HIS OPINION ON COMBO SCALING REMOVAL HAS CHANGED...

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  • Опубликовано: 1 июл 2024
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    Edited by Yayaka
    #BTMC #osu #osugame
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Комментарии • 212

  • @Radi_1712
    @Radi_1712 25 дней назад +221

    I feel like what many people who are against combo scaling removal misunderstand is the fact that FCs don't get devalued at all. The only change is that now it's possible for plays that prove a certain performance level to also grant PP without the necessity of the play being an FC.

    • @seanscott1308
      @seanscott1308 25 дней назад +44

      This is totally ignoring the point. Buffing everything else functionally nerfs FC's

    • @hachikuji_mayoi
      @hachikuji_mayoi 25 дней назад +27

      this is misunderstanding it as well. The point is to make misses punish you a similar amount no matter where in the map you miss.

    • @Loooksee
      @Loooksee 25 дней назад +42

      ​@seanscott1308 An FC will always be worth more than a missed play. Besides it's all progression. You can farm all you want but you still need to improve your scores to get the most pp

    • @seanscott1308
      @seanscott1308 25 дней назад +8

      @@Loooksee When improving a score to an FC goes from very valuable to kinda valuable, fc's have been devalued. I get what you're saying, but the above is still true.
      Edit: To the people replying. It's 100% reasonable to think FC's should be devalued! But be consistent/honest about it

    • @northsign
      @northsign 25 дней назад +68

      @@seanscott1308A 99.90% acc S rank play being half the pp because of a single singlebreak in the middle is stupid, combo scaling removal fixes that issue

  • @plasim.
    @plasim. 25 дней назад +83

    I’ve always disliked combo scaling ever since I first played osu, glad it’s being talked about now

  • @GamerYouTubik
    @GamerYouTubik 25 дней назад +91

    He understood the point guys 🎉

  • @dhighruler
    @dhighruler 25 дней назад +26

    The amount of scores that I have gotten that were wayyyy better than others, but rewarded less pp, because I got a 1 miss in the middle of the map, instead of a 3 miss at the start is just stupid. Good change.

    • @LIXOUALeBg
      @LIXOUALeBg 23 дня назад +1

      skill issue

    • @dhighruler
      @dhighruler 23 дня назад +11

      @@LIXOUALeBg Terrible bait

  • @pitju99
    @pitju99 25 дней назад +132

    Pls enjoy game guys.

    • @wuestar2651
      @wuestar2651 25 дней назад +10

      nah I rather grind to 3 digits

    • @fyve2806
      @fyve2806 24 дня назад

      @@wuestar2651 rrtyui used to be a 3 digits

    • @uriyur1
      @uriyur1 24 дня назад

      rrtyui last word w

  • @Rinne0333
    @Rinne0333 25 дней назад +232

    0 Views in -5 minutes, we are so back

    • @charmmosu
      @charmmosu 25 дней назад +26

      We are so bad we doing these comment again AAAAA

    • @Rinne0333
      @Rinne0333 25 дней назад +3

      @@charmmosu tomfoolery

    • @IzzyIsntReal
      @IzzyIsntReal 25 дней назад

      Just because you change it a little does not mean it is less of a cry for attention.

    • @charmmosu
      @charmmosu 25 дней назад

      Bro i dont get it who tf likes these comments?

  • @KritRa1
    @KritRa1 25 дней назад +26

    i like my new clip from Brain Tumor Megacolon Cancer

  • @snipergangdrob5940
    @snipergangdrob5940 25 дней назад +10

    3:20 this is what the mania pp system does, im like 20k rank on mania and i would set 200 pp scores like on any map that allows it . However many of those maps game the difficulty system so hopefully something like that doesnt happen, its a lot easier to make farmy maps on mania than it is on Standard.

