Sign In To Proceed 2c2a

Don't have an ? 5d95n

osu! to create your own !
forum

osu!mania ScoreV2 live! 2f171b

posted
Total Posts
483
Topic Starter
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.

  1. Score is made up of 20% combo and 80% accuracy.
    1. We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).
  2. LN starts and ends are now judged separately.
    1. Previously LNs considered a t 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 ), and a bit more challenging.
  3. LN ends are given a 1.5x lenience to the hit windows.
    1. 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.
  4. If an LN is broken but re-pressed, the LN end will not award more than 50 points.
    1. 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).
  5. LNs do not give combo ticks any more - only one combo tick for the start and end notes.
    1. Feels more natural rather than displaying a useless number.
  6. 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 regarding osu!mania scoring and this new scoring system!

I'll be adding here a list of changes I will consider. Please that we are fully intending to break the game with these changes. We will apply any changes necessary to make things work:
  1. Make DT adjust to 100%/110%/.../150% with score bonus increments of 0.05x (or something like that).
  2. Increase the bonus of HR or decrease the tightness of the timing windows.
---- Changelog:

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.
- Accuracy
Essentially as accuracy increases we want you to gain more and more score while ing 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
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
Boi
Hidden mod with a multiplier is a terrible idea as most players are used to play nomod and will consider this straight unfair, while some players play ONLY with Hidden/Flashlight and they will get an advantage.
I LN as two ticks.

I disagree with HD and FL being positive multipliers. You can start finding people who rely on them only and cannot play nomod.

There should be another visual mod: HD but fixed covering height. The current game doesn't this so people just add a fixed height sprite covering the bottom of the lanes in the skin.
1.06x for visual mods (HD and FL) :V


Please, don't do that, I missed intentionally every 500 combos, It's an awfull combo system.
Score Multiplier in mania? then does that mean 1M as maximum score is no more?
I think everyone would agree on the HD/FI/FL giving a multiplier being a bad idea since people use HD/FI/FL as a playing style over normal standard playing
Hahaha, awesome.

HR/DT might as well not be ranked though - the 1.06x score-boost that you'd get is pretty much useless compared to the increase of difficulty due to the fact that rainbow accuracy counts for scoring as well. Nobody will benefit from that. :p

EDIT: Neat to see mods in MWC this year, but yeah - I will have to say that the score-boosts for HD/FI/FL are a bit unfair since we have established that certain players actually use those visual mods as a way to reduce the number of objects on the playfield (this is not as much of an issue in other games because they're not processing quite as much at one time). Then again, I'm personally not opposed to having pools like those for MWC too -- man, I'm gonna be the mania anti-christ to some of you soon. :p
nerf ht pp gain :(((
Out of curiosity, is it possible to post multiple score of different mod combinations on the same beatmap?

e.g. AIAE MX nomod (counts as pp), AIAE MX DT (counts as pp) ....

and pls nerf HT pp . w .

smoogipooo wrote: 2z7152

LNs do not give combo ticks any more - only one combo tick for the start and end notes.
  1. 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.
1. mmm this feels like o2jam so.. rip easy 10k combo LMAO

2. well i kinda noticed that it'll be the same pp system as std and thus the mods in mania will be worthy but i'm not ready for this yet :c (i have this feeling that there'll be a team of people who accepts this change , and the one that doesn't)
waaaahhee
everything looks great would love to see how miss counts and combos will turn out now

sharing the same sentiments as everyone does with lane cover multipliers
rip
Will current scores be changed when this is released?

coursaunt wrote: 592a1g

Will current scores be changed when this is released?
probably dam smoogi ninja'd
Topic Starter

coursaunt wrote: 592a1g

Will current scores be changed when this is released?
No. That hasn't been discussed yet.
I think to address Halogen's concern,

HR, NC and DT should give x1.25 bonus. x1.06 is underrated considering that lane cover is also x1.06. I'll test the system later to see if a number between x1.25 and x1.06 works.


Ummmmmmm.

This doesn't seem right. Score gap between pew and snipers seems WAY too big.
very bad, this isnt how VSRG should be



Why does Musty have the SAME score than Todestrieb with more than 10% less accuracy, more than 100 misses, and less combo?

no sense...
.
He might still be on v1 scoring. Everyone has to make the change and it's probably not directly applied in the room's MP.
>mods multiplier
>HD gives bonus score
>DT and HR give bonus score
>S rank is still easy as fuck to get
>we still dont have SM rates


Please get your priorities straight.

Halogen- wrote: 6k4366

He might still be on v1 scoring. Everyone has to make the change and it's probably not directly applied in the room's MP.

I asked him and told me he made the changes (for the test)
and everyone in the room did
this is bad tbh
i like the old system more
many games used 1000000 as max score, and that goes well for me

Elementaires wrote: 42e4

Halogen- wrote: 6k4366

He might still be on v1 scoring. Everyone has to make the change and it's probably not directly applied in the room's MP.

I asked him and told me he made the changes (for the test)
and everyone in the room did
There's definitely something wonky going on there -- there's literally no conceivable way for that score to be higher, haha
HD/FI/FL gives 1.06x score multipliers... Why?????
Though lane cover mods are quite useful (since they make reading a good amount of patterns easier, *cough* my 6th Dan *cough*)


but multipliers on them? No, thanks.

smoogipooo wrote: 2z7152

[*] Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.
How about if for any x0.1 speedup of the music/beatmap, you get extra x0.05 multiplier? That way DT/NC are x1.25 by current standards.

