of vision will already be a decent bit bigger.Talking about mods and score multipliers (...)All i can say here is that HR is too high, because even I (who has a horrible acc) get better scores with it. Balancing HR and visual mods would only be useful for tournaments, and I am not sure if that's really worth it.
I have no feeling for score or hp values because i have too few experience with v2 so i can't give an opinion on that.
Even if it's only for tournament purposes it's still hella worth it, you would like to see a fair tournament with interesting scoring and mod mechanics more than one with broken ones would you?
Kamikaze is a nice guy. Although our opinions almost ALWAYS differ, its nice to have him in debates like these because he brings the discussion forwards alot by always staying on topic and serving good arguments for everything. A rare ability I really appreciate.
oh, thanks haha I appreciate that
Answered ~4 months ago.
Anonymous questioner wrote:Will you keep trying with different versions of scorev2 for mania? The current iteration is more a compromise between what players want, and what the game developers think it should be, instead of what players really want with the score system.
smoogi~ wrote:Yeah. I've just been busy the past week with exams and will continue to be busy in the coming week with the same...
But let me address something. Combo _will_ remain regardless of iteration. It is not going anywhere. So if "what players really want" is for scoring to be an accuracy-only model, forget it.
Likewise, if players want us to copy another game's scoring system, forget it. If players want us to make a massively complex scoring system that takes into account difficult in sections of the maps and/or requires careful analysis of the timing distributions of hits, forget it.
But why, why will combo remain? You HAVE to realize that ScoreV2 is going to be used for MWC, and there are other aspects to consider in such an environment to make gameplay more exciting and to really show off the best-of-the-best. I've explained this before on reddit/the forums.
The scoring system must be easily able to be changed/recomputed and must be easy to use for _all_ other modes with minimal to no modification. Yes, this is "what the developers want", because we want to be able to re-balance the meta easily in the future.
I'd like to know as well.
ReTLoM wrote:Any news cause 7k MWC isnt far anymore
Reposting this as well; considering that rainbow accuracy is a major component in assessing skill, I think embedding higher emphasis in rainbow accuracy will make the scorev2 system more accurate when it comes to assessing skill.
Shoegazer wrote:Rainbow AccuracyI 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.
Shoegazer wrote: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.
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.
I've been experimenting with weightages and discussing with people about how much a 200 should be worth compared to a 300. I initially thought that 310 would be fine (and a 200 would be worth 11 300s), but when it came to matches like this, if accuracy was the only factor, Argentina would win by 21,000 points. I do think that Argentina should win and it's a step in the right direction, but 21,000 seems extremely overwhelming since it undermines the fact that Poland had overall, noticeably less 200s. I tried it with harder charts too and they seem to favour rainbow accuracy a little too much for my liking - especially since when it comes to harder charts (where players struggle with), good rainbow accuracy is usually caused by variance rather than a higher skill level. 200s and worse judgements should determine performance for that.
I wanted to use 307 afterwards, but it still gave a bit too much emphasis for my liking, about 12,500 points for that Argentina/Poland match. I went down to 305, and the difference is about 6,800. I think that's ultimately the most reasonable assessment, and others I've talked to seem to agree with the prenotion that a 200 is about 21 normal 300s. Ignoring the bad judgements (since those values are pretty much set in stone at this point), this is probably (part of) the ideal solution. This does mean that only full rainbow scores are SSs, but I don't see that as a problem as frames of reference can be shifted.
Getting rid of the difference between a rainbow and a normal 300 in the combo scoring component is probably ideal too, since that should be in the accuracy component, not the combo component. If rainbows are included into accuracy, the combo component does not need a rainbow component.
I also wanted to soften the exponential curve a tiny bit when it comes to including rainbows, mainly because at a certain point extremely good accuracy is more caused by variance rather than a very high skill level - unless the performance is consistently done, which is not measurable with just one match and one attempt. The exponential I had in mind was Accuracy^(2 + 2 * Accuracy), but it's essentially Accuracy^4 - so 1 power down.
tl;dr: Embed rainbows into accuracy with a weightage of 305 instead of 320, change the accuracy curve to Accuracy^(2 + Accuracy * 2), remove the differentiation between rainbows and normal 300s in the combo component (both of them should have a HitValue of 30).