1. Stepmania, is pretty much a computer/keyboard replica of DDR and I believe the letter grades we receive in the game are based off of DP (D through AA. AAA and AAAA are purely accuracy grades)
2. Many of us use different versions of Stepmania now (SM3.95, SM4, SM5), and SM5 gives different grand total scores than all of the other versions.
DP is the way to go
Here is the stepmania judgement windows taken from the ini:
JudgeWindowSecondsAttack=0.135000
JudgeWindowSecondsMarvelous=0.022500
JudgeWindowSecondsPerfect=0.045000
JudgeWindowSecondsGreat=0.090000
JudgeWindowSecondsGood=0.135000
JudgeWindowSecondsBoo=0.180000
JudgeWindowSecondsMine=0.090000
JudgeWindowSecondsOK=0.250000
JudgeWindowSecondsPerfect=0.045000
Based off this, and also taking into consideration what DDR does with their DP calculations, it would seem accurate to use this scale for SMO:
Marvelous: +4
Perfect: +2
Great: +1
Good: +0
Boo: -2
Miss: -4
OK: +2
NG: +0
Mines: -4
For reference, the DDR DP scale is this:
Marvelous: +2
Perfect: +2
Great: +1
Good: +0
Boo: -4
Miss: -8
OK: +6
NG: +0
This is not DDR though. Everybody (or at least 95% of the people) play with Marvelous turned on, and people absolutely play to "MA" songs. Marvelous should not count as being the same thing as Perfect. DDR also penalizes a person two times for getting any kind of combo breaking note (-4 for boo, -8 for miss.) I think this should also be changed. The maximum DP you would get from a Marvelous is +4, so getting a miss on the same note should yield the same result. -4. There are some issues/arguments though. Those are:
- Some people play with holds off, so this could impact the DP score. However, if someone was to play a song with holds off, you could just have +0 in the overall DP score. (Example: If a song played has 100 holds, getting 100/100 would yield +200 in DP, while if someone played the same song with holds off, you would just get 0/100 or +0).
- The same thing could be said about mines. Successfully avoiding a mine shouldn't add to your DP score (+0) but hitting a mine would result in -4 DP loss per mine. Perhaps someone playing with mines off would assume the results of hitting every mine when calculating their DP score? (example: 20 mines in a song, and if a person played with mines off, their DP would be -80 with mines)
- No Hands is also a way to make things easier, but it does not reflect in the score results screen. A penalty for using No Hands could be something simple like an automatic 200 DP deduction or something like that.
- Or we could just get no deductions for any of these, and just have a flag next to the scores indicating that the person didn't play the original intended chart
Another issue is a sorting issue. People play tons of songs and there are even multiple charts for the same song that are played all the time. (Toph's One More Lovely or Eggman's, for an example). I believe this database needs to mainly include packs, as many people download packs more then single releases now.
As for sorting, I'm sure there is a way for the server to detect which file/chart a person is playing. As long as we have the song included in the database, all the server would have to do is distinguish where the score should be correctly recorded. This can be done by seeing the total number of Marvs, Perfects, Misses, etc and also the number of OK's/Freezes. The server can then match up what the Song Title was and the number of notes that were included in the judgement score screen. (example: say toph's One More Lovely oni has 1400 notes and 30 OK's, and Eggman's One More Lovely has 1200 notes and 2 OK's. If the score result screen shows 1400 total notes AND 30 OK's, AND the title "One More Lovely" , then it is obviously toph's OML oni)Statistics: Posted by Rebirth — Mon Oct 01, 2012 11:13 am
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