Do we have a date when this is going to roll out? Is it going to roll out with osu laser?
It needs more work tbh
johnmedina999 wrote:Do we have a date when this is going to roll out? Is it going to roll out with osu laser?
and maybe also a rundown on how scoreV2 currently works while we're at it
Veracion wrote:With MWC being only one month away, can we get our SS's back before that? There have been enough suggestions on how to fix it.
smoogipooo wrote:Hi all,
You may have noticed the ScoreV2 changes in the changelogs recently, with just over 7 weeks left until MWC begins we've released ScoreV2 for osu!mania in hopes that we can perfect the score system before the tournament. You will need to be on the Cutting Edge release stream to use this for now, but we will propagate it to all release streams (excluding fallback) when it is ready, just before MWC.
You'll be please to know that there are no more hidden multipliers and rounding issues have been eradicated, but that is not all. Let's go through a list of changes in this initial version:
THIS IS NOT FINAL
Please, do not discuss Star Rating and PP here.
- Score is made up of 20% combo and 80% accuracy.
- We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).
- LN starts and ends are now judged separately.
- Previously LNs considered a joint timing distribution between the start press and end release. This made it unclear as to whether you'd get a MAX after an LN end as you had to take into consideration the LN start. Judging separately should feel more natural, rewarding (as you get instant feedback), and a bit more challenging.
- LN ends are given a 1.5x lenience to the hit windows.
- LN starts were previously given up to 1.2x timing window lenience and LN ends were given up to 2.4x timing window lenience. This reduces the complexity of releasing an LN whilst you're focusing on pressing other notes.
- If an LN is broken but re-pressed, the LN end will not award more than 50 points.
- Works similar to the current system depending on when you release the hold, but is lenient enough to feel rewarding even for newer players (consider that ScoreV2 will be used as the normal ranking in the future).
- LNs do not give combo ticks any more - only one combo tick for the start and end notes.
- Feels more natural rather than displaying a useless number.
- Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.
We've had some internal discussions about how LNs should work, but have not reached a definitive conclusion as there are split opinions. We are eager to hear your feedback regarding osu!mania scoring and this new scoring system!
I'll be adding here a list of changes I will consider. Please remember that we are fully intending to break the game with these changes. We will apply any changes necessary to make things work:
- Make DT adjust to 100%/110%/.../150% with score bonus increments of 0.05x (or something like that).
- Increase the bonus of HR or decrease the tightness of the timing windows.
2016-06-16:Cutting Edge has been updated with changes to ScoreV2 that were proposed by Shoegazer here. I want to stress that the changes are not final and we are still tweaking the system to properly represent a player's skill in a competitive setting.
Please note that HD/FI/FL mod multipliers have not yet been removed. These are slated to be removed in the next iteration of changes.
Edit: Posting this because I've explained it on reddit:
There are two components to the score.
Essentially as accuracy increases we want you to gain more and more score while accounting for the difficulty of maintaining a 99%+ accuracy over 90%. To do this accuracy is exponentiated so that it is not quite a linear multiplier. In the previous iteration it was raised to the 10th power, in the new iteration it is raised to a factor of the accuracy.
This has the effect of causing lower accuracies to not be so much of dead weight as they were previously, while still providing a steep curve towards 100% accuracy as seen in this graph (red = old, blue = new): https://u-gi.me/sykzM
Combo is the harder one to talk about. We want to award holding combo, but at the same time not punish holding 4000 combo and missing once too much. To achieve this your individual hit scores are weighted by the combo you have after hitting the note. In the previous iteration this was a linear relationship, which resulted in punishing for missing after holding 4000 combo. In the new iteration it is logarithmic, with a cap at log_4(400) (meaning combo > 400 will be weighed as if your combo was 400), as shown in this graph (red = old, blue = new): https://u-gi.me/oJ6sa
FrenzyLi wrote:Out of curiosity, is it possible to post multiple score of different mod combinations on the same beatmap?
e.g. AIAE MX nomod pass (counts as pp), AIAE MX DT pass (counts as pp) ....
and pls nerf HT pp . w .
Apply Gaussian to all gamemodes. I don't see the issue. If you argue it will screw up scores, there are plenty of changes the went into effect before that made some scores impossible to beat on older maps already.
Adri wrote:Aside from this I really like the whole Gaussian thing, but I think that this would only work for a totally different game. I believe that the four main modes should remain as close as possible to make them more accessible and keep some integrity
Just include it as a continuous judgement mod then and let the devs play with whatever discrete scoring method they believe is best while not bothering the rest who see continuous judgement as better
Adri wrote:I don't know how all the players would react :/
you picked the entirely wrong game for that one bro
[ MasterSpark ] wrote:Sry, but i hope its never realised. I started playing mania for lack of combo influence