    • @floopyy_
      @floopyy_ 25 дней назад +2

      the only problem i have with mania is that farm maps are either jumptrill spam to inflate the star rating and pp gain or just stupid tap lns that also inflate pp while being extremely easy, if the mania pp system adds some like form of checking pattern difficulty like quaver does it'd be perfect

    • @snipergangdrob5940
      @snipergangdrob5940 24 дня назад

      @@floopyy_ yeah, triumph and regret lol. I haven't played in a while cus RSI, but i'm sure it's only gotten worse with new ranked maps.

    • @nenrikido2903
      @nenrikido2903 24 дня назад

      there's another big problem with mania tho : one of the main factor of pp calculation is note density, not patterns, which means jumptrills, double trills, hammerjacks, etc... gets HEAVILY inflated versus pattern that could be just as hard but with less density like LN walls or LN+trills tech
      edit : just realized that's what you were talking just above lol, i generalized it

    • @tydude
      @tydude 24 дня назад

      This is why I quit farming 4k at 5800pp. It gets too dense and feels painful to play. I like high acc and not manip

    • @Rageinater
      @Rageinater 14 дней назад

      The thing i hate most about osu! Mania's pp canculations is the fact that there isnt any factor towards a patterns awkwardness because it only takes density and ln is of course so overpowered

  • @givikap120
    @givikap120 25 дней назад +13

    Who told that "developers said it's a bad idea"
    this is straight up lie
    the idea is not bad, this is just not possible to implement globally, but it could work in the local space where you have all replays available

    • @Coppertine_
      @Coppertine_ 25 дней назад

      that would be aos

    • @Stanky_Foot
      @Stanky_Foot 24 дня назад

      braindead chatter, what can you do

    • @Rageinater
      @Rageinater 14 дней назад

      i agree the idea is fire but would be quite a stretch to implement

  • @Foyahxd
    @Foyahxd 25 дней назад +19

    Quaver is able to detect which parts of the map are more difficult based on amount of notes in a section and duals and triples. I feel like osu could incorporate that to some degree and take fail points to make misses more or less impactful depending on the section of the map.

    • @rseriouss
      @rseriouss 25 дней назад

      Completely agree with this

    • @anonymoustaco8959
      @anonymoustaco8959 25 дней назад +1

      it does, how pp is calculated is it takes i think 0.5s chunks of the map and the 20 hardest seconds of the map and scales pp that way

    • @Foyahxd
      @Foyahxd 25 дней назад +1

      @@anonymoustaco8959 if it does this already, why do they not implement a system where misses in different parts of a map are weighted differently?

    • @dhighruler
      @dhighruler 25 дней назад

      ​@Foyahxd If I remember correctly this system used to exist, but they got rid of it

    • @l.c.431
      @l.c.431 25 дней назад +3

      that honestly makes no sense to me especially if we're getting rid of combo scaling. why should misses be treated differently depending of when they occured? if you shitmiss you should take the L because you skill-issued.

  • @benjaminglitzer7761
    @benjaminglitzer7761 25 дней назад +56

    727 views. I have ascended

  • @fueled7348
    @fueled7348 24 дня назад +1

    i love playing maps that are absolutely at my limit because i like getting better but i also like seeing pp grow so sometimes i got to easier maps that i can fc so this would let me do both

  • @iSniper
    @iSniper 25 дней назад +6

    bmc finally understands

  • @Rageinater
    @Rageinater 14 дней назад

    Some of ed's ideas are really sick and i love them, i just wish the other game modes got this kind of love, its just a whole nother level with osu std which is understandable

  • @moshiimoshi2289
    @moshiimoshi2289 25 дней назад +17

    but missing on slow section is a skill issue why get punished less for it

    • @SethRoganSeth
      @SethRoganSeth 25 дней назад

      Exactly

    • @whatamidoing6078
      @whatamidoing6078 25 дней назад +13

      Because the osu system can't determine what's a slow section on every single map in existence. That's way more complex than you think it is

    • @FullAltOsu
      @FullAltOsu 25 дней назад +17

      what...
      are we playing the same game, because i don't wanna be hitting 8* jumps and missing a 2* jump only to lose a shitload 💀

