ATTN: Scoring System Needed

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  • leonid
    I am leonid
    FFR Simfile Author
    FFR Music Producer
    • Oct 2008
    • 8080

    #46
    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



    Proud member of Team No

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    • [TeRa]
      FFR Player
      • May 2007
      • 9922

      #47
      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, 06:41 PM.

      Comment

      • TC_Halogen
        Rhythm game specialist.
        FFR Simfile Author
        FFR Music Producer
        • Feb 2008
        • 19376

        #48
        Re: ATTN: Scoring System Needed

        Originally posted by [TeRa]
        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.
        Originally posted by stargroup

        I don't want just random numbers. If you're gonna suggest something, make sure you have good reasoning or solid mathematics to show why your system would be suitable. I am willing to provide any information that I have currently.
        >_>

        Comment

        • [TeRa]
          FFR Player
          • May 2007
          • 9922

          #49
          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, 07:30 PM.

          Comment

          • stargroup
            FFR Player
            • Jun 2007
            • 974

            #50
            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?
            (´・ω・`)

            Comment

            • gnr61
              FFR Simfile Author
              FFR Simfile Author
              • Oct 2005
              • 7251

              #51
              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.
              squirrel--it's whats for dinner.

              Comment

              • fysx
                FFR Player
                • May 2006
                • 52

                #52
                Re: ATTN: Scoring System Needed

                Ok yeah lets see whats goin on in here

                Originally posted by stargroup
                also this should be geared more towards cbs, not ma, because it doesn't matter how accurately you're hitting the note as long as it's in time and you're feeling the chart. that's how iidx and pop'n work
                I support this wholeheartedly, though balance is very important in this situation. We don't want to end up with a system like stepmania, where accuracy is a little too ridiculous, and we don't want to go the way of o2jam

                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.

                Comment

                • Kraezymann
                  Forum User
                  FFR Simfile Author
                  • Sep 2003
                  • 1640

                  #53
                  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.
                  Which is where I think the cb bar or penalty bar would be handy. Because if you have something like A Crimson Rose and you mess up with the rainbow notes even at the beginning, you could lose the score if you aren't hitting the notes properly.
                  Twitch | Stepping Stones 2! | Stepping Stones 3! | Stepping Stones 4!

                  Submit to this -

                  Comment

                  • Patashu
                    FFR Simfile Author
                    FFR Simfile Author
                    • Apr 2006
                    • 8609

                    #54
                    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
                    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

                    Comment

                    • stargroup
                      FFR Player
                      • Jun 2007
                      • 974

                      #55
                      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)
                      (´・ω・`)

                      Comment

                      • Patashu
                        FFR Simfile Author
                        FFR Simfile Author
                        • Apr 2006
                        • 8609

                        #56
                        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
                        Last edited by Patashu; 09-3-2009, 01:07 AM.
                        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

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