Score v2 osu что это
We're just over two months away from OWC and I want to know what the community likes/dislikes about the current ScoreV2 system so we can get it perfected before OWC comes a-knocking.
THIS IS NOT FINALPlease, do not discuss Star Rating and PP here.
- 70% of score comes from combo, the remaining 30% comes from accuracy.
- Spinners award 500 points per tick.
- The mod multipliers are as follows: HR - 1.10x, DT - 1.20x, FL - 1.12x, HD - 1.06x
Basically, I'm willing to experiment trying different stuff so throw out any ideas you have. I'll be checking this thread periodically but don't expect me to reply to every comment, and please _please_ don't spam me with PMs telling me to read a comment in here ;___;.
is slider acc still gonna be part of scorev2?I'd rather it being removed tbh, just too much stress when this is added in tournaments Are there any ideas that are being thrown around that could become a possibility soon for ScoreV2? I really like where it's at currently and it feels much more of a representation of skill than ScoreV1 matches, so that's awesome i love it, seems like its going in the right direction similar to pp, miss count could be incorporated into the final score. like a final multiplier. it's a good indicator of aim apart from combo count. just a thought.
StarrStyx: Define "slider acc". You mean hitting the slider start with correct precision? While most maps are not designed around it specifically, I feel like it actually should be a thing, given this is a rhythm game (and it is enforced in many other games of the same genre in a comparable fashion as well)
Smoothie World: we are open to any kind of suggestions. It has been a year since OWC passed and in order to fresh up things a little, maybe you or others have ideas in how to balance it any further to be a proper scoring for competitive environements.
I agree with Loctav - slider start circle accuracy is intended and I don't see it being changed.Can I clarify one thing? For slider acc I remember that if the slider is hit within the 50 hitwindow, even if the player aims it properly it would still break your combo.
Is this true or not?
If its true I just dont understand why its there, cuz why is it combo breaking on sliders but not on circles?
Would it be possible to somehow "nerfe"/remove Slideraccuracy on certain sliders?This would make it possible to let players get through BPM changes and could also be used to adapt old maps that use sliders to lead in bpm changes to scoreV2 without making them too hard too acc well (and also make them worth less so you dont have mappers spamming these to keep ScoreV1/have mappers justify every single one during modding process)
@StarrStyx: That sounds false.
@Asonate: Consistency is a key. It would not be easy/feasible/intuitive to nerf/remove slider acc on certain sliders.
Can we just keep it at "slider acc won't be changed"?
I am split on the slider accuracy, on non techincal maps it's beneficial and a fun change but on strict and ever changing rythmns that use sliders for simplification it's a disaster.
Not a fan of the overly weighed combo either, I consider accuracy to be just as important if not more important.
It goes more into the direction of score/pp interaction though.
Kite wrote:
but on strict and ever changing rythmns that use sliders for simplification it's a disaster.(this is regarding main game more than tourney play but)
basically my thoughts on this as well. if a mapper doesn't want stuff like that to be the focus of the difficulty in his map he shouldn't be forced to. over the past 9 years it's just become another tool in the mapper's toolbox to make certain things not pains in the ass and I don't think it's fair to throw away 9 years of development in mapping. i realize this argument comes up every time but i've yet to see a compelling defense to it that's not something along the lines of "we need to move forward"
as both a player who might be playing in the tournament and a mapper, i have to agree that slider acc is something that feels out of place and out of touch to throw randomly into the biggest tournament of the entire game
its like if you randomly changed a vital aspect of the game for the most important competition of said game, if you're gonna make a change like score v2 it shouldn't be trialed in the biggest tourney of the entire game
as for the other aspects of score v2, i think that the acc vs combo weighting is just about right, especially if slider acc is removed, because its actually slightly more than 70/30 when you think about it because 100s/50s also detract from your score
if the 50 slider break thing is still in score v2, please remove it, it doesnt make any sense, hitting a 50 should give you a 50, not a miss (that is if you even keep slider acc)
the mod balancing is good! i think its very good that HR is worth more than HD and adds an interesting dynamic to freemod