    • @seanscott1308
      @seanscott1308 25 дней назад +6

      @@FullAltOsuIf you are so bad you missed on a 2 star jump, you should lose a lot of pp, look how bad you did

    • @SethRoganSeth
      @SethRoganSeth 25 дней назад

      @@FullAltOsu you should be losing a lot of pp cause you didn't have consistency simple

  • @SeleverEnjoyer
    @SeleverEnjoyer 25 дней назад

    5:40 a more accurate system would be for only accuracy, aim and speed (maybe ur) to matter for pp. However, if you take off combo, all maps would need to lose like 20-40~% of their pp (12 star to 10 star), because it would be WAY easier to get excellent plays.
    The system I am talking about is basically adding mania's system to the game (also, misses mattering less on diff spikes would be cool).

    • @SeleverEnjoyer
      @SeleverEnjoyer 25 дней назад

      A good way to do this would be to see the avg accuracy of every 100pp until 1.2k where 1.2k+ should be used instead with the top 5 pp plays of the game being the 40% cut

    • @floopyy_
      @floopyy_ 25 дней назад

      "matter" ao invés de "import", import é importar no sentido de levar uma coisa de um lugar pra outro

    • @SeleverEnjoyer
      @SeleverEnjoyer 25 дней назад

      @@floopyy_ eu num lembrava a palavra, valeu ae

  • @avoidthevo1d
    @avoidthevo1d 24 дня назад +2

    Combo scaling is why i never took osu standard seriously and just played it for fun. Instead went in mania and got to 4 digits since you actually get pp even if its not an FC, it accounts your overall score amd accuracy (its on score v2 as well basically). Grinding mania was actually fun.

  • @lastlyhi
    @lastlyhi 24 дня назад +1

    I did the calculation and now my top play is a 7* pass..
    I love this already

  • @kapg007
    @kapg007 17 дней назад

    As a person who plays various rhythm games this change was like even fundamental and had to be done just so much before, but only osu players now realize that performance is something "perform" continuously, even if made a miss along the way.
    The majority of rhythm games scales their maps that way, so combo still matters but not that much so acc is actually relevant. Heck, its even shown on other osu modes that i do believe it wasnt done before just bc the code was so messy to come with an answer before or people just were proclaiming osu is built diferent or some kind of incomprehensible thoughts around it. This change is the for the best for a RHYTHM GAME 🤷🏻‍♂️

  • @JurkaG
    @JurkaG 25 дней назад +8

    bmc been looking mad cute recently

    • @dawg4603
      @dawg4603 24 дня назад +1

      Nah bro’s tweakin

  • @Eiszahn
    @Eiszahn День назад

    I think combo scaling should exist to an extend. I dont think combo scaling should outright determine if a score is worthless or not but getting rid of it entirely is just weird to me.
    Like take a map with lets say 900 combo.
    2 players get 2 misses each.
    Player 1: Misses after 600 combo twice so he has a 600 and a 298 combo
    Player 2: misses after every 300 combos meaning he has a 300, another 300 and a 298 combo
    Both plays would be worth the same, this makes no sense.

  • @batuhanytho5072
    @batuhanytho5072 22 дня назад

    What if we had new multiplayer modes other than tag4 etc.? Maybe the Battle Royale system implemented to multiplayer

  • @SmolFry_
    @SmolFry_ 25 дней назад

    I am pro this change but I also agree if you miss on a difficult part (or hit a difficult part) you should be rewarded and everyone is saying we don't have the realtime computation power to achieve this but do we really need it? Go to any map on the osu website and you'll see a "points of failure" graph along with a success rate, the points of failures should be able to be assigned to certain time sections of the map. Can't we use this to dynamically update scores. (Yes I know your score changing months after setting it is a problem but this is to prevent people trying to ramp up a point of failure on an easy part of the song in it's infancy to game that system). If you miss on a high point of failure section pp won't be affected as much, and if you fc that section you get a boost of pp like you'd expect. I don't know how hard this would be to impliment but it sounds possible at the very least?

