08-31-2009, 01:05 AM | #41 |
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Re: ATTN: Scoring System Needed
how indeed....
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Patashu makes Chiptunes in Famitracker: http://soundcloud.com/patashu/8bit-progressive-metal-fading-world http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1) http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.png |
08-31-2009, 01:05 AM | #42 | |
Rhythm game specialist.
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Re: ATTN: Scoring System Needed
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I do agree though that if a person is struggling throughout the song though, the GH style multiplier is pretty nice of a thing--all you'd have to do is separate the DP%s a bit farther apart. A thing about SM's machine scoring system that I'm sure everyone has noticed by now, every arrow hit is worth double the last one. So it already has some sort of multiplier, the only thing is that it doesn't reset. With that being said, trying to incorporate GH style multipliers will probably not work because it's beyond SM's limitations scoring wise. You will not be able to define the maximum score on any given song unless you get 100% DP, and even then, it more than likely won't end up fitting the scoring system that SM has (difficulty x 10,000,000?). The passmark idea is probably the easiest thing to control because the metrics of which the lifebar goes up and down can be changed, and even better, the grading percentage that you want can also be changed. The only thing about the passmark system that might be hard to do is to somehow incorporate the grading bonus in accordance to lifebar. |
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08-31-2009, 01:06 AM | #43 | |
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Re: ATTN: Scoring System Needed
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It might be cool if there was a spot like this Kiai Time where it keeps track of your specific stats during the hard parts. This would be kind of like guitar hero scoring breaking the files into sections so you can see how you did on the hard parts compared to easy parts. This would be a better way to earn bragging rights from the hard parts rather than your score which is just pointless numbers. |
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08-31-2009, 01:13 AM | #44 |
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Re: ATTN: Scoring System Needed
oh it's double? man I didn't know that haha
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Patashu makes Chiptunes in Famitracker: http://soundcloud.com/patashu/8bit-progressive-metal-fading-world http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1) http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.png |
08-31-2009, 06:34 PM | #45 | |
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Re: ATTN: Scoring System Needed
Quote:
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08-31-2009, 06:59 PM | #46 |
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Re: ATTN: Scoring System Needed
Actually I don't care much, but I prefer simple scoring systems.
I'd say FFR scoring system without combo bonus |
08-31-2009, 07:22 PM | #47 |
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Re: ATTN: Scoring System Needed
Similar to ITG, I suggest making SM % based. Change it so marv/perf are different and make holds not weigh so heavily.
For example: Marv +4 Perf +3 Great +1 Good -1 Boo -3 Miss -5 OK +2 NG 0 Mine -2 I don't really care what you decide to do with grade letters, it's just a less accurate way to look at a score. Last edited by [TeRa]; 08-31-2009 at 07:41 PM.. |
08-31-2009, 07:57 PM | #48 | |
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Re: ATTN: Scoring System Needed
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08-31-2009, 08:27 PM | #49 |
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Re: ATTN: Scoring System Needed
I didn't put much thought into those numbers anyway lul. I typed those like 2 months ago, I'm too lazy to explain right now, plus I'm about to go out. I'll actually think about values and explain them later though. Ignore that post for now, I'll most likely change most the numbers anyways.
Last edited by [TeRa]; 08-31-2009 at 08:30 PM.. |
08-31-2009, 09:49 PM | #50 |
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Re: ATTN: Scoring System Needed
I'm thinking of taking out marvelous timing altogether
there's no point in it and it just makes scores revolve around ma then again, a lot of files do have lots of colored notes. but now the question is: do we need marvelous timing to force players to distinguish the colored notes?
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08-31-2009, 10:14 PM | #51 |
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Re: ATTN: Scoring System Needed
perhaps not for that exact reason, but i believe we do still need marvelous timing; singles is a game in which scores will literally be all but indistinguishable from one another on the vast majority of files without it. in solo there appears to be a looot more variation in peoples' great and/or cb counts on nearly every chart, whereas in singles most commonly accepted "good" charts are the ones almost everyone AAAs.
