forum

osu! ScoreV2 Discussion

posted
Total Posts
151
show more
autoteleology

Z4ckFairX wrote:

In my opinion the new score system is just a percentage with way to many 0s after it.
IMO this is actually the point. It makes scores easier to compare and understand relative to each other instead of being a bunch of big numbers that are cool to look at but provide very little contextual information.

Z4ckFairX wrote:

About the changes in slider accuracy I think that it's both good and bad. It's ok to demand of a rhythm player to play at the right rhythm at all times but what I actually don't get is what you gain from it. Every time i see a 100 on the screen after a slider i have to think what the hell i did wrong; did I click too early/late or not followed it correctly, also if you have no combo break sound or you just started a combo in the case of a 50 hit makes you wonder if you actually dropped combo or just mistimed it badly.
My issue with this isn't that I don't think it is the right idea. My problem is that it's ten years too late to make this decision. This would be like removing the AWP from Counter-Strike. It's not even a question anymore of whether or not it makes the game better, the issue is that the game is no longer what people expect of Counter-Strike, and it changes the meta into something completely unrecognizable from the past. This is a really stupid choice to make when you have a formula that has been established for so long and lots of things have grown around this formula.
DroidBass
One recomendable stuff is not forcing a cap of 1M score regardless of the difficulty/length of a map ... if all marathons, easy, Tv sizes, etc have a limitant of 1M score people that used to play longer maps because of feeling more rewarding and worth it because of the score would just quit with indignation that an easy or even a VERY SHORT map (*cof cof, elmo & monster cookie eater AND OKDAD) would give as much score than map with even x6000 combo or longer.

For that case, you could implement limitant of scores of like 2M, 5M, 10M, 20M, 50M, 100M and so on depending the general length of a map.

Being for example...
1 - 199 clickable elements: 1M
200 - 499 clickable elements 2M
500 - 999 clickable elements 5M
1000 - 1499 clickable elements 10M
1500 - 2499 clickable elements 20M
2500 - 4000 clickable elements 50M
Over 4000 clickable elements (super long marathon) 100M.
Caput Mortuum
1m cap grants uniformity, and easier way to identify how well you do in a map. There is no real reason to use the current one really
Neko Rin
Tbh, I've always preferred playing on V2 just because of the multiplayer aspect of the game and how it has affected the competitive aspect of the game with multiplayer of course and the rise in the amount of tournaments. I remember back in the ol' days when OWC was still using ScoreV1 for tournament scoring, was just hilarious to see the massive leads teams got from one player carrying the team xD. Just too bad that it's still unranked, had so many awesome scores that weren't scored cuz I was playing V2 ;-;
Radobot

Philosofikal wrote:

Z4ckFairX wrote:

In my opinion the new score system is just a percentage with way to many 0s after it.
IMO this is actually the point. It makes scores easier to compare and understand relative to each other instead of being a bunch of big numbers that are cool to look at but provide very little contextual information.
Then stop calling it score and drop the zeroes. For that purpose it might be even better if it was represented as a decimal number from 0.0 to 1.0 with as many decimal places as you want.

Eraser wrote:

1m cap grants uniformity, and easier way to identify how well you do in a map. There is no real reason to use the current one really
Personally, I look at score to avoid uniformity.

Philosofikal wrote:

Converting scores would be trivial. You just run all of the plays through the same algorithm used to calculate the play normally. There is no need to wipe anything, it's a straightforward, one and done conversion.
  1. Only top 500 or so plays in the map leaderboard have their replays saved and you can't recalculate the score when you don't know where the misses/50/100/300 happened.
  2. AFAIK osu! times your hits down to the millisecond, but replays are recorded only at 30fps (60 for newer ones). So even when you have a replay it still isn't enough to tell when hits happened.

So no, the data needed is gone, conversion is impossible.
-Makishima S-
Only top 500 or so plays in the map leaderboard have their replays saved and you can't recalculate the score when you don't know where the misses/50/100/300 happened.
Only 500 are available for public.
CADAEMOS
How about, we keep the slider 50 a slider 50 and not make it a miss? :idea:

Oh and for score v3 (maybe consider it for v2 already), it might be a nice idea to keep half of your combo when you break it. So you lose like hallf of ur combo at every miss.
october
Can we give slider accuracy its own skinning files for the 300/100/50 so they can be skinned out? It could make it easier for players used to the old sliders to adjust or just not be bothered by it. Thinking about how sliderends were originally a part of the game and how now most players decide to skin them out gave me this idea.
Lunanor
does this mean rrtyui's big black score will not be SS anymore? cuz i have a feeling he havent done all the sliders properly x)
Barusamikosu

Toffee wrote:

does this mean rrtyui's big black score will not be SS anymore? cuz i have a feeling he havent done all the sliders properly x)
Still an SS
https://www.reddit.com/r/osugame/commen ... ith_score/
worst fl player
I heard rumors that the new scoreV2 will only be placed on maps what are ranked after the patch is made, keeping all the old scoreboards untouched. Is this true or not?

also disable hidden sliders when the FL mod is in use with HD. Thanks
placeholder
Making sliderbraks count as a miss somehow would be nice. Getting s for stuff like that isn't fun
Barusamikosu

jaaakb wrote:

Making sliderbraks count as a miss somehow would be nice. Getting s for stuff like that isn't fun
At this point I'd even be for making missed sliderends count as misses. Getting 100s from those isn't fun.
Brainage
Everything looks cool besides slider acc, HR and DT were pretty underweighted
nikky
is the score counting system be 64-bit, 9,223,372,036,854,775,807? because i saw someone who has accumulated over the 32-bit maximum value and his scores became negative.
Rayne
Reminder that the feedback on slideracc is still garbage and shouldn't be implemented in the first place. There's no way to tell whether you missed a sliderend or got bad accuracy on it right now and it really messes with the way you play.
Z4ckFairX

Rayne wrote:

Reminder that the feedback on slideracc is still garbage and shouldn't be implemented in the first place. There's no way to tell whether you missed a sliderend or got bad accuracy on it right now and it really messes with the way you play.
In lazer sliders have 2 accs one for the circle like a normal hit circle and one at the end of the slider. In the current osu score v2 it's not implemented like that so it's actually easy to tell what u missed.
nya10
I feel like osu!std score v2 should be more misscount based (idk how to do the math, but it should be similiar to CtB / mania , except with how you'll weight the accuracy factor). Combo scoring doesn't make sense when you miss/sliderbreak in the middle is penalized more than if you miss in the either 1/4 of the map end for example. It give more fairness value and a better measurement how to measure consistency as well.

I don't know how the actual math work but I think this is something to be thought
Facz
Ez maps get high score but hard maps get low score for scorev2
EZDarkvalol
why did ScoreV2 activated on marathon map... i don't care
Please sign in to reply.

New reply