If the engine allows x1.2 speedup that means i can submit scores on x1.10 multiplier and get new pp calculation if the score exceeds previous submitted scores.
wow,

bad idea ;w;
Reply to Areha11Fz:

Which of them are bad? You can list them and voice your improvements and opinions.
No. It just ruins the meaning of accuracy with the mods giving multipliers, same for the added combo rewarding. No.
Topic Starter

Elementaires wrote: 42e4

very bad, this isnt how VSRG should be



Why does Musty have the SAME score than Todestrieb with more than 10% less accuracy, more than 100 misses, and less combo?

no sense...
Yeah what this makes no sense to me either, something's definitely wonky as was pointed out earlier.
HD should be just reworked tbh, the amount of covered space is ridiculous after it grows to maximum, if it was a fixed amount, it'd be much better in my opinion.
Not to mention the amount of the multiplier for HR/DT is just funny and not worth going for it.
Considering HD/FI is a preference, this is a terrible change. It would be like giving a score multiplier to higher rates.

And its been explained time and time again why combo based scoring is dangerously flawed. There are better ways to accomplish the same exact thing.

Honestly wouldn't be surprised if lots of players quit because of this awful change.
Topic Starter
I don't necessarily find it bad that HD and FI are harder for some players than others. The same rule stands for all other game modes - some players find playing with HD much easier in osu!standard than without it. However if you want to be a perfectionist then you better get practicing reading differently.
So:
  1. do not give visual mod multiplier
  2. enable fixed HD lane cover (or as separate mod which gives no visual mod bonus)
  3. stepmania-like rate system (not just 150% and 75% but also 140% 130% 120%... and respective multiplier) and pp
  4. wonky score (? _ ?)
visual mod multipliers aren't fair in mania what are you doing
Topic Starter

rezbit wrote: 4b2c2l

Considering HD/FI is a preference, this is a terrible change. It would be like giving a score multiplier to higher rates.

And its been explained time and time again why combo based scoring is dangerously flawed. There are better ways to accomplish the same exact thing.

Honestly wouldn't be surprised if lots of players quit because of this awful change.
Explain what the "better ways" are? As I mentioned in the OP we are taking , and we have lots of time to make changes.

Also guys, we're not just patching things up. We're aware that HR needs a rework, and we're brainstorming changes right now, do NOT be afraid to suggest us breaking changes - we will consider them.
http://www.strawpoll.me/10482380
Just leaving this one here o/ :D
Also if you want to add the DT and HR modifier pls increase it since 0.06 isn't beneficial for any kind of player especially on harder map.
I personally also don't like the scoring system how it is right now, since Mania shouldn't be judged by combo.

smoogipooo wrote: 2z7152

I don't necessarily find it bad that HD and FI are harder for some players than others. The same rule stands for all other game modes - some players find playing with HD much easier in osu!standard than without it. However if you want to be a perfectionist then you better get practicing reading differently.
Should I get bonus points for reading slabs, arrows or orbs? Should I get bonus points for playing with background enabled? no. That would be stupid, because that's just a preference, like hd,fi,fl are.

E: also the "we have always done it like this" argument is just toxic, referring to your "other game modes" argument.
hey wh1teh i can play standard with different skins too, where HD etc have multipliers :)
so how should we break this logic? like how is mania different in of visual mods? (Don't get me wrong I'm thinking too)

smoogipooo wrote: 2z7152

rezbit wrote: 4b2c2l

Considering HD/FI is a preference, this is a terrible change. It would be like giving a score multiplier to higher rates.

And its been explained time and time again why combo based scoring is dangerously flawed. There are better ways to accomplish the same exact thing.

Honestly wouldn't be surprised if lots of players quit because of this awful change.
Explain what the "better ways" are? As I mentioned in the OP we are taking , and we have lots of time to make changes.

Also guys, we're not just patching things up. We're aware that HR needs a rework, and we're brainstorming changes right now, do NOT be afraid to suggest us breaking changes - we will consider them.

If you're gonna give a bonus to DT, you might as well implement SM rates, DT itself is already a rate so it shouldn't be that hard to implement.

S rank is not a valuable target compared to other VSRGs, it should be around 97% with at least a minimum score required in order to ACTUALLY make the MAX ratio count.


the combo scoring as you proposed it here is way too important. 99% scores with really good ratio : 700k score... really?


EDIT :

FrenzyLi wrote: 4z6m8

like how is mania different in of visual mods? (Don't get me wrong I'm thinking too)
you dont read on mania like you do in standard, HD in mania forces you to read much faster and allows you to have less objects to process on screen, this is not the case in STD, HD in STD makes you forced to heavily read the circles that appear rather than reading the approach circles to time your hits and it very often makes the circles blend together making it harder to read.

Wh1teh wrote: 44431e

Should I get bonus points for reading slabs, arrows or orbs? Should I get bonus points for playing with background enabled? no. That would be stupid, because that's just a preference, like hd,fi,fl are.
you're reaching a bit here and you know it.

as far as suggestions for HR: the timing windows are simply too tight as it stands right now to make use of the score multiplier. Either the window needs to be adjusted (less preferable) or the bonus needs to be increased (more preferable).

FrenzyLi wrote: 4z6m8

hey wh1teh i can play standard with different skins too, where HD etc have multipliers :)
so how should we break this logic? like how is mania different in of visual mods? (Don't get me wrong I'm thinking too)
There are few reasons why I quit std. Unbalanced mods and combo scoring, now they are coming back to haunt me. fml

Reikokaz wrote: 3u314d

http://www.strawpoll.me/10482380
Just leaving this one here o/ :D
Also if you want to add the DT and HR modifier pls increase it since 0.06 isn't beneficial for any kind of player especially on harder map.
I personally also don't like the scoring system how it is right now, since Mania shouldn't be judged by combo.
100% accuracy score, 0% combo score?
good news for me :)

lpddemon wrote: 4o2317

good news for me :)
stupud
also, i'll be narcissistic for a moment and bring this into play: i'm arguably one of the strongest players with regards to accuracy on 4K, and i'm not fully opposed to a system that has a bit more of a combo-emphasis. I'm not advocating a situation where someone with a 92% FC beats a 99% with a miss, but I do feel like there are certain situations where combo should hold a bit more relevance and it simply doesn't in the current score system.

