>>> Taiko now has HP. HP values are calculated exactly the same as osu!mania <<<
NO!
Then change the name of the game to osu!Drums instead of Taiko
NO!
Then change the name of the game to osu!Drums instead of Taiko
for world cups ok, but in general?Jaye wrote: 6y286r
Probably just to fit in with the other world cups, it's true that we don't need this.n1doking wrote: 375h21
what was wrong with the old scoring system
why do we need a new one to replace a system that was perfectly fine
i don't understand the reasoning behind score v2 at all
never heared about something like this in the time i'm hereLoctav wrote: 5b1v22
people skin away finisher objects to normal objects
only ranked maps in TWC? i don't know much about TWC cause i don't care about, but i see in LMS:SE2 allready that a lot unranked maps are used.Catgirl wrote: a4y1r
better be only ranked taiko maps in TWC this year, there are plenty of them so it shouldn't be a problem right? since unranked maps are unimportantInvective wrote: 2f2z4m
(quote="Loctav")also who cares about unranked maps?(/quote)
You use looming shadow as an argument for finishers but it's not like that's ranked lol.
agu wrote: 5j6dx
please don't make drumrolls and spinners more than what they are: "useless" bonus points.
You are mapping, and you DARE say that ?Loctav wrote: 5b1v22
the old system is all about having majority of taiko's mechanics be optional, whereas they have been mapped with intention in most parts. people skin away finisher objects to normal objects, trivializing them, spinners can be ignored, sliders can be ignored. the only thing I sort of can see not necessarily need to change is HP, but HP was always sort of silly in taiko - and is a bit overtuned right now (no idea if the hotfix for this has been pushed yet)
Endaris wrote: 5o5c3i
Just from a watching perspective I really think the HP-system of Taiko should stay as it is.
Having teams or players fail due to single spikes during a map or at the end is not desirable, be it from a watching or from a playing perspective.
Since Taiko is the only tapping-oriented gamemode where you can press wrong buttons in a way that throws you out of the mapflow the current way of dealing with HP makes absolute sense as you won't be instantly killed from the sort of common stream of misses and instead evaluated over the course of the whole map.
agu wrote: 5j6dx
Uhm, finishers already give more points if you hit them correctly. You're saying hitting them should be optional, but these changes are doing the exact opposite, not making them optional.
i think so, rip the most plays on Da x10 and other maps with Finisher Kiaisagu wrote: 5j6dx
"Finishers require double presses, like a double chord in osu!mania. Lenience has not been adjusted for this."
If they "require" this now, does that not mean they count as a miss if you don't hit them with both?
combobreak vs miss on a finisher from not using both keys... correct me if i'm wrong but does this change anything apart from giving you an S rank instead of an A assuming FC on the rest of this map? because if not, then it's doing nothing meaningful to the score apart from the extra points you got from getting a 100 vs a miss, which is negligible.Loctav wrote: 5b1v22
whenever you hit a D only with one red key, you get a forced 100 (without the x4 bonus) and break combo like a sliderbreak, but you don't miss. This still s for actually hitting something, but seem to punish you with sliderbreaking and ignoring the double hit mechanic. I like that more than what it is now, tbh and I will try to bring that forward instead.
That's better but breaking the combo is still unfair. There will be already a huge score difference. The bonus points should be high I agree, but combo break? Not really because jackhammering doesn't exist in Taiko and yet you are trying to create (or force people to do it) this thing (for index finger players like me as an example). If you are trying to make Taiko similiar to Mania, just delete this "combo" thing, and everything will be fine.Loctav wrote: 5b1v22
I also have considered to suggest altering the way finishers work, Garpo came up with the idea of making them work a bit different, as in: whenever you hit a D only with one red key, you get a forced 100 (without the x4 bonus) and break combo like a sliderbreak, but you don't miss. This still s for actually hitting something, but seem to punish you with sliderbreaking and ignoring the double hit mechanic. I like that more than what it is now, tbh and I will try to bring that forward instead.