also, the score system is kinda lame from both a player and spectator perspective, is it more exciting to see 100k point totals on both sides during a tense long tiebreaker, or 4 million? i understand the difficulties and limitations that come with implementing the old score system with the new 70/30 acc weighting, but in my opinion that is the most imperative thing that needs to change
to clarify, i think score v2 is a good idea and a step in the right direction for osu, but needs a couple tweaks before its fully tested on the world stage in like THE most important tournament for standard players
i like score v1 more personally, but i know that this is the future and there's no real stopping score v2, but i think that score v2 takes away from the unique feeling and niche of osu as a rhythm game. right now, osu is much more of an aim game than a rhythm game, but that's because its pretty faithful to its source material (Osu! Tatakae! Ouendan)! Now, i know that you've all heard this a million times, but the entire basis of mapping rhythm has centered about using this system that allows sliders to be a more lenient means of hitting notes
now, you may say: mapping have evolved to that point! just let it evolve again! to which i will pose the question: what exactly are the BENEFITS of score v2 that couldn't just be added to score v1? what does slider acc bring to the game exactly? because as of right now, it not only ruins an entire genre of technical mapping (as someone who mainly plays technical maps this is a huge huge huge concern) such as slider heavy wub maps, but also DETRACTS from most, if not all current maps
and to gain what? a sense of superiority when stepmania players say "LOL osu thats not a real rhythm game!1. 11!"
it feels as if in each staff statement regarding score v2 and slider acc, the argument always boils down to: "its a rhythm game so it should be as rhythmic as possible." but to that, i'd point out that osu has a component that no other "REAL rhythm game" has, an aim component
like gee i wonder why the hit judges aren't brutal like in other rhythm games, probably because you have to aim complex patterns while tapping to the rhythm of the song! it's what makes osu unique, and taking away the lenient nature of sliders by adding accuracy goes against the inherent design of the game and how its played
thats just my two cents about the issue, i hope you consider these points before implementing it for OWC and more importantly the game as a whole
again i think its wrong to use the biggest osu tourney to test out your new score system experiment but that happened last year so
I'd like to add that scorev2 should be kept for tournament purposes only.In the current state of the game it makes no sense to introduce a new score system to the main game as everything revolves around PP.
Scoreboards currently only matter very little.
I would cite my most recent suggestion from the old thread but apparently you moved it to the wastelands or some other non-public area so I will just rewrite it here with a higher degree of elaboration:
Change the hitwindows of circles for the sake of reducing notelock.
In OWC we are very likely to see maps with spaced streams that heavily punish the occurence of notelock.
At the same time it can be expected from our elite players that they will only hit something that is currently a 50 when they committed a rather grave mistake. I feel that missing instead due to a lowered hit area is a legitimate punishment for entirely mistimed hits and the benefits of reduced notelock weigh more than that.
Personally I can just say that I feel cheated by the game when I hit a single as a 50 (on OD8) because I obviously messed up so hard that I do not deserve to keep combo. While I can't guarantee it, I think many good players share this experience.
So we got this sweet OD-table on the wiki:
As easy to determine the hitarea of 50s will go down about 1.66 times the value of the 300 hitarea while it is 1.25 times for the 100s area.
For casual OD this isn't that grave but especially at peak-OD (above 8) it really starts to show as the 50/100 area becomes bigger and bigger relative to the 300 hitarea.
I made this little table to elaborate the issue (picked "common" OD-values in OWC and lower for comparison):
(the units on the relative values are obviously nonsense)
As you can see easily, the hitarea of 300s relative to the total hitarea shrinks by a whole 9,4% from OD7 to OD10 (more than it does from OD7 to OD3).
On top of it the 300 area almost halves when comparing OD10 with OD7 while there is only a moderate change for the 100/50 hitarea.
Now this is a very big discrepancy imo. The system is very lenient regarding hitting stuff offtime while it becomes very strict for hitting on time.
The problem with this is that there is no value in having a great leniency for somehow hitting stuff when the actual sweet area is that small (20%).