With then new changes, those who have good LN abilities also get rewarded, which I think is great. AiAe is a good example of where I think Score V2 should make a positive impact -- there are numerous players who have substantial combos and AiAe [SHD] is not exactly something that anyone will be renowned for their fantastic accuracy on (unless they're cheating, of course). Players who manage to break into four digits of combo on that should be rewarded a bit more than players like myself, who struggle just to get far into the three digits on a good run.

Oboro is also probably another ranked map that could see a good shake-up with the new LN mechanics.

I do think that the formula is a bit on the extreme side at the moment and I know that a few people have ideas on how to make it a -bit- better while still having that combo orientation.
The current way multipliers are balanced around are to make them work for the MWC. We are aware that giving multipliers to visual mods is a risky touch, especially due to lacking alternatives to compete against visually obstructing modiers in of map ranking. If we (ever) make this scoring to replace the current one, we will put efforts to rebalance multipliers around to make them work with other competing modifiers, of whichs difficulty increase is not based on altering the visual perception of the beatmap.

For now, it is working fine for the structure I am planning for the MWC and we will test this out and then make adjustments based on it.

Fwiw, I would ask everyone to mostly test the 20/80 ratio balance. We won't negate the meaning of combo entirely, but I am aware that basing the score solely on accuracy also is not serving the purpose as it should. I feel like right now, it pans out pretty solid, but if you are encountering situations, where the scores are not resulting the supposed rank placement, because the combo weights too much, too less, etcetc., just let us know and try to bring up a viable idea of how it actually should be, so we can adjust around that.

FrenzyLi wrote: 4z6m8

100% accuracy score, 0% combo score?
Nah not like that, just keep the old system and modify it a bit
Vygatron, you play FL. What's your opinion on FL bonus multiplier. Is it good or stupud?

FrenzyLi wrote: 4z6m8

Vygatron, you play FL. What's your opinion on FL bonus multiplier. Is it good or stupud?
It's not fair. It shouldn't give you more score just because you can't read nomod. Very stupud.

smoogipooo wrote: 2z7152

rezbit wrote: 4b2c2l

Considering HD/FI is a preference, this is a terrible change. It would be like giving a score multiplier to higher rates.

And its been explained time and time again why combo based scoring is dangerously flawed. There are better ways to accomplish the same exact thing.

Honestly wouldn't be surprised if lots of players quit because of this awful change.
Explain what the "better ways" are? As I mentioned in the OP we are taking , and we have lots of time to make changes.
Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.

Missing at the beginning becomes way less penalizing than missing anywhere else for no good reason. Missing five notes in a row is less penalizing than missing five notes evenly spread throughout the chart for no good reason. It also does a shitty job of favoring consistency considering it undermines accuracy by a large margin.

Two guys playing a 10 minute marathon. The one who gets an FC with 70% acc has a better score than the other more consistent guy with 98% with shitmisses here and there. Does that sound logical to you?
Topic Starter

rezbit wrote: 4b2c2l

Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.

Missing at the beginning becomes way less penalizing than missing anywhere else for no good reason. Missing five notes in a row is less penalizing than missing five notes evenly spread throughout the chart for no good reason. It also does a shitty job of favoring consistency considering it undermines accuracy by a large margin.

Two guys playing a 10 minute marathon. The one who gets an FC with 70% acc has a better score than the other more consistent guy with 98% with shitmisses here and there. Does that sound logical to you?
You're exaggerating a bit. A 70% acc will never have more score than the guy with 98% acc. I think it's actually logical that missing five notes in a row is less penalizing than missing five notes evenly spread through the map. As maps progress anxiety builds up and you become tired, both of those are indications of how good of a player you are, or otherwise, how consistent of a player you are.

Like... OOPS I missed a note and it takes me until the next beat to get back on rhythm, but I play the map flawlessly from there on, whilst the other guy made wrong movements in several parts of the map. Seems more intuitive that the first guy should get more score than the second.

rezbit wrote: 4b2c2l

Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.

Missing at the beginning becomes way less penalizing than missing anywhere else for no good reason. Missing five notes in a row is less penalizing than missing five notes evenly spread throughout the chart for no good reason. It also does a shitty job of favoring consistency considering it undermines accuracy by a large margin.

Two guys playing a 10 minute marathon. The one who gets an FC with 70% acc has a better score than the other more consistent guy with 98% with shitmisses here and there. Does that sound logical to you?


As smoogi said, this is heavily exagerated, that's the kind of thing that would only happen in standard.


thescenario that can happen however is, take any map, two players, one gets a shitmiss at the beginning, the other gets a shitmiss near the end what will happen? wont it be the one that missed at the beginning who will win? if that's the case, i dont think this is fair.



Also i mentionned it already but please, PLEASE, make the MAX ratio count on the final grade of the play, it has an effect in stepmania, it has an effect in LR2, i don't see why it shouldn't be the case in osu!mania

smoogipooo wrote: 2z7152

rezbit wrote: 4b2c2l

Combo scoring is arbitrary as fuck. With combo scoring, its not about how many misses you get, its where you missed.

