Current issues with osu!lazer mod multipliers #29486
Replies: 7 comments 24 replies
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Another easily noticeable multiplier issue currently is HDHRFL being worth more than HDDTHR even tho the latter is way harder on most maps. |
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1.06 for HD is fine HD should be 1.05 DT multipliuer = 1.3 means that: FL and BL should probably be around 1.2 Those multipliers should be tested tho |
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I would like to add that the Traceable mod have a 1x multiplier currently, which doesn't make much sense IMO. I would suggest it to change to 1.06x like Hidden or something close. |
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Imo - HR should be obsoleted when MR will ranked |
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I think we can make a simple comparison between scorev1 multipliers and lazer multipliers Let's say a NM SS play has the same score with an HR FC with X% accuracy. The same calculation can be done for DT, giving a multiplier of 1.275 (~784k before the multiplier) The calculations above did not consider non-FC plays, because in scorev1 it's very difficult to beat FC plays with non-FC unless it misses at the very beginning or end. In lazer this becomes possible, but I think it is an improvement. Also from my observation of LGA one need to perform quite well (reasonably close to FC) to get a ~800k score, so the combo part should not have a drastic effect. The difficulty decreasing mods are different stories though, because in these cases we shall compare e.g. an EZ SS with a NM of X misses and Y% accuracy. That's probably not important if we only consider the top of leaderboards, though. |
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This post only looks at competitive osu!. It ignores lower star ratings. For casual play, I can safely say that HD is harder than HR. This change would completely nuke casuals. So we now have a casual issue |
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Another mod multiplier issue which I've discovered by playing the daily challenge is to do with half time (HT) vs. wind down (WD)/wind up (WU). The mod multiplier of HT scales based on how it is customized (from 0.1 to 0.5 as you go from 0.5x speed to 0.99x speed) which I think makes sense since there may be maps where even small slow-downs make the map much easier (such that 0.9 score for 0.9x speed or something similar might be viable for getting the top score on a leaderboard). The mod multipliers for WD and WU work very differently. Regardless of what the initial and final speeds are, the mod multiplier is always 0.5. This means that in terms of your score, it is always strictly better to play WD/WU going from speed (a)x to speed (a-0.01)x (or vice versa) instead of playing HT at (a)x speed. Also, you can play at whatever speed from 0.5x to 0.99x is easiest for you while maintaining exactly the same mod multiplier. My suggested change would be to make the WD/WU mod multiplier from (a)x speed to (b)x speed just be equal to the HT multiplier for (min(a,b))x speed, but I could plausibly see some bonus weight toward having a large value of |a-b|. The example below is from today's (Oct 28-29) daily challenge where both myself and someone else have found ourselves in a sea of better players on the leaderboard thanks to being able to use WD in this way. Using WD/WU like this is still unranked, so it doesn't affect the regular leaderboards, but it seems like something that should be fixed even if only for the sake of the daily challenge. |
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With the recent addition of the daily challenge along with personally completely transitioning to lazer, I believe there are a quite a few flaws with the current mod multipliers. After speaking with other players I don't seem to be alone in this opinion so i'm writing this up to hopefully bring more attention to the current issues, along with a few proposals to fix them.
Issue 1: DT Multiplier
With the addition of rate change, it has become clear the multiplier between the intervals is currently too small. This is causing higher rate plays to require too high of a relative accuracy to beat a lower rate. An example to show this is the leaderboard of the daily challenge from July 26th.
In the image above you can see the 99.33% 1.80x play is above both the 2.0x and 1.9x plays. It seems be common consensus that the 2.0x score shown is much harder to achieve than the 1.80x play however the multipliers don't reflect this.
Another issue with the current DT multiplier is it's interaction with HR. Currently a HRDT(1.1x) score is weighted higher than a DT(1.4x) score. This one is slightly more map dependent, however from experience playing the daily challenges speeding up HR is often much easier than the DT only equivalent speed. Below is an example from the daily challenge from August 5th.
As you can see, my HDHRDT(1.1x) score with 99.27% beats the HDDT(1.5x) score, despite HDHRDT(1.1x) being only 5.82* yet regular HDDT is 7.5*. Of course we all know star rating is not 100% accurate, however this is a huge discrepancy.
Proposal to fix: increase the current multiplier from +0.02x per 0.1 speed, to either +0.04x or +0.05x per 0.1
Issue 2: HD/HR Multipliers
It's been asked for a long time in the community, but due to the new changes in score system weighting accuracy more it has become even more important to give HR a higher multiplier than HD. On almost all maps, HR is significantly harder than HD due to the fact it increases the mechanical difficulty of a map whereas HD only changes the reading difficulty. HR also increases the OD making it harder to get high accuracy, which is why in the new score system it is even harder to beat HD scores with HR.
There is a number of ways to fix this, however I personally believe the best solution is to both nerf the HD multiplier, and slightly buff the HR multiplier. This is because in tandem with the DT changes above, HR would need a slight increase in order to keep it's weighting relative to that in check.
Proposal to fix: Decrease the HD multiplier from 1.06x to 1.02x, increase the HR multiplier from 1.06x to 1.10x
Issue 3: Classic mod multiplier
This is probably the most controversial issue, however it seems to be universally agreed that the current classic mod is too low. In most cases the difficulty introduced by slider accuracy is not enough to outweigh the current 0.96x multiplier, so I believe an increase is required.
Further more, currently mod combinations like HDHR (1.13x) outweigh CLHDDT (1.12x) which is obviously unfair.
Quite a few people would like it to be 1.0x in order to preserve the integrity of old scores however I personally disagree with that as playing with slider acc is just objectively harder, and also the correct direction for the game. This debate is for another post though, so I will assume we are keeping it less than 1.0x.
Proposal to fix: increase classic mod multiplier from 0.96x to 0.98x
Footnote
Obviously these changes need a formal discussion, so I encourage people to give their input in the comments on my proposals, aswell as bringing up any other issues I may have missed.
As a sidenote: a lot of these issues are also worsened by the new score system, and whilst I believe the new score system is a huge improvement to old scorev1 I do think a few tweaks there would also help with these (primarily slightly decreasing the weight of accuracy). That is out of scope of this post though so may write up another one of these for that.
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