On the opposite, the great leniency causes problems on certain maps with notelock and timeshifting on streams
timeshifting is when you misaim in a stream but can't click the next note due to notelock and have to wait for the misaimed note to register as a miss so you can hit the next one without notelock occuring. However there is no way to not hit it off-time (depending on how much the notelock overlaps the next note) and you will often time end up hitting perfectly on time but being shifted by one note against the stream, causing you to hit only 50s unless you purposely overstream (which feels stupid because you were actually streaming perfectly on time).
The result:
When you missed one note in a stream you get heavily punished and can only soften the punishment by hitting off-time and faster to nullify the shift - basically it's everyone's favorite way to die on maps such as Freedom Dive where the notes in streams are 67ms apart from each other. Once you missed a note in the stream you can't hit the next one before being at least 53ms late which means that the minimum time difference to the next note's sweetspot is only 14ms. In the usual case you will fall one note behind and as notelock likes to induces further notelock you will most likely die.
Especially in cases such as Freedom Dive (OWC'15 finals) where the overlap is so big that you're forced to hit 50s in order to not notelock more and die it is extremely difficult to compensate for something that is only ONE miss. Now it's obvious that even with a reduction of the hitareas you can't remove the possibility of notelock on 222bpm streams but it is possible to get it down to a degree where you're not bound to automatically hit 50s and/or die and most of all it significantly reduces the mental effort you have to do in order to not trigger a sequence of notelocks off of one notelock.
tl;dr
Notelock occurs less frequently and is easier to deal with if 50/100 area is reduced.
For reference on notelock also read [Guide] Avoiding "notelock" at high BPM.
According to the values here pretty much everything at 150bpm and above is prone to notelock within streams at OD10.
I don't see any reason to not introduce a new OD-table that reduces the size of the lower judgements in order to raise this notelockborder to a bpm where a significant range of the relevant bpm is unlikely to cause notelock.
Like this for example (I just cut the areas of 100/50 by 10ms on each side):
(the units on the relative values are obviously nonsense)
With the 50s area being down to 80ms you are already very unlikely to notelock on 170bpm and below making misses actual misses and not timeshifting notelock-bullshit. Reducing it even further to 70ms would cover for streams up to 190bpm.
I think having such timewindows is very fair to the quality of our top 5k players.
It can significantly reduce the occurence of relatively random deaths on maps like PUPA+HR (OWC '15 Finals Freemod) where notelocking on one specific stream will cost you the map regardless of your performance in the other 110 seconds of playtime. (that being said, a 80ms window would still cause notelocking with perfect timing while 70ms wouldn't but notelocking is still likely to occur/being randomly avoided on both).
It will slightly raise the significancy of the accuracy-score as 50s will be more likely to occur and also make a performance that consistently strays far from optimal accuracy more likely for death from drain as you're more likely to miss out on the bonus-health from Katus as well.
In such a context the bonus on HR might have to get increased. As a fun spice you could keep the old judgementareas for sliders as people won't like the sliders that are delicate to hit on time being even harder.
If I messed up the sheets somehow, tell me where because I threw them together rather quickly. Also feel free to come up with different values. I just wanted to outline this problem and propose a solution, details adjustable.
Another thing I'm not sure of is the drain.
With slider acc you lose out on free health from properly aiming sliders and makes the occurence of Geki more rare as well.
As far as I can see the health lost from missing sliders/sliderbreaks or rather the health gained from 100s wasn't ever adjusted to keep the maps about as hard to pass as without slideraccuracy.
Since the health is set by the mapper with v1 in mind this seems only fair for me and would also make absolutely stupid deaths on maps such as Clumsy Thoughts+HR (OWC '15 Group Stage) a less significant factor. Playing for "who survives?" just isn't that fun when you could look at a more nuanced performance of each player to determine the result instead.
The reasoning here is obviously similar to the one for notelock+PUPA. I don't want to see people not having their score counted when their performance on the map was actually good.
