Welcome to the osu! World Cup 2016 Discussion Thread.
Here you can discuss everything related to the biggest worldwide osu! tournament.
no drama is a new draman0ah wrote: 2e351
2 pages and so far no drama? weve already broken a record
It has been like this since owc2014?MiruHong wrote: t3d
What was the reasoning behind removing the mod limit, I'm curious why a change like this was made because teams can abuse a mod pool by having half the team orientated around a certain mod and either forcing a tiebreaker or simply a win if the opponent loses even one. I'm not saying that this is a bad change to the rule, I just find the change sudden compared to other OWCs and other tournaments.
Aside from that I hope the best for team Canada and Singapore <3
silmarilen wrote: 3y5n4j
MiruHong wrote: t3d
What was the reasoning behind removing the mod limit, I'm curious why a change like this was made because teams can abuse a mod pool by having half the team orientated around a certain mod and either forcing a tiebreaker or simply a win if the opponent loses even one. I'm not saying that this is a bad change to the rule, I just find the change sudden compared to other OWCs and other tournaments.
Aside from that I hope the best for team Canada and Singapore <3
It has been like this since owc2014?
What i found more interesting is that hd/hr/dt only have 2 maps as opposed to 3 before.
The registration phase is still ongoing, so it's too soon for that information to be released. Teams are normally released after the registration phase has ended and all applications have been checked by the tournament management. Respecting the mappool, the one of the Group Stage will be released at the exact day of the live drawings (4 Nov 2016) and at the end of every week the mappool for the next phase will be released.DanDaBruh wrote: 39194y
when will the owc teams/mappool be released?
The drama won't start until the players have been chosen for each of the countries.juankristal wrote: 1n5r6e
For Half Time it doesnt really make much sense. For EZ, even tho I think it was considered it is likely (if not guaranteed) that it wont be used.
Also this thread is really quiet, I wonder whats going on...
You already have the ability to revive without ez mod in multiplayer, i don't think you should be punished for it when using ez.Loctav wrote: 3n5266
Fair question, I would have problems figuring out a proper multiplier for it (given we use scorev2). Would it be a positive one? (it obviously makes things harder) or a negative one? (since it makes you less likely to fail.. ok weak argument)
I am not an EZ player or have much insight in this aspect, so if you have suggestions in how to design it, feel free to propose something!
(without a multiplier, it would sort of lose its tactical purpose, wouldn't it? dunno...)
Team rosters hypea loli wrote: 5q3u3i
I think wiki should be updated with ed countries and their captain. It has been 7 days since registration and I have no clue if my country qualified in top 32 because there is no available info released or message saying we didn't qualify.
ETA on participating teams?
Who designed the banner?Loctav wrote: 3n5266
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Wiki | Livestream
Welcome to the osu! World Cup 2016 Discussion Thread.
Here you can discuss everything related to the biggest worldwide osu! tournament.
Gummy wrote: 6s341
Loctav wrote: 3n5266
![]()
Wiki | Livestream
Welcome to the osu! World Cup 2016 Discussion Thread.
Here you can discuss everything related to the biggest worldwide osu! tournament.
Who designed the banner?
(i was gonna post this a week ago but forgot.)Loctav wrote: 3n5266
Fair question, I would have problems figuring out a proper multiplier for it (given we use scorev2). Would it be a positive one? (it obviously makes things harder) or a negative one? (since it makes you less likely to fail.. ok weak argument)
I am not an EZ player or have much insight in this aspect, so if you have suggestions in how to design it, feel free to propose something!
(without a multiplier, it would sort of lose its tactical purpose, wouldn't it? dunno...)
I like the idea to weighten the different score portions differently when EZ is activated. Maybe this is even a viable idea for other modes (maybe?!). However, I have to agree with you that it is a little late to implement this and test this properly just in time, but given this smart idea, I will definitely think about adding EZ as possible choice for the next year.-GN wrote: 134on
(i was gonna post this a week ago but forgot.)Loctav wrote: 3n5266
Fair question, I would have problems figuring out a proper multiplier for it (given we use scorev2). Would it be a positive one? (it obviously makes things harder) or a negative one? (since it makes you less likely to fail.. ok weak argument)
I am not an EZ player or have much insight in this aspect, so if you have suggestions in how to design it, feel free to propose something!
(without a multiplier, it would sort of lose its tactical purpose, wouldn't it? dunno...)
It's a good question, actually. I would ideally prefer some kind of dynamic score multiplier(and i really think it should be made for every mod if scoreV2 becomes the official system), judging how difficult a map is to read/understand, but that's a bit too ambitious.
However, you should know that while EZ makes maps very hard to understand for the uninitiated, it also reduces the physical(aim/speed-wise) difficulty by a lot, and those that practice it can in most cases do better on maps with EZ on than they could without, given that they've practiced them. So having it give a positive score multiplier(or no penalty at all) would give those people a great advantage over others who don't play it on the regular, and i don't think that's the kind of skill that should be rewarded in a tournament like this.I had trouble coming up with a reasonable multiplier for it myself, though. Using the old 0.5x multiplier wouldn't make it very useful for scoreV2 tournaments, i think. So i propose something like this:
Nomod gives 700 000 for combo + 300 000 for accuracy for a max score of 1 000 000.
EZ would give 550 000 for combo + 150 000 for accuracy for a max score of 700 000.
I estimate a 95% FC to be ~850k for nomod and ~625k for EZ with the current scoreV2 accuracy dropoff rate.
Obviously the accuracy part is lowered because of the low OD in comparison, but only reduced it to half the value, as to not devalue scores with high accuracies. Accuracy on EZ is more about the big mistakes you do rather than how well you follow the music, but it can still be hard to get above 99% on very demanding maps - and i think that's where picking EZ would be most helpful. In addition, picking EZ makes it easier to spam through harder parts of a map at the expense of accuracy, so i wanted to still keep it a little rewarding.
For the combo part - EZ consistency is really, REALLY hard to attain. Using it seriously in a tournament can be very risky, so i didn't drop it that much. For a tournament based score system, i think it makes sense. Compared to the accuracy part, i think most of the score should come from your combo when using EZ.
...so that's my proposal. Everyone loves EZ plays, so giving it a chance to be used on freemod picks might be good for entertainment's sake, at least, and with this, it'd retain some tactical value as well. It might be a little late to try to implement right before OWC, and it's not that important for most players, but if it's going to be a possibility, i'd want to see it executed something like this.
You should really consider doing this with other modes at least, since they all use a ton of unranked maps. I'd really appreciate it if you could retcon past world cups too, since otherwise maps such as https://osu-ppy-sh.jeuxcrack.net/b/697682&m=3 will never have a scoreboardfartownik wrote: 64d9
with the Loved section added I believe the maps chosen could also automatically gain that status after being picked for OWC. This could sort out some issues with maps being reused over and over plus it would give mappickers a lot more space to work with.