    • @floopyy_
      @floopyy_ 25 дней назад +4

      it'd be horrible to implement, because the points of failure change over time and for example, on a newly ranked map, there's no points of failure or they're all over the place. this way the servers would need to update ALL the scores for ALL the users on a daily basis, which requires way too much computation power. it's way easier and cheaper to do the math required to find out what objectively is the hard and easy parts instead of relying on people, which are not perfectly consistent like math is

    • @danielthirtle666
      @danielthirtle666 24 дня назад

      it doesn't work that way. PP doesn't know where you missed

  • @holmster
    @holmster 24 дня назад

    I think this change could make me enjoy osu! so much more than I already do.

  • @Junkyguitar
    @Junkyguitar 24 дня назад +1

    Really hate combo scaling, because I'll improve skill but still be unable to fc, its a mental thing

    • @Harufloof
      @Harufloof 23 дня назад

      Mental is important for the game. If they remove the mental regarding combo the game is less fun and challenging. It's good for PP but not for the feeling of achievement.

  • @pingwinner_
    @pingwinner_ 25 дней назад +10

    plz enjoy game stans are now the farmers

    • @AB-mi3ne
      @AB-mi3ne 20 дней назад +1

      pretty sure i have a 400pp now from a 240pp valued choke on a map i tried for fun 😂

    • @kapg007
      @kapg007 17 дней назад +1

      Isnt it great? Now i can have fun with the game and see actual progression on it!

  • @ILOVEPOWER3679
    @ILOVEPOWER3679 25 дней назад

    lowk by the perfect pp system his odoru mizushibuki dt 8 miss should be like at least 1.5k

  • @Kidsbtw
    @Kidsbtw 25 дней назад +1

    Making std pp more like mania and taiko is great for the game tbh ..

  • @zezimaownz432
    @zezimaownz432 25 дней назад +1

    so he finally sees the point and realized he was wrong. thank god. the video where he talked about mrekks play was making more irritated than it should have.

  • @ButtonXD
    @ButtonXD 25 дней назад +5

    Ahh 727 views aaahh

  • @vito6707
    @vito6707 25 дней назад +4

    bmc

  • @makotheowl
    @makotheowl 24 дня назад

    Hi BTMC Clips

  • @hugeman8507
    @hugeman8507 25 дней назад +1

    so basically, if you are at peak physical fitness, it shoudn't matter which track you run on, your lap times should be very similar every time you go for a run. idk why ive equated osu to real exercise no osu player will know what it means 💀

    • @BreadTeleporter002
      @BreadTeleporter002 25 дней назад +4

      If i can consistently pull 300x3 on deadlift in an ideal scenario, i should always pull around the same reps per set.
      And siimilar to it, fatigue setting in will make those numbers drop just like sloppy technique in tapping with Osu.

    • @LEANMACHINE123
      @LEANMACHINE123 25 дней назад +1

      oh please, I had to run the mile like everyone else in USA highschool, I know what a track is.
      If your analogy translated to osu!: Maps would have a scrollrate that scaled with the rate at which you played any given map, that is not the case.
      For runners, each track has varying lengths and difficulty to run and the ones running the track determine the rate at which they complete the track, not the track itself.
      In osu!: Each map has a set length and difficulty with no-mod, dt and ht. That does not change, each player is playing the map at the same rate with each respective speed-mod.
      This is more like, if you were in a fitness-competition and each participant was rewarded with points relative to the difficulty of each exercise/workout, it doesn't matter if you deadlifted 600kg once, or if you deadlifted 300kg four times *assuming these are of comparable difficulty, I really had no idea, I'm guessing*, they would each give you the same amount of points.

    • @BreadTeleporter002
      @BreadTeleporter002 24 дня назад

      @@LEANMACHINE123 overthinking 101, but the track analogy is decent.

  • @MrHolzbein42
    @MrHolzbein42 25 дней назад

    I think it's good that the combo scaling is getting removed. It sucks if i have 1 miss half way through the map and the run is over. But osu is still a rhythm game. I don't wanna see players farming 12 star maps with 15 misses, even if the score is just as hard to get as a 10 star full combo. Full combo or 1 miss should still give more pp, even if the difficulty is the same as a higher star map with more misses.