Missing at the beginning becomes way less penalizing than missing anywhere else for no good reason. Missing five notes in a row is less penalizing than missing five notes evenly spread throughout the chart for no good reason. It also does a shitty job of favoring consistency considering it undermines accuracy by a large margin.

Two guys playing a 10 minute marathon. The one who gets an FC with 70% acc has a better score than the other more consistent guy with 98% with shitmisses here and there. Does that sound logical to you?
You're exaggerating a bit. A 70% acc will never have more score than the guy with 98% acc. I think it's actually logical that missing five notes in a row is less penalizing than missing five notes evenly spread through the map. As maps progress anxiety builds up and you become tired, both of those are indications of how good of a player you are, or otherwise, how consistent of a player you are.

Like... OOPS I missed a note and it takes me until the next beat to get back on rhythm, but I play the map flawlessly from there on, whilst the other guy made wrong movements in several parts of the map. Seems more intuitive that the first guy should get more score than the second.
Whether I'm exaggerating or not, combo scoring still undermines accuracy as we've already seen iJinjin get a 501k and an S all because of the new scoring system. I was just illustrating the effect more clearly.

Chokes happen with or without combo scoring, this isn't good reasoning. It's better to favor overall consistency rather than combo consistency, and this new system clearly favors the latter.

Seems more intuitive that the first guy should get more score than the second.
You mean the guy with 70% acc?

Kernaus wrote: 5b2q3r

Also i mentionned it already but please, PLEASE, make the MAX ratio count on the final grade of the play, it has an effect in stepmania, it has an effect in LR2, i don't see why it shouldn't be the case in osu!mania
It only counts for the purpose of a AAAA, but nothing else. You can AAA with 100% perfects and 0% marvs and receive 100% of the DP% -- meaning it actually does not count for the final grade.

Halogen- wrote: 6k4366

Kernaus wrote: 5b2q3r

Also i mentionned it already but please, PLEASE, make the MAX ratio count on the final grade of the play, it has an effect in stepmania, it has an effect in LR2, i don't see why it shouldn't be the case in osu!mania
It only counts for the purpose of a AAAA, but nothing else. You can AAA with 100% perfects and 0% marvs and receive 100% of the DP% -- meaning it actually does not count for the final grade.

oh, well thanks for the correction, i always thought that the MA actually counted in the DP%

Vygatron wrote: 5g2z3l

lpddemon wrote: 4o2317

good news for me :)
stupud
hey
Alright, really long post incoming.

Not going to say much about the mod thing because I don't really have a constructive enough opinion to say anything. LNs seem fine.

I do have reservations with the scoring component however.

This is how osu!mania ScoreV2 currently works:

How does it work currently? 2v1fw

  1. 20% of the 1m is (combo / 10 + 1) * base_hit_values.
  2. 80% of the 1m is accuracy ^ 10.
Combo
The combo component is probably easier to talk about because it shows a decent amount of effect overall - there are a few problems with a combo-based proportion, mainly the fact that it does not take into the frequency of misses (though this is for more extreme) AND the position of misses in a given chart.

In a chart with consistent difficulty (i.e. the chance of missing is the same throughout the entire chart) - which are common, there's a good chance where you can miss right in the middle and if you fully SSS (all 300g) the chart otherwise, you'd only get 25% of the combo score if you SSS'd the entire chart. That is the equivalent of 150K, which is almost certainly a decisive victory for the other team. Of course, this is the most extreme case, but the fact that you can take that much damage from just a single mistake in the chart is very much overkill. This tends to have similar effects even if you don't miss right in the middle, too.

I think a combo-based mechanic is fine if it's done properly, and changing the proportions to make combo even smaller is more of a band-aid, rather than a fix. I think the problem lies in the fact that combo is not scaled in something similar to a logarithmic scale (obviously not to that magnitude, but you get the idea). Dividing combo by 10 doesn't solve the problem, so I think it would be fine to get rid of the "/ 10" thing. I'm not sure what exponent you can use to scale down larger combos and make smaller combos matter relatively more, but I think it would be a good start to use something like that to scale it down.

Having a exponential to scale down larger combos will also help with the location of misses too, it makes the location of misses matter less, and it also punishes players who miss consistently in harder areas (which is the general case) against players who can smash through harder areas but missed one note in a much easier area.

This current combo component is good if you're trying to strongly enforce consistency/FCs, but the metagame has not shifted enough for FCs to be taken as absolute absolute importance, unlike osu! standard. Even if you scale larger combos down with an exponential, it would still make FCs important, but at least the round is still salvageable.

I don't have any practical examples on hand, but judging from most people's screenshots, it seems to be a very extreme direction that not many people like. Again though, I think a combo-based mechanic would work fine if done properly, so it just needs some tweaking.

So that's for combo.

Accuracy
While accuracy^10 didn't seem like much on paper, but the difference was really substantial when I looked at the numbers. This is what the accuracy component would look like - there's also a 1mil equivalent for easier comparison.

For a comparison, a 96% on score v1 is about 850K on average (it's 664K with scorev2, scaled). You can argue that v1 and v2 are not strictly comparable, but it's moreso to show how much of a drop in score scorev2 could potentially bring with just a 4% drop.

The problem with this is that the exponent used is far too strong of an exponential to use. It might be fine for earlier tournament rounds (forces players to be a lot more consistent and accurate with charts that they should be very much comfortable with), but the exponential is most definitely too great for something like semi-finals/finals, where there is a massive variance in performance across multiple teams. A player who can't get 94%+ on any of the maps in the finals/semi-finals mappool (which is very much viable given the diversity of the mappools) would essentially be dead-weight and would more than likely lose the round unless he has very strong teammates to back him up - players who'd get about 98.8% on average against three players with 97%. That difference is massive and it makes for more blowouts and less variance, which goes against what score v2 is mainly implemented for.