Overall? I like the changes quite a bit, especially for a tournament setting. Having the ability for a player to fail or even a team to all fail at once if one player out of three can't hit a difficult section brings a lot more competitiveness to a tournament setting. Score scaling also makes much more sense now and single misses aren't nearly as significant as accuracy and overall consistency compared to scorev1. I however still believe that there should be changes made before this is finalized to allow as diverse a mappool as possible.smoogipooo wrote: 4a5y4s
Normal notes
- Normal notes are unchanged. Scoring is 300 for an accurate hit, 100 for an inaccurate hit.
Everything's good here
Finisher notes
- Finishers are calculated last and are worth 4x the score. E.g. 300 normal -> 1200 finisher. 350 drum roll -> 1400 finisher.
I'm guessing you meant 'drum roll' to be 'finisher' here. This is a positive change!- Finishers require double presses, like a double chord in osu!mania. Lenience has not been adjusted for this.
While conceptually I like this change I feel it'll hinder variety if map pool selectors decide to use any gimmick maps (PS: Please do, we've been bombarded by the same types of maps for so long without any SV / gimmick picks to choose from for reading oriented players). Perhaps instead of forcing a miss leave this at the new 4* multiplier? This already alleviates a lot of the problems with finishers having very little value.
Drum rolls
- Drum roll ticks are worth 350 points.
Ok- Drum roll ticks are forced to 1/4 spacing.
I would consider this an issue but there was already discussion about fixing sliders to have 1/3 in 1/3 snap maps (this has needed to happen for FOREVER)- Drum roll ticks are counted towards the "combo" portion of the score, as such they affect how close you get to 1000000 score.
Very good change, this allows players and commentators to get a much better idea of where extra score is coming from- Upon completion of a drum roll, a miss will be given if the player has hit less than 30% of the ticks (unsuccessful), otherwise a 300 hit will be given.
So this is either a combo break or extra points (previously completion of a drum roll gave no points barring the ticks).Also has minor impact on gimmick maps explained later.- Drum rolls award HP for each tick and for successful completion of the drum roll.
Good change considering health changes below
Spinners
- A miss will be given upon unsuccessful completion of a spinner.
I'm cool with this but this (mostly along with the health changes) makes certain gimmick maps impossible to (Cirno's Perfect Math Class for example from loved category) limiting diverse / gimmick maps that could be included in the pools. This is otherwise fine for maps that do not abuse scorev1 spinner health drain. Possible solution to this explained in health.- A 300 hit will be given upon successful completion of a spinner.
No issues here.- Spinners award around half the HP of drum rolls for each hit and for successful completion of the spinner.
Same as above.
Health
- Taiko now has HP. HP values are calculated exactly the same as osu!mania.
This is the biggest and probably most interesting change made. Depending on what maps you look at this has pros and cons. Some of these cons have solutions.
The biggest cons is how this impacts maps that use spinners in an abusive way. There are some maps that would use spinners as intentional health drain by throwing multiple short duration spinners at you (Hi Cirno!) that will have immediate fails in scorev2 upon getting to these sections (unless you can play these sections somehow, there are like 1-2 people who can). A possible solution to this is to drastically lower the amount of health lost from a failed spinner or to not have spinner misses impact health and only impact score. I had originally thought this would impact drumrolls as well, but after testing maps that use 'note sliders' (no length sliders basically) such as the ones in Cirno's Perfect Math Class, combo break is not being forced so no health is being lost. Due to this they are not impacted by the health changes, so this is only a problem with spinners.
Positives of this include a healthier tournament system (failing is now possible) and a system that more accurately depicts if you are ing or failing a section, making it easier to understand for both players and viewers at an immediate glance instead of just "is my health bar above the line"
5urface wrote: 5d1b2c
@Loctav
I stand by my previous points.
How is 1/4 drumrolls with forced hit percentage okay in a Kantan and Futsuu? Where mappers are advised to only map 1/1 and 1/2 and have to resort to drumrolls and spinners to add a bit of variety? The difficulty on those maps will be in no comparison to what they should be.
well, given that you only have to hit 30% of them, hitting only the 1/2 ticks of them works just fine. in original TnT (even though this isnt really a valid point), they are even free spam parts where you can hit as fast as you want. Drumrolls should be, in my idea, a part where you just hit as fast as possible whatever possible (consider you can hit dons and kats on drumrolls in any sort of combination). Maybe we can scale the amount of completion required with OD? That would scale the needed percentage down in Kantans and Futsuus, as they have a lower OD.