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08-31-2009, 10:23 PM | #52 | |
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Re: ATTN: Scoring System Needed
Ok yeah lets see whats goin on in here
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if we focus mainly on cbs, we run the risk of charts getting AAAA'd or whatever too easily, and this only leads to denser and denser charts to keep up with increasing skill levels. I personally think that popn's timing system is WAY too lenient, but I don't really know what the criteria should be for a good timing system. Naturally any sort of progressive scoring system is needlessly complicated, and not worth it. Keep it simple, and all that. |
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08-31-2009, 10:40 PM | #53 | |
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Re: ATTN: Scoring System Needed
Quote:
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09-1-2009, 01:51 AM | #54 |
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Re: ATTN: Scoring System Needed
definitely do not take out marvelous timing. the reason why you get so much better at stepmania than you do at ffr in the same period of time is partially because of how finely graduated the timing windows are; it gives you more and faster feedback on how well you're doing and allows you to learn quicker
even if it's just a slight visual effect as you play that doesn't add to score keep it in somehow. in fact I wouldn't mind a protiming variant where the colour bursts/judgement text were coloured over a gradient depending on exactly how well it was
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Patashu makes Chiptunes in Famitracker: http://soundcloud.com/patashu/8bit-progressive-metal-fading-world http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1) http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.png |
09-1-2009, 10:07 AM | #55 |
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Re: ATTN: Scoring System Needed
alright I talked to fysx
we're not going to take out marvelous for at least 4 key. it's also possible the marvelous timing won't even affect score, that it's only there to distinguish the great scores from the amazing scores and nothing else we need marvelous timing because it makes it so that the players can feel the difference of the colored notes (otherwise what's the point in using greens rofl) and also because otherwise almost all the files will be too easy for some people (the hardest files we'll include in the game are probably easily AAA'ed by good players)
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09-3-2009, 02:02 AM | #56 |
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Re: ATTN: Scoring System Needed
OK I was thinking
firstly ever notice how as the judgements get better the words get longer? marvelous perfect great good boo well it made me think; the more feedback a game gives back to you and the less you have to do to process it the faster you can get better at it (think stuff like tetris the grand master 3 playing a unique sound depending on what piece is next), so what I propose is a pro-timing based system that makes the judgement as detailed as possible. ideally it would be applied per column, but one for the whole thing should be fine. it would have two components; one is that the length of the judgement would go up linearly proportionally to how far your hit was from the true note placement, the other is that the colour would change along a gradient at the same time, again linearly, but it would go in a different direction depending on whether you hit early or late. early would go like this: white for spot on to aqua green for about perf to aqua for about great to lightish blue for about good to deep blue or purple for about boo late would go like this: white for spot on to lime green for about perf to lime for about great to yellow for about good to orange for about boo there might not even need to be a distinct set of timing windows any more; all you need is a 'best' timing cutoff beyond which it would still give the visual effects but not grant any more points, a combo breaker cutoff if it still exists (alternatively, just a point at which a hit stops gaining life and starts losing it) and a 'worst' timing cutoff, akin to the far end of boos now. again, within that we don't necessarily NEED to have timing windows; we could just display the results as a frequency graph and show the average path through it. alternatively we could just subdivide it finely or something anyway the problem with perfs, greats, etc now is that if you just get one you don't immediately know if it's early or late, if it's in the middle of the window or almost one better or almost one worse. the boundaries between timing windows are essentially arbitrary so this makes more sense to do and provides better feedback. for instance sometimes I find myself cb rushing a trill, but I cannot just at a glance determine if I am a note ahead or a note behind on it, and on which column or both; with column specific judgments that showed different colours or some other indication of being early or late I could very easily adjust myself to hit on time again also for some reason I play better when the 'star' type target flashes turn on, so maybe have something like them turned on at all times also turn off O.K.s they're just spammy and annoying lol
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Patashu makes Chiptunes in Famitracker: http://soundcloud.com/patashu/8bit-progressive-metal-fading-world http://img.photobucket.com/albums/v216/Mechadragon/smallpackbanner.png Best non-AAAs: ERx8 v2 (14-1-0-4), Hajnal (3-0-0-0), RunnyMorning (8-0-0-4), Xeno-Flow (1-0-0-3), Blue Rose (35-2-0-20), Ketsarku (14-0-0-0), Silence (1-0-0-0), Lolo (14-1-0-1) http://i231.photobucket.com/albums/ee301/xiaoven/solorulzsig.png Last edited by Patashu; 09-3-2009 at 02:07 AM.. |
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