So the main problem is the magnitude of the exponential - but you also want to make the gaps between a 95% and 96% noticeable enough to be noticeably larger than a 99% and 100%. I guess a mediatory point would be something like accuracy^(n-accuracy)? This is what it looks like for accuracy^(6-accuracy).


A 96% with that looks more similar to the one in scorev1, and the drop seems more reasonable, too. The main drawback is that the difference is pretty minute compared to accuracy^5, but I think using a base like that would be a good start. You could do something like accuracy^(7-(2 * accuracy)), etc. as well.

Again, this current system would be fine if you really want players to be deadly consistent and all-rounders, but I think encouraging people to do it to that much of a magnitude is far too much and is too much of a shift compared to the current meta. I think a subtler magnitude is more applicable and will create a finesse that creates more variance and excitement than frustration and blowouts.

That should be all. I'm sorry if not many of my thoughts are coherent, but I have a really bad headache as I'm typing this and I ittedly didn't plan on writing this much to begin with. Hope you can put these thoughts into consideration.

Kernaus wrote: 5b2q3r

thescenario that can happen however is, take any map, two players, one gets a shitmiss at the beginning, the other gets a shitmiss near the end what will happen? wont it be the one that missed at the beginning who will win? if that's the case, i dont think this is fair.
Literally this.
There is something to be said for consistency, yes, but basing it off combo is just fundamentally flawed because of that one reason. The better player will be more consistent regardless.

Also visual mods having an impact on score is silly as it was already explained in the thread.
[*] Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.[/list]
HD/FI/FL shouldn't give score multipliers because of reasons already mentioned in other posts.

Playing a map with DT/HT is basically playing another map. The ideal solution would be having different leaderboards for those mods. Applying score multipliers to those mods is a sub-optimal solution, that doesn't solve some issues (for example, a player might lose pp from mashing through a map when they had a HT score, or it might be hard for a player to beat his no-mod score with DT).

EZ/HR should be balanced in a way so the expected score doesn't vary from using them (a score with certain timing errors should be expected to have the same score regardless of timing window mods or OD) . A way to do this is described later in this post.

NF shouldn't have a score multiplier in my opinion. If a certain play was done in a way there wasn't any fail, the score should be the same regardless of NF or not; if the play was poor enough to have a fail, the score should reflect how poor the play was (without needing the mod multiplier).

  1. Score is made up of 20% combo and 80% accuracy.
    1. We want to value the more accurate players (accuracy) whilst applying a small reward for consistency (combo).
I think that combo shouldn't be a factor in score (beyond the notion that high combos are correlated with high scores).

Combo is not a robust or reliable way to measure consistency. For example, if a player is expected to miss one note in a beatmap with near constant difficulty through it, the place the miss is has a considerable effect on score even though it is random. The same player in several plays is expected to have the same score (as long as he doesn't improve each play), but the variance of the results is quite high because of the combo system.

Also, a combo system gives more importance to the middle parts of the beatmaps (since there is the greatest loss with a single miss), though, usually, that is not the most interesting part of a map.

To give more importance to consistency, just giving more weight to the amount of misses is a better idea (amount of misses is more robust than combo). There are infinitely many ways to do this, something as simple as giving a multiplier based on the rate of misses could be done. For example, using a score multiplier of (1-miss_ratio)^5, so if the ratio of misses is 1%, there is a ~4.9% score penalty, with 5% misses there is a 22.6% score penalty, etc...



About the accuracy portion of the score, I think a system that uses the distribution of the judgments (considering their timing windows) is better than just asg static values to the judgments regardless of OD and timing window mods (HR/EZ). Given the distribution of the judgments and their timing windows, you can calculate the Normal Distribution (with error centered a 0) that fits the distribution the best (misses are considered as hitting the note outside the 50 timing window)

The less standard deviation the curve has, the more accurate the score is, and more "accuracy score" the score should have.

The fact that EZ and HR change the timing window of the hardest judgment makes things a bit more complex. The difficulty of achieving the maximum score is different based on those mods (and perfection in No-mod/EZ/HR are all fitted with a curve with standard deviation->0), because of that, the amount of notes also has to be considered to for the probability of getting a fluke result (in a form that is analogous as when measuring how loaded a coin is throwing it 5 times, instead of saying it is 100% loaded with 5 heads, it is ~87% loaded since at that percentage there is a chance of 50% of getting 5 heads or more throwing it 5 times). The result could be scaled so perfection on No-mod has a score of 1 million (so HR can get higher than that, and EZ can get lower).

As for the timing windows of LNs, they should be calibrated so the difficulty of accurately playing each of their judgments is similar to the difficulty of accurately playing regular notes. Giving 50% more leniency to LN ends, and considering their judgments the same way as the other judgments, might work well in this case.
I like using nf for not overwriting ht scores

Shoegazer wrote: 174g4x

GODLIKE
Alright, really long post incoming.

Not going to say much about the mod thing because I don't really have a constructive enough opinion to say anything. LNs seem fine.

I do have reservations with the scoring component however.

This is how osu!mania ScoreV2 currently works:

How does it work currently? 2v1fw

  1. 20% of the 1m is (combo / 10 + 1) * base_hit_values.
  2. 80% of the 1m is accuracy ^ 10.
Combo
The combo component is probably easier to talk about because it shows a decent amount of effect overall - there are a few problems with a combo-based proportion, mainly the fact that it does not take into the frequency of misses (though this is for more extreme) AND the position of misses in a given chart.