And your last finisher suggestion is not much better, if they award a 100 point hit if played with one note they should also award 50% accuracy and not break combo otherwise it's inconsistent with regular notes.
Have one note finishers be 50% acc and 100 points but not break combo if you really have to nerf one hit finishers. Anything more than that is way overkill and not a good change imo
given that combo score only occupies a small minority of scorev2 (30%? 20%? even less?), breaking combo penalizes the score you gain via combo, but the biggest portion will still remain accuracy, which a miss would impact way high than a 100. It's decreasing the penalty in every way, but I still believe that making the combo break is crucial to measure the combo portion of the score properly. Keep in mind that scorev2 does not use the classic score tiering upon combo like scorev2!
An important principle of gamedesign is "easy to learn, hard to master". Forcing these v2 changes onto Kantan and Futsuu maps will break many of them (as well as harder maps). The difficulty curve will be messed up and make it hard, even frustrating to get into taiko. The current system is forgiving for new players, giving them motivation to go on and improve their accuracy and score while also allowing good players to put in extra effort on bonus point elements to gain an edge on the leaderboard..
I don't understand why we should break this system and replace it with something worse
don't forget that this isnt been replacing scorev1. At least not in its current stage. Before this even happens (and the concerned appliance on kantans and futsuus), it will need to undergo plenty of revision first, like we do here. right now it is oriented for top level play and doesnt lower difficulties perfectly just yet. So that is still open for debate how this system can be applied without breaking all kantans and futsuus altogether.
yes, it gives you more accuracy score. read the quote reply above concerning how scorev2 separates score into an accuracy and combo portion.Catgirl wrote: a4y1r
combobreak vs miss on a finisher from not using both keys... correct me if i'm wrong but does this change anything apart from giving you an S rank instead of an A assuming FC on the rest of this map? because if not, then it's doing nothing meaningful to the score apart from the extra points you got from getting a 100 vs a miss, which is negligible.Loctav wrote: 5b1v22
whenever you hit a D only with one red key, you get a forced 100 (without the x4 bonus) and break combo like a sliderbreak, but you don't miss. This still s for actually hitting something, but seem to punish you with sliderbreaking and ignoring the double hit mechanic. I like that more than what it is now, tbh and I will try to bring that forward instead.
if anything it should be more like missing a slider end in standard, but since taiko isn't combo-based like standard is you can't really draw that comparison. i still think a score drop is enough, even a more harsh score drop as you are implying, but i don't think you should break combo from missing a finisher.
the score difference won't be that huge anymore as the accuracy portion won't be that much affected.frukoyurdakul wrote: 5k60z
That's better but breaking the combo is still unfair. There will be already a huge score difference. The bonus points should be high I agree, but combo break? Not really because jackhammering doesn't exist in Taiko and yet you are trying to create (or force people to do it) this thing (for index finger players like me as an example). If you are trying to make Taiko similiar to Mania, just delete this "combo" thing, and everything will be fine.Loctav wrote: 5b1v22
I also have considered to suggest altering the way finishers work, Garpo came up with the idea of making them work a bit different, as in: whenever you hit a D only with one red key, you get a forced 100 (without the x4 bonus) and break combo like a sliderbreak, but you don't miss. This still s for actually hitting something, but seem to punish you with sliderbreaking and ignoring the double hit mechanic. I like that more than what it is now, tbh and I will try to bring that forward instead.
"but you don't miss"Loctav wrote: 5b1v22
whenever you hit a D only with one red key, you get a forced 100 (without the x4 bonus) and break combo like a sliderbreak, but you don't miss. This still s for actually hitting something, but seem to punish you with sliderbreaking and ignoring the double hit mechanic. I like that more than what it is now, tbh and I will try to bring that forward instead.
