Originally posted by Moogy
Idea: "Revised" Scoring System
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Yes but in DDR the end of the song is worth a shitload more points than the beginning of the song. As if that makes any sense either.Reach: there was this bee. i hate bee\'s...i tryed to kill it, but then it didn\'t die and it started making weird noises so i was like oh (#$% hes gonna sting me. i started running but i triped over some rock and rolled down a hill into the river. -
Originally posted by CenrightIt seems better to do this.
+4 Perfect
+2 Good
+1 Average
-1 Boo (To discourage boo-whoring)
-2 Miss
And here is my addition. To my system.
+.5 * Max Combo. This means that an 800 combo acts like 100 more perfects. Right now, the scoring has them worth 800 perfects.
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+.25* Max Combo. This means that an 800 combo acts like 50 more perfects. Right now, the scoring has them worth 800 perfects.
It just depends on how much combo significance Synth would want to get rid of.
There shouldn't be a point cap though of 10,000. It should just tally up your score and leave it as is. There COULD be a difficulty modifier though. If it is a harder level, you get a higher factor multiplied to your score, so it pays off in credits to play harder songs, even if you aren't as good at them as the easy songs.Comment
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Idea (Synth could do this with a bit of number crunching) for credits with a score cap of 10,000:
The "base credits" you get are between 0-5.
0 points = 0 credits
2,000 points = 1 credit
4,000 points = 2 credits
6,000 points = 3 credits
8,000 points = 4 credits
10,000 points = 5 credits
Rounded to the nearest credit. Now. There are 66 songs in FFR. Synth would have to assign each song a difficulty between 1-6, simply based on nothing more than how many registered users have cleared the song. So the hardest 11 songs get a difficulty of 6, 2nd hardest 11 get a difficulty of 5, etc. all the way back to songs 55-66 getting a difficulty of 1. So then we come up with the Credit Multiplier:
Difficulty 6 = 5x normal credits
Difficulty 5 = 4x normal credits
Difficulty 4 = 3x normal credits
Difficulty 3 = 2x normal credits
Difficulty 2 = 1x normal credits
Difficulty 1 = 1x normal credits
Yes, I repeated myself, but that's because there are a LOT of very easy songs in the game that most people can clear without much difficulty (specifically the easy dance songs.) Thus it doesn't seem appropriate for there to be a significant difference in bonus for that relatively homogenous set of songs. Yes, I've thought this stuff through.
BTW, Cenright, did you rename this topic? P.S. Your proposed system of .25 x Max Combo or .5 x Max Combo still puts too much emphasis on combo. I've had challenges with less than that much difference in perfects. My system is very workable.Comment
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For credits I'd have:Originally posted by chardishIdea (Synth could do this with a bit of number crunching) for credits with a score cap of 10,000:
The "base credits" you get are between 0-5.
0 points = 0 credits
2,000 points = 1 credit
4,000 points = 2 credits
6,000 points = 3 credits
8,000 points = 4 credits
10,000 points = 5 credits
Rounded to the nearest credit. Now. There are 66 songs in FFR. Synth would have to assign each song a difficulty between 1-6, simply based on nothing more than how many registered users have cleared the song. So the hardest 11 songs get a difficulty of 6, 2nd hardest 11 get a difficulty of 5, etc. all the way back to songs 55-66 getting a difficulty of 1. So then we come up with the Credit Multiplier:
Difficulty 6 = 5x normal credits
Difficulty 5 = 4x normal credits
Difficulty 4 = 3x normal credits
Difficulty 3 = 2x normal credits
Difficulty 2 = 1x normal credits
Difficulty 1 = 1x normal credits
3000 points = 1 Credit
5000 points = 2 Credits
6500 points = 3 Credits
7500 points = 4 Credits
8500 points = 5 Credits
9000 points = 6 Credits
9250 points = 7 Credits
9500 points = 8 Credits
9750 points = 9 Credits
10000 points = 10 Credits
Songs currently have difficultes of 2 - 12 brackets. Make multipliers like this:
1 Bracket = 1X
5 Brackets = 2X
7 Brackets = 3X
8 Brackets = 4X
9 Brackets = 5X
10+ Brackets = 6X
And then while I'm at, let's throw in this:
Not Full Combo = 1X
Full Combo! = 2X
And call it a day 8)Comment
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Your system is based on difficulty, and many of the song difficulties are listed as being way harder than they should be *cough*BUBBLEMAN*cough*. My system ignores the stated difficulty and let how hard a song is to clear be judged by the users themselves.
In fact, how many people have cleared a song would be basis for forming a newer, better difficulty system.Comment
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The could change the official difficulties.Originally posted by chardishYour system is based on difficulty, and many of the song difficulties are listed as being way harder than they should be *cough*BUBBLEMAN*cough*. My system ignores the stated difficulty and let how hard a song is to clear be judged by the users themselves.
Same goes for DDR. I guess Legend of Max on standard is harder than Maxx Unlimited on Standard
(maybe it is)Comment
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I understand where you guys want the point cap, but a long song and a short song of the same difficulty yield the same amount of credits... so which one is going to be played more? The short one of course. That is why I dislike the idea of the point cap.Comment
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I like this idea mostly.... but a 10000 cap is kinda low, I think.-------------------------------------------------------
Challenge Record: 6 wins, 1 lose, 1 tie
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Go ahead and challenge me.Comment

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