In a chart with consistent difficulty (i.e. the chance of missing is the same throughout the entire chart) - which are common, there's a good chance where you can miss right in the middle and if you fully SSS (all 300g) the chart otherwise, you'd only get 25% of the combo score if you SSS'd the entire chart. That is the equivalent of 150K, which is almost certainly a decisive victory for the other team. Of course, this is the most extreme case, but the fact that you can take that much damage from just a single mistake in the chart is very much overkill. This tends to have similar effects even if you don't miss right in the middle, too.

I think a combo-based mechanic is fine if it's done properly, and changing the proportions to make combo even smaller is more of a band-aid, rather than a fix. I think the problem lies in the fact that combo is not scaled in something similar to a logarithmic scale (obviously not to that magnitude, but you get the idea). Dividing combo by 10 doesn't solve the problem, so I think it would be fine to get rid of the "/ 10" thing. I'm not sure what exponent you can use to scale down larger combos and make smaller combos matter relatively more, but I think it would be a good start to use something like that to scale it down.

Having a exponential to scale down larger combos will also help with the location of misses too, it makes the location of misses matter less, and it also punishes players who miss consistently in harder areas (which is the general case) against players who can smash through harder areas but missed one note in a much easier area.

This current combo component is good if you're trying to strongly enforce consistency/FCs, but the metagame has not shifted enough for FCs to be taken as absolute absolute importance, unlike osu! standard. Even if you scale larger combos down with an exponential, it would still make FCs important, but at least the round is still salvageable.

I don't have any practical examples on hand, but judging from most people's screenshots, it seems to be a very extreme direction that not many people like. Again though, I think a combo-based mechanic would work fine if done properly, so it just needs some tweaking.

So that's for combo.

Accuracy
While accuracy^10 didn't seem like much on paper, but the difference was really substantial when I looked at the numbers. This is what the accuracy component would look like - there's also a 1mil equivalent for easier comparison.

For a comparison, a 96% on score v1 is about 850K on average (it's 664K with scorev2, scaled). You can argue that v1 and v2 are not strictly comparable, but it's moreso to show how much of a drop in score scorev2 could potentially bring with just a 4% drop.

The problem with this is that the exponent used is far too strong of an exponential to use. It might be fine for earlier tournament rounds (forces players to be a lot more consistent and accurate with charts that they should be very much comfortable with), but the exponential is most definitely too great for something like semi-finals/finals, where there is a massive variance in performance across multiple teams. A player who can't get 94%+ on any of the maps in the finals/semi-finals mappool (which is very much viable given the diversity of the mappools) would essentially be dead-weight and would more than likely lose the round unless he has very strong teammates to back him up - players who'd get about 98.8% on average against three players with 97%. That difference is massive and it makes for more blowouts and less variance, which goes against what score v2 is mainly implemented for.

So the main problem is the magnitude of the exponential - but you also want to make the gaps between a 95% and 96% noticeable enough to be noticeably larger than a 99% and 100%. I guess a mediatory point would be something like accuracy^(n-accuracy)? This is what it looks like for accuracy^(6-accuracy).


A 96% with that looks more similar to the one in scorev1, and the drop seems more reasonable, too. The main drawback is that the difference is pretty minute compared to accuracy^5, but I think using a base like that would be a good start. You could do something like accuracy^(7-(2 * accuracy)), etc. as well.

Again, this current system would be fine if you really want players to be deadly consistent and all-rounders, but I think encouraging people to do it to that much of a magnitude is far too much and is too much of a shift compared to the current meta. I think a subtler magnitude is more applicable and will create a finesse that creates more variance and excitement than frustration and blowouts.

That should be all. I'm sorry if not many of my thoughts are coherent, but I have a really bad headache as I'm typing this and I ittedly didn't plan on writing this much to begin with. Hope you can put these thoughts into consideration.

/endthread
Here's what I think after playing around in multiplayer for a bit
  1. I like the LN changes, they feel good, and now they don't inflate combo like crazy
  2. 1 miss in the middle of a song feels way too punishing. With good accuracy one miss mean 150k less score, which feels like way too much for a small mistake. Mania and taiko are the only modes where one miss doesn't completely destroy your score, lets keep it that way.
  3. Getting 95% but only half the possible score feels really bad.
  4. I don't think HD and FL should give a score bonus. Some players, myself included, find it easier to read with these mods, I don't see why they should get a score bonus for playing the way they find easier.

Shoegazer wrote: 174g4x

Long Post
Alright, really long post incoming.

Not going to say much about the mod thing because I don't really have a constructive enough opinion to say anything. LNs seem fine.

I do have reservations with the scoring component however.

This is how osu!mania ScoreV2 currently works:

How does it work currently? 2v1fw

  1. 20% of the 1m is (combo / 10 + 1) * base_hit_values.
  2. 80% of the 1m is accuracy ^ 10.
Combo
The combo component is probably easier to talk about because it shows a decent amount of effect overall - there are a few problems with a combo-based proportion, mainly the fact that it does not take into the frequency of misses (though this is for more extreme) AND the position of misses in a given chart.

In a chart with consistent difficulty (i.e. the chance of missing is the same throughout the entire chart) - which are common, there's a good chance where you can miss right in the middle and if you fully SSS (all 300g) the chart otherwise, you'd only get 25% of the combo score if you SSS'd the entire chart. That is the equivalent of 150K, which is almost certainly a decisive victory for the other team. Of course, this is the most extreme case, but the fact that you can take that much damage from just a single mistake in the chart is very much overkill. This tends to have similar effects even if you don't miss right in the middle, too.

