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@smoogipoo smoogipoo commented Nov 5, 2024

Resolves #30503

This doesn't go the full way. osu!stable will decrease the multiplier further if new_keys < old_keys, but this is hard to do here due to lack of ordering of calls to IApplicableToDifficulty.

legacy: 859241
before: 959013
after: 863112

Those scoring values have been computed locally. Note that the "before" variant differs from the website because of a bug with not including mods correctly, that seems to have since been resolved but attributes haven't been reprocessed yet (#29772).

@bdach
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bdach commented Nov 5, 2024

First of all:

!diffcalc
RULESET=mania
GENERATORS=score

Secondly: does this impact lazer scores at all? Because if it does, then a reverify is not enough. We'd need something like ppy/osu-queue-score-statistics#269.

@smoogipoo
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does this impact lazer scores at all?

Yes actually. That somehow totally slipped my mind.

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github-actions bot commented Nov 5, 2024

@peppy
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peppy commented Nov 14, 2024

I'm have no strong opinions on this one, it looks to do what it says. @bdach any thoughts? Else I'd say we merge this in then figure out how to deal with it in reprocessing server-side as part of everything else score-related that needs reprocessing.

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bdach commented Nov 14, 2024

My unfiltered thoughts are that I'm thoroughly surprised that the series of changes that were supposed to facilitate mod multiplier recalcs (one of the pieces of which I've already linked above) has been sitting there half-reviewed for half a year and now we're apparently just gonna "do it live"? And if we're gonna do that then I'm going to go change classic mod multiplier to 1x outside of osu! right this second?

Like, there are considerations to be made on the multiplier recalc topic (e.g. ppy/osu-queue-score-statistics#269 (comment)) that I haven't heard any meaningful response to. So I'm not sure why it'd suddenly be fine to just "figure it out as we go".

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peppy commented Nov 14, 2024

I figured this was something we could deploy client-side and handle server-side later. If that isn't seen to be the case then it's probably best to hold off on some kind of coordination. This probably affects like 5 people anyway.

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bdach commented Nov 14, 2024

I obviously can't tell the scale of the issue, but I wouldn't say it's something that can be deployed to client not caring about server. It would stop the bleeding on it, but the messed up live leaderboards would remain messed up until corrected retroactively. Which, I'm not even currently sure we have the data to reliably do right now (is total score without mods stored to db for incoming scores? you'd also have to filter scores by build id to figure out which use the old and which the new multiplier). The open series of changes about mod multiplier recalculation is designed to remove such considerations.

@peppy peppy merged commit 7e373f6 into ppy:master Jul 16, 2025
@peppy peppy deleted the mania-key-mod-multiplier branch July 16, 2025 08:20
@worthlessnut9
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Hello,
I saw the recent lazer update video new feature priorities and I disagree with the idea of convert maps converted to different key modes having a lower multiplier. I always have thought that no matter what keymode the convert was converted to it should be the same multiplier. This is because each keymode plays differently from each other and to me the current system of different keymode multiplier punishes the different play styles. For an example, it would be like if a converted map gave a different multiplier from the catch game mode to the taiko game mode just because the circle size for the standard map is bigger.
Thank you for your time

@bernardochezter13-png
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I Hate This Update, So Can you Make It Stay at 1.00X Score Multiplier?

@mmfluffy
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Hey there! I play standard osu! maps converted to osu!mania often. While I do agree that the score going above one million on 5 key maps that are modded down to 4 key maps is odd, adding a default multiplier is not really the way to go.

Doing this not only means that any maps that are converted down will have unequal scoring (like 7 key being able to hit one million and 4 key not being able to), it also means that any score that was made before this update will stay the same, thus making it impossible to beat.

For example, I played a map (converted osu!standard map to osu!mania 7 key, modded down to 4 key) yesterday that I got about 940,000 score on. After the update came out today, I played that same map, and scored about 840,000, due to the 0.90x multiplier. Like I said before, because of the 0.90x, it means that the score CANNOT be beaten. Not only by myself, but anyone else. These scores are staying at the top of the online leaderboards!

If nothing else, the previously set scores with the mods applied NEED to be recalculated, otherwise they will never be beaten. I hope this gets taken into consideration!

@MilkyWayCookieOsu
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Make This 1.00x Again Because It Is the Worst Feature Ever.

@Gooeys1
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Gooeys1 commented Jan 15, 2026

@MilkyWayCookieOsu Please make a discussion on why you think this should be reverted instead of commenting
https://github.com/ppy/osu/discussions/new?category=ideas

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Scores using 4 key mod on 5 maps can have more than 1m score

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