Open Stats-Kun opened 3 years ago
I'm pretty sure this is a duplicate of tens of other proposals. The statistics required for improvements like this are being considered as part of the roadmap forward with lazer, but not available with existing scores.
This is being pretty much covered as best as possible with current score data in https://github.com/ppy/osu/pull/13583
Instead of only applying a 0.97x Multiplier for every individual miss regardless of the difficulty of the Section the miss was made, It may likely be more representative of the score to change how much of the performance was lost based on where it was missed. One method I had thought of for a while, (one that i had also wanted to test but never necessarily had the knowhow to actually create), was to basically take a copy of the map in question and take the Map Difficulty (Effectively, The Difficulty Star Rating in all modes aside from Standard) and apply the same calculations but with the Score's Missed Notes Removed. This is basically aking the difficulty system, "What did the Player actually manage to play?" and Rewarding a player based off of what they did hit as base before applying the still necessary Accuracy, Combo and other Bonuses or Penalties as of the score. in Effect, It's going to hit scores where the majority of misses are in the Hardest Section the most, and are going to benefit those who missed a single note in a slow section either right at the begining or end of a map, to make sure people are still penalised for a miss, some minimum loss can be implemented (although certainly less than -3% in most cases unless the map is particularly low in combo).