  • @zEduardh
    @zEduardh 25 дней назад

    literally for a perfect pp system we need an ai or some shit that learns the maps and calculate exactly the map and your fails, 100, slidebreak, etc.

    • @harveyhans
      @harveyhans 25 дней назад +4

      dont need ai for that, there are already enough algorithms that can do exactly that but whether it'll become a reality is up to the pp dev team

  • @R1L1.
    @R1L1. 25 дней назад

    fair fair fair.

  • @groundet6659
    @groundet6659 25 дней назад

    I'm not a mania player, but, I feel like I've seen some insane records containing misses. Could that have a similar system involved?

    • @daaaaaaanny
      @daaaaaaanny 25 дней назад +2

      Manias system is 100% acc based, miss count and combo don't affect anything (besides the acc you lose due to missing).
      This system is closer to what taiko has, where combo doesn't matter but missing will reduce the pp

  • @Nol_
    @Nol_ 24 дня назад

    I may be dumb, but I really dont understand why these systems have to be so complicated in osu!
    Why not just have :
    Hit note good, get points :D
    Hit note less good, get less points :|
    Don't hit note, no points :c
    And then value of the note is just a set max score (like 1M) divided by total number of notes. Like a map with 1000 notes would be 1000pts/note, and like 500pts for a 100, and 200pts for a 50
    Rewards accuracy, don't penalize low number of misses as much (which encourages player to try harder maps)
    And then, when a "meta" is discovered or anything, you "just" have to change the star system to lower the diff rating of the concerned patterns, simplifying the work of devs and allowing for faster updates.
    Like, do we really have to consider all of these parameters when games like Quaver (or even just o!m) have good enough point/ranking systems that are way easier to understand ?

  • @echoeee
    @echoeee 25 дней назад +39

    i love combo

  • @wuestar2651
    @wuestar2651 25 дней назад

    they should fix this because you must fc for good pp

  • @nickvictory
    @nickvictory 25 дней назад

    I like to look at this rework as them simply adding support for players like me; players who just don't want to play for FCs. I have a friend who's currently nearly 4x my rank, but if you ask them they'll say I'm a better player, now why is this? Because they play for FCs and I don't, that's the only difference.

    • @izmonster8459
      @izmonster8459 25 дней назад +4

      This is such a cope

    • @nickvictory
      @nickvictory 24 дня назад

      ​@@izmonster8459 What part of what I said are you doubting?

  • @Jordanwastaken
    @Jordanwastaken 25 дней назад +6

    true

  • @Electrified727
    @Electrified727 25 дней назад +15

    Ahhh 727

  • @ouey1354
    @ouey1354 25 дней назад +6

    The B in BTMC finally stands for "Based" once more

  • @seismixx
    @seismixx 24 дня назад

    talk to peppy goddammit

  • @its9301
    @its9301 25 дней назад

    do S Ranks award as much pp as FC's do? that's my biggest curiosity, cause in that case i have 5 400pp plays when before i had none lol

    • @blotas1904
      @blotas1904 25 дней назад

      I dont think so

    • @tamyx7420
      @tamyx7420 25 дней назад

      Sliderbreaks counts basically as a miss in osu engine it is just displayed as a 100

  • @xenai.
    @xenai. 25 дней назад

    I also love combo

  • @jannis11
    @jannis11 24 дня назад

    NiCe

  • @yion9483
    @yion9483 25 дней назад

    based take now, thank you bmc

  • @catagamas
    @catagamas 25 дней назад

    I know this is not btmc's channel, but if this message somehow gets to him, could him please add ranks like league of legends to this matchmaking project he wants to create? I really hate having to say a number to say my rank, I'd much rather say like "I'm Diamond III" istead of "well erm i'm ranked number 120k in the world"

  • @heubert69
    @heubert69 25 дней назад

    mania type rework

  • @Arunon29
    @Arunon29 25 дней назад

    finally

  • @Scoffings
    @Scoffings 25 дней назад

    is there any known date on when this rework is coming to the game?

