Let's face it, I don't like the changes. There are many points as to why I don't like propositions - they're mostly judged through theory, I haven't had the chance to look at current scoring mode.
First of all, please do not compare two game modes. osu!mania has many things Taiko can't do: chordstreams, quadstreams, ln noodle spam, variable scrolling speed, casually hit 20 notes per second, and I sure do know I'm missing a lot more.
A little correction though, about normal notes:
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For finishers, the 100 penalty makes no sense whatsoever in two positions:
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Rolls: I am strongly against forcing 1/4 snapping by all means. Force it on maps that don't use 3 slider tick rate, which is the only way to have 1/3 ticks. Other than that, I am ambivalent about the idea. It should depend on the song's speed, because hitting extreme speeds at 1/4 will never be done. Also, issues Ono mentioned: tick glitches.
Another solution would be to bring back spam sliders, score yield set to about 1 and added independently from the max score, so the max score is still 1,000,000 plus ticks hit. I don't remember how osu!standard spinners work in ScoreV2, though. It may be like this.
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Spinners:
I am against giving a miss upon unsuccessful spinner completion, rather giving it only by hitting less than half the hits (except for short spinners requiring fewer than 4 hits), giving a 100 between miss threshold and completion (+ short spinners), and 300 upon completion.
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Also, do not try to copy a gamemode's HP system. The values will be imbalanced if you do it. As Ono mentioned (and I trust him), this is not a good idea because you can miss a very tiny amount of notes and fail. While in osu!mania you can recover it quickly, in taiko you can't have the luxury of 25 notes per second to let you recover from a small choke. At least, adjust the values so it's more balanced!
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At first I was quite revolted with the idea of changing everything but by discussing with some pals I realized there can be something done. My suggestions may not be the best, but I think that, as someone who's fiddled with the settings and found how everything can work together, you should at least see if any of these are good starting points.
First of all, please do not compare two game modes. osu!mania has many things Taiko can't do: chordstreams, quadstreams, ln noodle spam, variable scrolling speed, casually hit 20 notes per second, and I sure do know I'm missing a lot more.
A little correction though, about normal notes:
Normal notes are unchanged. Scoring is 300 for an accurate hit, 100 for an inaccurate hit.I think you meant 150. Inaccurate hits were never a third of the max score, they were half. If you have changed the behavior of score to become 100 rather than 150, this is a change.
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For finishers, the 100 penalty makes no sense whatsoever in two positions:
- This makes accuracy count slightly wrong, ever so in more finisher heavy maps. You should judge accuracy though correct hitting of the notes in time, rather than how they were hit.
- Not applying the x4 bonus upon single-hitting the note and giving a 300 is a penalty large enough (you only get a quarter of the points after all) to give players an incentive to hit them all.
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Rolls: I am strongly against forcing 1/4 snapping by all means. Force it on maps that don't use 3 slider tick rate, which is the only way to have 1/3 ticks. Other than that, I am ambivalent about the idea. It should depend on the song's speed, because hitting extreme speeds at 1/4 will never be done. Also, issues Ono mentioned: tick glitches.
Another solution would be to bring back spam sliders, score yield set to about 1 and added independently from the max score, so the max score is still 1,000,000 plus ticks hit. I don't remember how osu!standard spinners work in ScoreV2, though. It may be like this.
———
Spinners:
I am against giving a miss upon unsuccessful spinner completion, rather giving it only by hitting less than half the hits (except for short spinners requiring fewer than 4 hits), giving a 100 between miss threshold and completion (+ short spinners), and 300 upon completion.
———
Also, do not try to copy a gamemode's HP system. The values will be imbalanced if you do it. As Ono mentioned (and I trust him), this is not a good idea because you can miss a very tiny amount of notes and fail. While in osu!mania you can recover it quickly, in taiko you can't have the luxury of 25 notes per second to let you recover from a small choke. At least, adjust the values so it's more balanced!
———
At first I was quite revolted with the idea of changing everything but by discussing with some pals I realized there can be something done. My suggestions may not be the best, but I think that, as someone who's fiddled with the settings and found how everything can work together, you should at least see if any of these are good starting points.