Not really. The finishers will be more effective than they were before, as in like, if a normal note's score is 1100, if that note would be a finisher, one key hit will give 550 points while 2 keys hit will give 4400. The score difference is about 3.8k for ONLY ONE finisher instead of 1.1k hence the score difference will be higher than before. Adding a combo break will destroy the points that will come for the rest of the map.Loctav wrote: 5b1v22
the score difference won't be that huge anymore as the accuracy portion won't be that much affected.
that's a proposal, that's not in the game yet...Jason X wrote: 62k4u
"but you don't miss"Loctav wrote: 5b1v22
whenever you hit a D only with one red key, you get a forced 100 (without the x4 bonus) and break combo like a sliderbreak, but you don't miss. This still s for actually hitting something, but seem to punish you with sliderbreaking and ignoring the double hit mechanic. I like that more than what it is now, tbh and I will try to bring that forward instead.
i guess that mean i can't it, cause it was counted as misses
I'll leave opinion on health for now because of what was mentioned. As for why it slims options in gimmick maps, there are maps (again, I'll refer to Cirno here) where you have multiple finishers at 1/4 snapping. While it is playable (tried it myself!) depending on the speed of the map it could become extremely difficult to maintain combo compared to what people are used to. Would you not agree that a 4* multipler and a normal hit only being worth 1* is still a punishment to the player beyond breaking combo?Loctav wrote: 5b1v22
@tasha (too lazy to remove the boxes lol)
I don't see how making the finishers work like this (or even in the nerfed variation) slims the options in gimmick maps. if anything, it makes the map selection in world cups just different. And yes, I plan to make next one quite some tiers harder than before.
Also keep in mind that HP isnt drained properly right now. I didn't explain the way it was supposed to be sufficiently and therefore it is like triple too harsh than it should be. So do not judge upon that just yet, ok? A fix is already in the pipes and just needs to be thrown out.
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.
Jason X wrote: 62k4u
"but you don't miss"Loctav wrote: 5b1v22
whenever you hit a D only with one red key, you get a forced 100 (without the x4 bonus) and break combo like a sliderbreak, but you don't miss. This still s for actually hitting something, but seem to punish you with sliderbreaking and ignoring the double hit mechanic. I like that more than what it is now, tbh and I will try to bring that forward instead.
i guess that mean i can't it, cause it was counted as misses
Loctav wrote: 5b1v22
also who cares about unranked maps?
Even when halved I'll still say it's very high, considering it's not uncommon to have long 1/4 sections, often mixed with 1/6s. Pretty much an instant-kill if one misses such stream placed at the very end of a song.smoogipooo wrote: 4a5y4s
At the moment HP drain is around half of what it was before the recent hotfix.
Because they place a finger on each key, which is not always the case in taiko. If you're saying it's 2-finger players' fault, you're basically disregarding all the efforts they paid on this game. Also I don't get why unranked are to be ignored. Some of them did appear in mappool of twc6.Loctav wrote: 5b1v22
I REALLY wonder how mania people do that witchcraft. also who cares about unranked maps?
i'm sorry, but do you even know how score v1 works at all in taiko?Loctav wrote: 5b1v22
Any combo breaks will draw from these 200 000, there is some mad magic that balances out maps with massive high combo, so people breaking in the middle of a 4000 combo map and having a max combo of only 1900 ever won't be extremely penalized vs someone who broke way later and got 3200 max combo. There would be a difference, but not as significant as today's scoring would give.
Yes, but it caps out at 100 combo which means that currently you will get the same score if you break combo once no matter at what part of the song unless it's within the first and last 100 notes where you will lose less. What this achieves is predictability and consistency - even across different maps. On regular notes a combo break will net you about 40k score loss, no matter what map or where the combo break was. This system is inherently fair and predictable which can't be said about the new system which lacks the transparency of the current scoring system.Loctav wrote: 5b1v22
yes, it is a tiering per-hit-gain upon combo increase, capping out eventually. scorev2 combo portion does sort of the same, however does only affect 20% of the actual score, therefore making the impact to the overall resulting score less than current scorev1.