    • @notxenogenisis4336
      @notxenogenisis4336 25 дней назад +5

      tomorrow its coming tomorrow get ready!!!

    • @squirmy5
      @squirmy5 25 дней назад +5

      im already playing the rework rn

    • @FullAltOsu
      @FullAltOsu 25 дней назад +5

      tonight bro

    • @TuNguyen-tl1xm
      @TuNguyen-tl1xm 25 дней назад

      Imo we shouldn't remove combo scaling entirely but instead nerf it because the concept of 'it doesn't matter where you miss but how many miss' rewards too much pp, this rework feel like a participant trophies giving pp to everyone to make them feel better.
      all thing considered. I still like this rework but just prepared for pp inflation guyss

  • @leaf1208
    @leaf1208 25 дней назад

    The R in BTMC stands for Right about PP

  • @d.f.x.2481
    @d.f.x.2481 25 дней назад +2

    I feel like with the idea of having a weekly/daily song you could make it so that it has a random mod/mods combination each time to test different skill sets. Also you could make it so every X weeks/months if you reach X score/% each time in your range you could get a free month of supporter to help more people see the benefits of supporter and maybe get it or for people that don't have the financial status to get it

  • @thatguybon
    @thatguybon 25 дней назад +1

    Wait what if you sliderbreak choke

  • @fyve2806
    @fyve2806 24 дня назад

    top 1 = mrekk

  • @Ctaehko
    @Ctaehko 25 дней назад

    man

  • @DeadFrozeKorro
    @DeadFrozeKorro 24 дня назад

    Ummm so bro is saying that pro players can get the same amount of pp from any star rating....
    Meaning 1k from two star maps 👏🏻👏🏻👏🏻

    • @Tomin0a
      @Tomin0a 24 дня назад

      what? how did you get there by reading that

    • @DeadFrozeKorro
      @DeadFrozeKorro 24 дня назад +1

      @@Tomin0a he phrased it like that in the begining of the video

  • @aaron9464
    @aaron9464 25 дней назад

    I actually agree with ed where misses should be punished more, people saying people think fc will get devalued is why they are against combo scaling removal is wrong(edit:ok maybe wrong is a strong statement but still missing the point), it sucks to see he didn't stood his ground and kinda got pressured, pp system should be top heavy, mrekk 11 miss on a map should kill the play, since if combo scaling is applied and he misses 11 times in a row on the very end, HE DIES

    • @daaaaaaanny
      @daaaaaaanny 25 дней назад +7

      11 misses DID kill the play, he lost 1,100 pp because of it. 1,300 sounds like a lot but that's almost half of what an FC gives.

    • @aaron9464
      @aaron9464 25 дней назад

      why just copy paste what willy said without even reading what i said, 1300 is not a dead play, 50% isnt dead, if he got full combo on the map and missed the last 11 notes he gets ZERO cause he DIES

    • @filo11111
      @filo11111 25 дней назад

      @@aaron9464 that is a recipe for the most cancerous system ever created

    • @theny3631
      @theny3631 25 дней назад +7

      Pp should be rewarding one's skill, forcing the plays to be fcs for pp gaining is not really rewarding but rather forcing the person to keep retrying or giving up as if this is something worth defending/supporting.

    • @aaron9464
      @aaron9464 25 дней назад

      @@theny3631 no man, im not even against combo scaling, what kinda reading comprehension is going on in here, english also isnt my first language but im pretty sure ive said everything clearly here, im saying 11 miss shouldn't give 50% of the total pp at all, like i agree with eds first take that 1300 on 11 miss is stupid again not reading my comment

  • @durtt
    @durtt 25 дней назад

    bmc

  • @chippfire
    @chippfire 25 дней назад

    bmc

  • @IsaacArnall
    @IsaacArnall 25 дней назад

    bmc