I don't understand why so many games stick to the combo multiplier based scoring system. You can have a much much better accuracy and get an S, but have a lower score than your C play of a song. Just because you missed 1 note right in the middle, instead of several at the very beginning and end of the song.
I'm not sure why almost every rhythm game sticks with this flawed system that does a terrible job of rating your performance as a player through score.
At least in Frequency, Amplitude, Guitar Hero and Rock Band, Harmonix has a much better version of the multiplier system. In Amplitude for example, every 2 bars (8 quarter note beats) that you don't break combo, it ups your multipler by 1, to a max of 8. In Guitar Hero and Rock band, they use a similar system but limit the multipler to 4x.
I'm not sure why almost every rhythm game sticks with this flawed system that does a terrible job of rating your performance as a player through score.
At least in Frequency, Amplitude, Guitar Hero and Rock Band, Harmonix has a much better version of the multiplier system. In Amplitude for example, every 2 bars (8 quarter note beats) that you don't break combo, it ups your multipler by 1, to a max of 8. In Guitar Hero and Rock band, they use a similar system but limit the multipler to 4x.