I hope you realise that 'eventually' is at 100 combo, so in your example (ignoring spinners/finishers/kiai) neither player would be 'extremely penalized' more so than the other. This is not standard, breaking combo mid-map vs early in the map has very little difference.Loctav wrote: 5b1v22
capping out eventually
Edgar_Figaro wrote: 6r474d
To be perfectly honest I feel like this entire new score V2 for Taiko is only a thing because "hey we made a score V2 for the other gamemodes, we should also make one for Taiko!" Taiko is honestly the only gamemode that didn't need a score V2 as the scoring system had a good balance between ACC & combo as combo only built up to 100 for points.
Normal notes are unchanged. Scoring is 300 for an accurate hit, 100 for an inaccurate hit.This is the only thing I agree with.
Finishers are calculated last and are worth 4x the score. E.g. 300 normal -> 1200 finisher. 350 drum roll -> 1400 finisher.No. Why the hell, would a double press be REQUIRED, to hit the note. Do you have any idea, how difficult so many maps would become, just because of this? The way we have it now is totally okay. If you hit it like a normal note, it's treated like a normal note. Nobody has *ever* complained about this. If you want the bonus points, hit it like a double. Bam. World moves on.
Finishers require double presses, like a double chord in osu!mania. Lenience has not been adjusted for this.
Drum roll ticks are worth 350 points.Drum roll ticks should not be counted towards combo, what the hell are you thinking?! They're just supposed to be bonus points, this shouldn't be touched, it's not significant, so many maps don't even *have* drum rolls ffs!!! They have NEVER counted for combo and it should stay that way, some sliders just ninja you and they're so short that like, you don't even get to hit them. Oh but that's right, who cares about unranked maps. It's not like every map starts unranked, right loctav? Who cares about unranked maps, like Doppelganger should have fucking been. HP is just stupid period for this.
Drum roll ticks are forced to 1/4 spacing.
Drum roll ticks are counted towards the "combo" portion of the score, as such they affect how close you get to 1000000 score.
Upon completion of a drum roll, a miss will be given if the player has hit less than 30% of the ticks (unsuccessful), otherwise a 300 hit will be given.
Drum rolls award HP for each tick and for successful completion of the drum roll.
A miss will be given upon unsuccessful completion of a spinner.A miss given for a not completed spinner? Are you kidding me?! WHO DOESN'T COMPLETE SPINNERS?! NOBODY WOULD EVEN NOTICE FFS!! Except when there's ninja spinners but oh right, unranked maps don't matter, only ranked maps amirite. And screw the loved category too why don't we. I can probably get used to the 300 hit eventually. Again HP is just kinda dumb for this.
A 300 hit will be given upon successful completion of a spinner.
Spinners award around half the HP of drum rolls for each hit and for successful completion of the spinner.
Taiko now has HP. HP values are calculated exactly the same as osu!mania.No.
And welcome to the reason legit nothing ever will get done with this community. You're all so opposed to anything new or different that you flip your shit the moment you hear the word "change".BrambleClaw wrote: 3f5331
almost every pro player I know is complaining!!!! This isn't even ScoreV2, this is TAIKOV2!! Not everyone is complaining, so if like, three or four people aren't complaining, then it's okay to change it for the whole fucking community? How about fuck no, why not take a poll and see the true statistics about this or something like that.
I'm representing my individual opinion, not staffs. Again the community gets upset about practically anything. We can't even remove converts from rank because of people who oppose it and that's something the community is majority in favor of (as far as I'm aware).BrambleClaw wrote: 3f5331
The only people who aren't complaining are staff , but sure let's just forget about the people who PLAY the game, right, because the people who have to deal with all the staff's shit don't matter, as long as the staff and devs have it their way, doesn't matter if so much of the community is upset, right?!
