forum

osu!catch ScoreV2 Discussion

posted
Total Posts
82
show more
Digitalfear117
I also agree that DT should give more score than HR, mainly since I believe that scoring should reflect PP, where in most cases DT gives more PP than HR

But I don't think a simple switch is enough, here is what I personally think the mod multipliers should be:

HD 1.04
HR 1.08
DT 1.12
FL 1.12

Now I'm not sure what should be done on maps where the star rating is increased more by HR than DT, maybe there can be an exception and it can be switched on maps where this happens?

As for slider ticks, I think they should be worth a little more, since we currently have scores on the leaderboard that are beating SS's with C's (using the same mod combinations) because of better spins

Edit: I see we are not supposed to talk about star ratings and PP but I feel like it's hard to make my point without at least mentioning why I think it should be this way...
Nelly

Fantasy wrote:

DT SHOULD BE WORTH MORE THAN HR
Totally agree, not because of the score but the PP system either. The HR trains AR and low CS while DT will train AR and reflection. This is even better than other mods, for hidden im keep that in silence. Fantasy, Amlink, where are you guys?!

P.S. Hidden is OVERFLOWING the CtB system
P.S.S. Im not talking about the PP system here
PakaChan
DT 1.14x
FL 1.1x
HR 1.06x
HD 1.03x

DT > FLHD > FL > HRHD >HR > HD
I don't think it should be any other way as long as the multipliers are static and don't care about CS and AR. Maybe 1.12 DT if you want FLHD > DT
Riari

PakaChan wrote:

DT 1.14x
FL 1.1x
HR 1.06x
HD 1.03x

DT > FLHD > FL > HRHD >HR > HD
I don't think it should be any other way as long as the multipliers are static and don't care about CS and AR. Maybe 1.12 DT if you want FLHD > DT
FLHD>DT in your case as I think the multi-mod thing would still apply so FLHD would be 1.41x or whatever it is?

I may be confused but I'm sure that's a thing.
PakaChan

Riari wrote:

PakaChan wrote:

DT 1.14x
FL 1.1x
HR 1.06x
HD 1.03x

DT > FLHD > FL > HRHD >HR > HD
I don't think it should be any other way as long as the multipliers are static and don't care about CS and AR. Maybe 1.12 DT if you want FLHD > DT
FLHD>DT in your case as I think the multi-mod thing would still apply so FLHD would be 1.41x or whatever it is?

I may be confused but I'm sure that's a thing.
1.1x1.03 = 1.133 < 1.14
Riari

PakaChan wrote:

Riari wrote:

FLHD>DT in your case as I think the multi-mod thing would still apply so FLHD would be 1.41x or whatever it is?

I may be confused but I'm sure that's a thing.
1.1x1.03 = 1.133 < 1.14
Mods are additive not multiplicative?
PakaChan

Riari wrote:

Mods are additive not multiplicative?
Note that when multiple mods are applied, the product of the score multipliers is given instead of the sum of them.
- https://osu.ppy.sh/wiki/Game_Modifiers

The numbers themselves shouldn't matter much, it's how much mods and mod combinations give compared to each other that matters.
Saying "DT > FLHD > FL > HRHD >HR > HD" is more usefull than giving some numbers imo.
Riari

PakaChan wrote:

Riari wrote:

Mods are additive not multiplicative?
Note that when multiple mods are applied, the product of the score multipliers is given instead of the sum of them.
- https://osu.ppy.sh/wiki/Game_Modifiers

The numbers themselves shouldn't matter much, it's how much mods and mod combinations give compared to each other that matters.
Saying "DT > FLHD > FL > HRHD >HR > HD" is more usefull than giving some numbers imo.
Ah, I always took at as the game value and thought it was slightly higher because of double mods.
PakaChan

Riari wrote:

What do people think about scaling banana values similar to small droplet values?

Inside osu!catch spinning is not a mandatory action, the score is a bonus on top of what you get for playing the rest of the map.
Currently in ScoreV2, droplets scale up to 10% of a maps value and would naturally diminish their value in longer maps. Bananas on the other hand have a constant score value of 350 giving them a significant edge in the longer run.

I think that whilst high-end spinner plays are impressive, droplets are a core part of osu!catch scoring and should not be so heavily reduced in comparison to bananas.
I think that a score cap that is similar to what small droplets face right now for bananas would be helpful for competitive scores as it would allow accuracy to make a bigger impact on maps that contain spinners.