/edit: fixed one typo, one not-so-significant semantic and commented on the nonsense-units in my screenshots
/edit 3years later: reuploaded broken image links
Scoring Values
Image | Name | Effect |
---|---|---|
300 | A possible score when tapping a hit circle precisely on time, completing a Slider and keeping the cursor over every tick, or completing a Spinner with the Spinner Metre full. A score of 300 appears in an blue score by default. Scoring nothing except 300s in a beatmap will award the player with the SS or SSH grade. | |
(激) Geki | A term from Ouendan, called Elite Beat! in EBA. Appears when playing the last element in a combo in which the player has scored only 300s. Getting a Geki will give a sizable boost to the Life Bar. By default, it is blue. | |
100 | A possible score one can get when tapping a Hit Object slightly late or early, completing a Slider and missing a number of ticks, or completing a Spinner with the Spinner Meter almost full. A score of 100 appears in a green score by default. When very skilled players test a beatmap and they get a lot of 100s, this may mean that the beatmap does not have correct timing. | |
(喝) Katu or Katsu | A term from Ouendan, called Beat! in EBA. Appears when playing the last element in a combo in which the player has scored at least one 100, but no 50s or misses. Getting a Katu will give a small boost to the Life Bar. By default, it is coloured green or blue depending on whether the Katu itself is a 100 or a 300. | |
50 | A possible score one can get when tapping a hit circle rather early or late but not early or late enough to cause a miss, completing a Slider and missing a lot of ticks, or completing a Spinner with the Spinner Metre close to full. A score of 50 appears in a orange score by default. Scoring a 50 in a combo will prevent the appearance of a Katu or a Geki at the combo's end. | |
Miss | A possible score one can get when not tapping a hit circle or too early (based on OD and AR, it may shake instead), not tapping or holding the Slider at least once, or completing a Spinner with low Spinner Metre fill. Scoring a Miss will reset the current combo to 0 and will prevent the appearance of a Katu or a Geki at the combo's end. |
osu!taiko
osu!catch
osu!catch fruit trails
Image | Name | Effect |
---|---|---|
Fruit | A large fruit which is equivalent to normal Hit-circle or Slider's starting, repeating and ending point. Catching it is equivalent to perfect hit (shown as 300 on multiplayer and result). | |
Juice Drops (Slider Tick) | These large droplets signifies Slider's ticks, similar to the dots (slider ticks) inside the sliders. It is compulsory to catch for combo. It is twice the size of Droplet (Slider Trails). 30pt for successful capture (shown as 100 on multiplayer and result). | |
Droplets (Slider Trail) | These small droplets are slider trails. They form the trails of the slider and are smaller comparatively to Juice Drops. 10pt for each Droplets. It would decrease accuracy for not capturing but does not break combo count (shown as 50 on multiplayer and result) | |
(None) | Miss Droplets | Droplets (Slider Trails) not caught. Not shown in Results screen but is shown in server-side. Combo will not be broken but will decrease accuracy and lose out one of the 50's score. Not considered a miss. Not shown at multiplayer and result but shown as Droplet Miss in website leaderboard. |
Bananas | Spinner's equivalent. These pesky Bananas will become smaller as they fall towards the catcher. It is not compulsory to catch them. 1,100pt given, however this one follows spinner clear in osu! which combines 1000 as bonus and 100 as spinning score. | |
Miss | Normal Fruit and Juice Drops not caught. Breaks combo count. Given when failed to catch the Fruit/Juice Drops. No score given and breaks combo. This can only be seen from the results screen. |
osu!mania
Image | Name | Effect |
---|---|---|
Rainbow 300 (MAX) | Perfect hit of the note or hold. Comparing to 300, getting this mark required dead-on accuracy to get it. Otherwise, a regular 300 will be given. Completing the beatmap with just this score will give the maximum 1,000,000 score (1 million score limit). This is equivalent to Marvelous in DDR term. | |
300 | Almost perfect hit of the note or hold. Maximum score limit cannot be achieved if this score was given. | |
200 | Slightly early or slightly late hit or hold. New players may get this mark a lot until they got accustomed to the mechanism of the conveyor, speed, buttons and the judgement area. | |
100 | Early or late hit or hold. It does not affect the HP bar at all. | |
50 | Very early or very late hit or hold. This score will be given for unreleased hold notes by default. Decreases HP, but not for a drastic amount. Does not break combo. | |
Miss | Not hitting the note or holding the note using the correct keys. Drastically drain the HP and breaks the current combo. |
Score v2 osu что это
Денис Бубликов запись закреплена
кароче если не доводишь до конца слайдера то ты лох
Это новый подсчет скора , макс 1000000 очков , 70% акураса 30% комбо, по другому учитываются слайдеры ит.д собственно ввели чтобы учились его играть так как через полгодика возможно подьедет апдейт где скорв2 будет вмсте нынешнего.