So you're going to hate the mode "you fell in love with" because of a new scoring system ? Well that's what I call true love.BrambleClaw wrote: 3f5331
Okay yeah so maybe I was a bit heated at the time I was typing it, my bad. But I do still personally disagree with a lot of these changes as do a lot of other people. As 5urface said, I'm fine with a score V2, but why on earth are we changing gameplay too, that's not "score". And then what's going to happen to these thousands and millions of old scores? Are we seriously going to recalculate every last one of them? I doubt it, so what's gonna happen with those? It's not the fact that it's change necessarily, because the more I think about the score cap, the more I'm okay with it, that's not a big deal, but..it's so massive, it's almost like taiko itself is getting a complete rework. It's not going to be like the game mode I fell in love with :/ As far as what I said about staff and stuff, as far as I can tell anyway, staff in general are the ones who don't oppose this, but I've only known about this for like, a few hours, keep in mind. I dunno, I guess we'll see what happens, but in my personal opinion, this is a bit of a drastic change just for a score v2 that nobody really asked for. (If people really did ask for it though, feel free to correct me.)
Do you have statistics on that?Arrival wrote: 4l3j3n
I mean do you guys ACTUALLY looked at what this "MASSIVE" "HUGE" "DRASTIC" modification changes on gameplay ? Well, nearly nothing. Nearly everyone hits sliders / spinners / finishers now, so giving them importance will be only a better thing. If you like taiko now, you'll like it on Score v2. If you hate it now, then you'll hate it on score v2 too.
Nofool wrote: 5r1252
who?Tasha wrote: 4q5r3n
We can't even remove converts from rank because of people who oppose it
i mean if you'r gonna force scoreV2 over pple's opinions, why not force that too?? (which is actually something we want LOL)
A miss will be given upon unsuccessful completion of a spinner.This might be a hard choice to let you know if the current ScoreV1 didn't give any miss for unsuccessful completion but if this score is being used on gimmick maps, it might be a worse idea at all.
A 300 hit will be given upon successful completion of a spinner.
Spinners award around half the HP of drum rolls for each hit and for successful completion of the spinner.
I actually investigated this a while back, within a hit window of about +-15ms you get the Finisher hit awarded without it showing as a real Finisher on screen and in stats. For me it only awards the real Finisher hit if I hit both notes on the same frame which is framerate dependant and therefore stupid. When I limited my framerate to 120 fps I could consistently hit Finishers that showed up in stats as well.Conor wrote: 4o303v
finishers for some reason can be 300'd in 2 different ways. they're kinda like 300/MAX notes on mania but on taiko you get awarded with the same points for both outcomes. this is how it works in scorev1 and i'm guessing that's how it works in scorev2 because i can't think of anything that would change it.
i believe it has something to do with the ms difference between your 2 key presses. if you hit them close enough to each other you get a MAX hit instead.
Perhaps HDHR could have x1.1 instead of x1.12?Loctav wrote: 5b1v22
HDHR turns out to be pretty easy once you play the fixed version, so I might consider buffing HR to be really worth to be on par with DT, because right now, HDHR is just cheap in comparison to DT. (as in, DT demands way more for the same score bonus, e.g. in of hit window)
That would be unfair for 4:3 screen s as they would see less notes at the same time and it would be horribly unfair on higher SV_yu68 wrote: p265s
Is scroll speed changing not intended?
I think same scroll speed as 4:3 should be applied even at 16:9 resolution.
Can't players change resolution by option?5urface wrote: 5d1b2c
That would be unfair for 4:3 screen s as they would see less notes at the same time and it would be horribly unfair on higher SV
Same scroll speed on different screen aspect ratios could only be achieved if the length of the taiko bar was limited on wider resolutions.
HDHR turns out to be pretty easy once you play the fixed version, so I might consider buffing HR to be really worth to be on par with DT, because right now, HDHR is just cheap in comparison to DT. (as in, DT demands way more for the same score bonus, e.g. in of hit window)Other than the part where HDHR is cheap in comparison to DT, this statement just genuinely confuses me
Upon completion of a drum roll, a miss will be given if the player has hit less than 15% of the ticks, a 100 will be given if the player has hit between 15% and 30% of the ticks, and a miss will be given if the player has hit more than 30% of the ticks."and a miss will be given if the player has hit more than 30% of the ticks" Please tell me this is a typo -w-