I think a combo-based mechanic is fine if it's done properly, and changing the proportions to make combo even smaller is more of a band-aid, rather than a fix. I think the problem lies in the fact that combo is not scaled in something similar to a logarithmic scale (obviously not to that magnitude, but you get the idea). Dividing combo by 10 doesn't solve the problem, so I think it would be fine to get rid of the "/ 10" thing. I'm not sure what exponent you can use to scale down larger combos and make smaller combos matter relatively more, but I think it would be a good start to use something like that to scale it down.

Having a exponential to scale down larger combos will also help with the location of misses too, it makes the location of misses matter less, and it also punishes players who miss consistently in harder areas (which is the general case) against players who can smash through harder areas but missed one note in a much easier area.

This current combo component is good if you're trying to strongly enforce consistency/FCs, but the metagame has not shifted enough for FCs to be taken as absolute absolute importance, unlike osu! standard. Even if you scale larger combos down with an exponential, it would still make FCs important, but at least the round is still salvageable.

I don't have any practical examples on hand, but judging from most people's screenshots, it seems to be a very extreme direction that not many people like. Again though, I think a combo-based mechanic would work fine if done properly, so it just needs some tweaking.

So that's for combo.

Accuracy
While accuracy^10 didn't seem like much on paper, but the difference was really substantial when I looked at the numbers. This is what the accuracy component would look like - there's also a 1mil equivalent for easier comparison.

For a comparison, a 96% on score v1 is about 850K on average (it's 664K with scorev2, scaled). You can argue that v1 and v2 are not strictly comparable, but it's moreso to show how much of a drop in score scorev2 could potentially bring with just a 4% drop.

The problem with this is that the exponent used is far too strong of an exponential to use. It might be fine for earlier tournament rounds (forces players to be a lot more consistent and accurate with charts that they should be very much comfortable with), but the exponential is most definitely too great for something like semi-finals/finals, where there is a massive variance in performance across multiple teams. A player who can't get 94%+ on any of the maps in the finals/semi-finals mappool (which is very much viable given the diversity of the mappools) would essentially be dead-weight and would more than likely lose the round unless he has very strong teammates to back him up - players who'd get about 98.8% on average against three players with 97%. That difference is massive and it makes for more blowouts and less variance, which goes against what score v2 is mainly implemented for.

So the main problem is the magnitude of the exponential - but you also want to make the gaps between a 95% and 96% noticeable enough to be noticeably larger than a 99% and 100%. I guess a mediatory point would be something like accuracy^(n-accuracy)? This is what it looks like for accuracy^(6-accuracy).


A 96% with that looks more similar to the one in scorev1, and the drop seems more reasonable, too. The main drawback is that the difference is pretty minute compared to accuracy^5, but I think using a base like that would be a good start. You could do something like accuracy^(7-(2 * accuracy)), etc. as well.

Again, this current system would be fine if you really want players to be deadly consistent and all-rounders, but I think encouraging people to do it to that much of a magnitude is far too much and is too much of a shift compared to the current meta. I think a subtler magnitude is more applicable and will create a finesse that creates more variance and excitement than frustration and blowouts.

That should be all. I'm sorry if not many of my thoughts are coherent, but I have a really bad headache as I'm typing this and I ittedly didn't plan on writing this much to begin with. Hope you can put these thoughts into consideration.
Completely agree with this
Some players find hd/fl harder to play with - I think they should get a score bonus for playing with something that they find harder


That's what I don't like against your hd/fl statement is that I can reverse it easily like that and still make the same type of point as you.

Khelly wrote: 2d3o3y

Some players find hd/fl harder to play with - I think they should get a score bonus for playing with something that they find harder


That's what I don't like against your hd/fl statement is that I can reverse it easily like that and still make the same type of point as you.

anybody can easily play HD/FL after a few hours of exposure

score v2 VS score v1
If this doesnt scream "HEY GUYS MAYBE THIS ISNT SUCH A GREAT IDEA AFTER ALL" then I dont know what does.

Kernaus wrote: 5b2q3r

Khelly wrote: 2d3o3y

Some players find hd/fl harder to play with - I think they should get a score bonus for playing with something that they find harder


That's what I don't like against your hd/fl statement is that I can reverse it easily like that and still make the same type of point as you.

anybody can easily play HD/FL after a few hours of exposure

You haven't met me

Kernaus wrote: 5b2q3r

Khelly wrote: 2d3o3y

Some players find hd/fl harder to play with - I think they should get a score bonus for playing with something that they find harder


That's what I don't like against your hd/fl statement is that I can reverse it easily like that and still make the same type of point as you.

anybody can easily play HD/FL after a few hours of exposure
Players can easily go to HD/FL from no-mod after a few hours of exposure, but those who rely on HD/FL as a reading tool can't go from their norm to no-mod - therefore, it's unfair regardless of what direction you look at it.

qba108 wrote: 5u195n


score v2 VS score v1
If this doesnt scream "HEY GUYS MAYBE THIS ISNT SUCH A GREAT IDEA AFTER ALL" then I dont know what does.

woooooo hyperbole let's cry rather than offer solutions, yay~
HD/FI/FL multipliers are just plain stupid D:
remove this outrageous combo meme or i will end mys elf
LN changes are great
I'm not really complaining about score v2 because it's still in its early stages of development, but what eze suggested seems like a good step forward.

As for bonus on HD / FL... i strongly disagree with it.
In mania, there are people who have trouble without HD and FL, and using these mods actually facilitates their play (players like vygatron, [MY]idiot, october scream, bobbias, and a lot of others)
While HD and FL does significantly affect gameplay in other modes, in mania they're more of a visual mod (and sometimes even a visual aid) rather than a difficulty increase mod.