Scoring
ScoreV2
Before ScoreV2, each game modes has their own scoring system in place:
osu! and osu!catch use a strictly combo-based score multiplier, osu!taiko roughly follows the Taiko no Tatsujin scoring system with a small constant score affected with combo bonus, and osu!mania is the only game mode with a score limiter, which is capped at 1,000,000 (1 million) score at 1.00x score modifier.While the issue only arise on very long and combo-intensive beatmap, if the player managed to exceed a combo of
6,500 onwards, the player's score will begin to count backwards.
This is a known flaw with the 32-bit signed integer where (in computing) the max integer is 2,147,483,647.
This is where ScoreV2 comes in.
ScoreV2 attempts to standardise all the game modes' scoring system to 1,000,000 (1 million) score at 1.00x score modifier with extra score gains from spinner's bonus for osu!, drumrolls for osu!taiko, and bananas as usual for osu!catch.
Each of the hit objects are now part of the 1 million score and scaled accordingly rather than their own scoring values and bonus formulae.
ScoreV2 can be tested in Multi mode as one of the Match Setup's Win Condition.
As of 22 February 2017 (2017-02-22), the ScoreV2 system can be tested in Solo mode using the UNRANKED ScoreV2 game modifier.
Score
The score given by each hit circle and end of a slider is calculated with the following formula:-
Score = Hit Value + (Hit Value * ((Combo multiplier * Difficulty multiplier * Mod multiplier) / 25))
Term | Meaning |
---|---|
Hit Value | The hit circle judgement (50, 100 or 300), any slider ticks and spinner's bonus |
Combo multiplier | (Combo before this hit - 1) or 0; whichever is higher |
Difficulty multiplier | The difficulty setting for the beatmap (see next header) |
Mod multiplier | The multiplier of the selected mods |
Additionally each slider start, end and repeat tick awards 30 points, each slider middle tick awards 10 points and each spin of a spinner awards 100 points.
Additional bonus of 1,000 points given for each spin of a spinner after the spinner meter is full.
How to calculate the Difficulty multiplier
The Difficulty multiplier equals the old star rating. It can be calculated via the following formula:
Stars = Round((HP Drain + Circle Size + Overall Difficulty + Clamp(Hit object count / Drain time in seconds * 8, 0, 16)) / 38 * 5)
Note that game modifiers (like Hard Rock/Easy) will not change the Difficulty multiplier.
It will only account for original values only.
osu!taiko
Each GREAT (excluding Kiai Time's 1.2x bonus) is worth 300 + RoundDown(Combo / 10) times n up to a maximum of 300+10n points, in which n depends on the difficulty rating of the song.
Each GOOD gives half of the score as GREAT does, while zero score is given for MISS/BAD.
Double score is given for successful hit on large notes (different from Taiko no Tatsujin, left and right drum must be hit at the same time very precisely in order to allow a successful hit of large notes).
For yellow long notes, 300 is given per hit in the small one while 600 per hit is given to the large one.
For shaker notes, each shake gives 300 and finishing the shaker gives score twice as much as a GREAT of the current combo.
A typical value of n (4.5-5 star difficulties in old 5 star ratings system) is 80, which gives a maximum score of 1,100/2,200 at 100 combo and later combos.
For 4 - 4.5 star difficulties, n is equal to 64 in which the maximum score per hit is 940/1,880.
In the hardest case, n is equal to 96 in which the maximum score per hit is 1,260/2,520.
There are lower value of n for even easier difficulties.
Unlike osu!/osu!catch, a miss in osu!taiko will not cause a drastic score difference from the maximum possible score (in osu!/osu!catch, score deviation damage from a miss grows wider the higher the maximum combo and especially breaking in around half combo of the maximum combo).