I also saw something over in the standard discussion thread where score could possibly be multiplied by your accuracy. I think this would work much better over here and give misses and droplets a much more competitive edge.
You could also consider giving droplets a static score like how it's now except make it so it actually matters when compared to that of a banana. Right now 1 banana = 110 droplets, you could always just change things up to make it 1 droplet = 1 banana or 1 droplet = 3 bananas or 3 droplets = 2 bananas. Giving both a multiplier sounds messy and giving just one a multiplier makes it so we have 98% FC > SS on the leaderboard or +1 droplet, -20 bananas giving more score.
Riari

PakaChan wrote:

Riari wrote:

What do people think about scaling banana values similar to small droplet values?

Inside osu!catch spinning is not a mandatory action, the score is a bonus on top of what you get for playing the rest of the map.
Currently in ScoreV2, droplets scale up to 10% of a maps value and would naturally diminish their value in longer maps. Bananas on the other hand have a constant score value of 350 giving them a significant edge in the longer run.

I think that whilst high-end spinner plays are impressive, droplets are a core part of osu!catch scoring and should not be so heavily reduced in comparison to bananas.
I think that a score cap that is similar to what small droplets face right now for bananas would be helpful for competitive scores as it would allow accuracy to make a bigger impact on maps that contain spinners.



I also saw something over in the standard discussion thread where score could possibly be multiplied by your accuracy. I think this would work much better over here and give misses and droplets a much more competitive edge.
You could also consider giving droplets a static score like how it's now except make it so it actually matters when compared to that of a banana. Right now 1 banana = 110 droplets, you could always just change things up to make it 1 droplet = 1 banana or 1 droplet = 3 bananas or 3 droplets = 2 bananas. Giving both a multiplier sounds messy and giving just one a multiplier makes it so we have 98% FC > SS on the leaderboard or +1 droplet, -20 bananas giving more score.
All modes seem to be going towards a capped score of 1,000,000 (Spinners as bonus) hence why the droplets can make up to 10% of that million and no more. It's more about limiting the values of bananas so they do not outstrip acc and make high acc slightly lower spins competitive with lower acc slightly higher spins.
Amlink
DT 1.12 FL 1.12 HR 1.06 HD 1.06 simple as that
RAMPAGE88
DT>HR
Bunnrei
i think it should be dt > hr > hd or something (1.12x > (something inbetween) > 1.06x)

since in most cases dt is harder (getting used to higher platter speeds, chance of getting beyond ar10) compared to hr (it does make the map harder by increasing map stats and messing up the notes but it's not as fast-paced and straining as dt).

though in some cases hr ends up being harder than dt (like on cs7+ maps) but that's uncommon

and hd is a commonly used mod and is the easiest to learn in comparison to the other difficulty-increasing mods (imo) so it should stay as it is

(i didnt read most posts so idk if i just repeated what others said)
rostld
where is ctb spunout
Bunnrei

Jimmy Rustler wrote:

where is ctb spunout
tru
MBomb
I think people are heavily oversimplifying stuff in a way which is kinda inaccurate. At AR8.5+, DT will be harder than HR most of the time, I agree, but in cases where high CS and low AR are used (Or even in cases where it's just high CS), HR can end up being a lot harder, especially to get accuracy on, which would be a lot bigger part in this scoring system. However, a lot of people commenting on this thread are high end players, so these maps end up being irrelevant to them, which is why these points are being ignored, as high end players play high CS maps a lot less, for the most part.
He Ang CTB
The current scores system is alright :O There are few short-comings but the new score system will also have short-coming but from the opposite end.
[Kami]
You sould add this condition to the score

if AR>=9 then DT=1.13x else DT=1.06x

DT should be worth more than HR if the AR is really high like 10.3.
nya10
I'm not really related to this, but a multiplier of a mod without a FreeMod bracket in the tournament (assuming this will be used only for o!CWC, or similiarly condition o!CWC tournament), the multiplier won't be do much, since you'll only be able to use 1 mod per bracket (+HD in DT and HR bracket), and I don't think in this case, HR and DT could be comparable. So the only thing to do is to adjust HD (judging from some people that has a better reading in HD than NoMod) into the correct multiplier without really debating how HR and DT compares.
diao

nya10 wrote:

I'm not really related to this, but a multiplier of a mod without a FreeMod bracket in the tournament (assuming this will be used only for o!CWC, or similiarly condition o!CWC tournament), the multiplier won't be do much, since you'll only be able to use 1 mod per bracket (+HD in DT and HR bracket), and I don't think in this case, HR and DT could be comparable. So the only thing to do is to adjust HD (judging from some people that has a better reading in HD than NoMod) into the correct multiplier without really debating how HR and DT compares.
This is exactly what I was thinking, you can't use both DT and HR in the same pool so there is no reason to adjust those values. The only points of concern should be how much weighting HD gives with HR and DT. Personally I think HD shouldn't even be allowed in the DT and HR pools since it makes it easier for some people (like me)
show more
Please sign in to reply.

New reply