(although Loctav did suggest that 1.06x multiplier is basically negligible, and I somewhat agree; current v2 scoring mechanics overshadow the 1.06x multiplier)

In addition, DT/NC multiplier should probably be a lot higher.
As many of the people above stated, HD/FL multipliers are just plain stupid. If im getting forced to play Nomod as an HD player im basicly pure trash and probably have to switch out if it were MWC to sombody who isn't an HD player.

Also while these things are getting changed, it might be a good idea to revamp the way HD works. Instead of making it larger wiht combo I think it might be better to give players the choice to select a prefixed heigth or to keep it the way it currently is (which I believe not many players will choose), since its not supposed to be a difficulty multyplier but more of a reading tool for players who mainly use HD.
Guys, can we not break my favorite game? please?
Thanks

Score multipliers = No pls

1M is the gap, and its fair enough

110%/120%/130%/140% mods would be the best change ever btw

But PLEASE NO SCORE MULTIPLIERS!

Thanks!

FelipeLink wrote: 713v3t

Guys, can we not break my favorite game? please?
Thanks

Score multipliers = No pls

1M is the gap, and its fair enough

110%/120%/130%/140% mods would be the best change ever btw

But PLEASE NO SCORE MULTIPLIERS!

Thanks!
Don't forget 90% 80% all the way to 50%
While not being a mania-player I'd like to casually throw in that a high combo will naturally assure the play a minimum degree of accuracy until the combo is broken. As such it will be rewarded in both components of scoring and not only the combo-component. This takes away the biggest part of a potential advantage another player could get from having a better accuracy while having less combo. This results in combo (while "only" holding 20% weightage) getting a scoreimpact that will be experienced as stronger than that in a practical environment.
Same thing from a different perspective:
When you miss a note you will lose your combo and therefore lose combopoints but you will also lose accuracypoints. It's always punishing you in both areas. If combo is supposed to be the thing that awards points on consistency in not missing then a miss should not reduce the accuracy. From a practical standpoint it doesn't make any sense to say that a combobreak should not reduce your accuracy but it would be the only meaningful solution if you want to have the combo- and the accuracy-component contribute score separate from each other without automatically favoring combo.

tl;dr
Any scoringsystem that gives combo an own value will automatically favor combo over accuracy as a lack of combo always includes a loss in accuracy. The higher the advantage of a fullcombo vs halfcombo is, the less impact accuracy can have.
JUST FUCK MY ASS WHY WOULD YOU DO THIS COMBO SHIT
I have an idea, let's give 2x 3x and 4x multipliers at 20 30 and 40 combo and then double the multipliers by adding "Brain Power" notes, where if you hit the entire string of brain power notes you add adrenaline to your overdrive meter! So 2x 3x and 4x would be 4x 6x and 8x!

Oh wait wrong game.

Vygatron wrote: 5g2z3l

JUST FUCK MY ASS WHY WOULD YOU DO THIS COMBO SHIT

Halogen- wrote: 6k4366

Vygatron wrote: 5g2z3l

JUST FUCK MY ASS WHY WOULD YOU DO THIS COMBO SHIT
waddup

Gekido- wrote: 4kj5l

I have an idea, let's give 2x 3x and 4x multipliers at 20 30 and 40 combo and then double the multipliers by adding "Brain Power" notes, where if you hit the entire string of brain power notes you add adrenaline to your overdrive meter! So 2x 3x and 4x would be 4x 6x and 8x!

Oh wait wrong game.
or maybe every after 30 notes there should be additional scores! and a gauge as well! and also pills for every 100s/50s that will turn into 300g 300s!

hmmm I think wrong game as well.
Score and LN stuffs seems fien but

"Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers."

>.> OH SHIT WADDUP

#RankHardMaps2016
#MakeGameHard2016
Hi I don't usually post on the forums but I need to spew some bubbles.

Combo is a good idea, but the current weightings are just too absurd for anyone to adjust to them right now. Suggestion is to change the weightings so combo doesn't impact to a significant degree and the community might be able to adapt.

Rate mods or bust!!!
Rate mods or bust!!!
Rate mods or bust!!!

Fishy out.
Knit_old_1
there are people who want combo based scoring in a vsrg?

Knit wrote: 24o6b

there are people who want combo based scoring in a vsrg?
this.
I love the LN changes!

From the perspective of a mediocre player like me, the idea that combo can drastically alter your score as much as it looks like it does really worries me. It could make things a lot less fun and a lot more stressful for those of us trying to learn the game mode.

Also, as a hidden main, I agree that adding multipliers for HD/FI/FL isn't a good idea. I need the mod in order to read effectively, so I don't feel like I should be rewarded for using a mod that's acting as a crutch.
Combo scoring LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL

WE 2004 FFR BOIIIIIIIIIIIIIII
I love the LN changes <3

Please no combo scoring...


smoogipooo wrote: 2z7152

  1. Mods are back! NF/EZ/HT give 0.5x score multipliers and DT/HR/HD/FI/FL give 1.06x score multipliers.
HT should be a 0.35x score multipler, HD/Fi/FL shouldn't give any score multiplier because it's more of a preference/visual aid for people that has trouble playing nomod (as former FL/HD only player here) and HR should be increase to maybe 1.10x score multipler.



FrenzyLi wrote: 4z6m8

How about if for any x0.1 speedup of the music/beatmap, you get extra x0.05 multiplier? That way DT/NC are x1.25 by current standards.

If the engine allows x1.2 speedup that means i can submit scores on x1.10 multiplier and get new pp calculation if the score exceeds previous submitted scores.
I agree with Frenzy on this idea
show more
Please sign in to reply.

New reply 6z2l60