Instead, a constant score of n (explained above) is reduced per miss if each miss is separated by more than 100 combos.
With the existence of shaker and large notes, score loss would be larger.
For example, in a typical difficulty (80), breaking a combo in the middle of a song without accounting for large notes and spinners, would result in a maximum loss of 44,000 points (to bring the combo back up to 100, all GREAT score value).
Also unlike the other game modes, Kiai Time has an effect on scores because it refers to the "Go-Go Time" in Taiko no Tatsujin.
While Kiai Time is active, the drum in the upper left changes animation, the playfield has a background gradient and the hit area gains a fire graphic around it.
Additionally, all hit notes gain a 1.2x score multiplier, long yellow notes (drumroll) included, except for hits on a shaker (the final hit is still multiplied).
osu!catch
Scoring for osu!catch follows the same multiplier as in osu!.
However, the fruit that adds up the score is different from osu!.
Combo will not be lost for missing droplets (considered as Miss Droplet in server leaderboard) in this mode, but a drop of Accuracy and score gain from it.
Score = Hit Value + [Hit Value * ((Combo multiplier * Difficulty multiplier * Mod multiplier) / 25)]
Term | Meaning |
---|---|
Hit Value | The hit circle judgement (50, 100 or 300), any slider ticks, and spinner's bonus |
Combo multiplier | (Combo before this hit - 1) or 0; whichever is higher |
Difficulty multiplier | The difficulty setting for the beatmap |
Mod multiplier | The multiplier of the selected mods |
Note: There is a difference between osu! and osu!catch's scoring methods:
300s and a combo increment are not given to a finished spinner note that in osu!, a reverse tick only gives 30 pointsosu!mania
In osu!mania, each beatmap has the same maximum total score of 1 million (1,000,000).
The score is given in two parts, base score and bonus score, each contributing 50% of total score.
The multiplier increases with a rainbow 300 or 300, while it decreases with a 200 or below.The score given by each note is calculated with the following formula:-
Score
A player's performance on a map is given in terms of score after a successful completion of the map.
Most of the time, combo plays a major part in the scoring system since it serves as a multiplier of the score.
[Discussion] Score V2, The future of Osu!
How will this work?
2. How does this affect the game, and ultimately, the players?
3. What will happen to current scores?
New comments cannot be posted and votes cannot be castAgreed Though i hated the slider change more, it will definitely kills slider mapping, result in less variety of fun maps for players.
fuk scorev2, how am i going to farm low ar maps with sliders now
Other Scores
Suppose a player played these four beatmaps online with a signed in osu!account on a single game mode, osu!:
The player's total ranked score for osu! would be: (3,000,000 + 5,000,000) + (500,000 + 1,000,000) + (2,000,000 + 1,500,000) + 2,000,000 = 15,000,000 score.
Meanwhile, the player's total score for osu! would be: (3,000,000 + 5,000,000) + (500,000 + 1,000,000) + (2,000,000 + 1,500,000 + 2,450,000 + 50,000) + (2,000,000) = 17,500,000 score.
Ranked Score
The ranked score is the total sum of the best scores for all ranked difficulties played online.
Total Score
The total score is the total sum of all scores on ranked and/or approved beatmaps, including failed attempts.
If a player plays a ranked song for the first time and gets 500k, both ranked and total score increase by 500k.
Then, the player plays again and gets 400k, only the total score increases by 400k.
Level
The level of a player is based solely on the player's total score. The score requirement for a level is given by the following function:
Note that due to a rounding technique used by the game, the values for levels up to 100 do not precisely match the formula. This is because the game keeps a pre-calculated list of differences in score between levels, and each item in the list is rounded to the nearest integer. For example, the eightieth item in the list is score(81) - score(80) = 128,927,482.36216 , rounded to 128,927,482. By level 100, the total error is +1.629 score, which is why score(100) = 26,931,190,828.629 does not match the 26,931,190,827 in the second part of the function.
The progress to the next level is displayed using a bar next to the player's level.
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