This one is for both users and admins alike.
Refer to: http://aaronin.jp/taren/scoring/ddrscoreframe.html to view how some other games like DDR set their algorithm to grades.
Basically, I think it'd be cool if the following things were considered:
[HR][/HR][HR][/HR][HR][/HR]
1. At the end of your song gameplay, your results go through an algorithm custom created to set a "Grade Point" value for your performance, and the Grade Point score is referenced with the Grading thresholds to determine what grade you got for the score.
ex:
Your "Grade Points" are calculated as follows:
Based on the percentage of your total "Grade Points" to the maximum possible number, the following rank is assigned:
1000perf (2) + 0great (1) + 0good (0) + 0boo (-4) + 0miss (-8) + 50ok (6) = 1000 + 0 + 0 + 0 + 300 = 2300GP.
A score of 20-1-0-0 (alternatively: 979-20-1-0-0) with only 40 OKs (successful hold notes) can be given the following Grade Point Value:
979perf (2) + 20great (1) + 1good (0) + 0boo (-4) + 0miss (-8) + 40ok (6) = 1958 + 20 + 0 + 0 + 240 = 2218GP.
[(Grade Point Value)/(Max Grade Points)] * 100 = GradePercentage.
(2218 / 2300) = 0.96434 (100) = 96.43%
[HR][/HR][HR][/HR][HR][/HR]
2. The users who have completed all of the songs and are stagnant in their title rankings really have nothing else to do on this game. The mere fact that the title scale starts from 36 and goes down is limiting capabilities for expansion on this idea. I've been thinking that having another way for gameplays to stack to a profile ranking and have each gameplay contribute to a more progressive ranking style is to make gameplay statistics add into a category called "Experience", where total points earned, total AAAs, total FCs, and total Gameplays all contribute to one big interger that will measure ones "Experience" in Thirdstyle.
Let's say for instance, EXP. is the sum of all total fcs, AAAs, gameplays, and total score, all in one algorithm. Let's assume Player (A) has the following stats:
3,000,000,000 Total Score
5000 Games Played
250 AAAs
800 FCs
We could rearrange his experience value to be the following: 3000000000(1/1000000) + 5000 + 250(5) + 800(2)
Which would give him 10850 Experience Points. We could further expand to find his Experience Level by assuming the progression of levels with respect to experience points can be solved with the following:
LVL(MINexp) = ((LVL^2)*10), where LVL > 1, LVL(1) = 0.
If we calculate the table of Level Progression, we can see that around levels 25-35, our Player A's experience places him at a level.
LVL 25 - 6250 exp
LVL 26 - 6760 exp
LVL 27 - 7290 exp
LVL 28 - 7840 exp
LVL 29 - 8410 exp
LVL 30 - 9000 exp
LVL 31 - 9610 exp
LVL 32 - 10240 exp
LVL 33 - 10890 exp
LVL 34 - 11560 exp
LVL 35 - 12250 exp
Player A's exp value of 10850 places him above the threshold minimum for Level 32, but just 40 points shy for the requirements to reach Level 33. But this way, even if Player A has reached what seems to be his limitation for AAAs and FCs, every game play and score value added to his account contributes to the growth of his Experience Level. No one can expect to stay stagnant so long as they continue to play.
Refer to: http://aaronin.jp/taren/scoring/ddrscoreframe.html to view how some other games like DDR set their algorithm to grades.
Basically, I think it'd be cool if the following things were considered:
[HR][/HR][HR][/HR][HR][/HR]
1. At the end of your song gameplay, your results go through an algorithm custom created to set a "Grade Point" value for your performance, and the Grade Point score is referenced with the Grading thresholds to determine what grade you got for the score.
ex:
Your "Grade Points" are calculated as follows:
- A "Perfect" is worth 2 points
A "Great" is worth 1 points
A "Good" is worth 0 points
A "Boo" will subtract 4 points
A "Miss" will subtract 8 points
An "OK" (Successful Freeze step) will add 6 points
A "NG" (Unsuccessful Freeze step) is worth 0 points
Based on the percentage of your total "Grade Points" to the maximum possible number, the following rank is assigned:
- 100% - AAA
99.5 % - ★S★
98 % - S★
94 % - S
89 % - A+
80 % - A
72 % - A-
69 % - B+
65 % - B
61 % - B-
57 % - C+
45 % - C
1000perf (2) + 0great (1) + 0good (0) + 0boo (-4) + 0miss (-8) + 50ok (6) = 1000 + 0 + 0 + 0 + 300 = 2300GP.
A score of 20-1-0-0 (alternatively: 979-20-1-0-0) with only 40 OKs (successful hold notes) can be given the following Grade Point Value:
979perf (2) + 20great (1) + 1good (0) + 0boo (-4) + 0miss (-8) + 40ok (6) = 1958 + 20 + 0 + 0 + 240 = 2218GP.
[(Grade Point Value)/(Max Grade Points)] * 100 = GradePercentage.
(2218 / 2300) = 0.96434 (100) = 96.43%
If we refer back to the chart, 94% began the grading for S ranking, and since our current score of 96.43% is not higher or equal to 98%, he will not be rewarded the S★ and will stick with the S ranking.98 % - S★
94 % - S
[HR][/HR][HR][/HR][HR][/HR]
2. The users who have completed all of the songs and are stagnant in their title rankings really have nothing else to do on this game. The mere fact that the title scale starts from 36 and goes down is limiting capabilities for expansion on this idea. I've been thinking that having another way for gameplays to stack to a profile ranking and have each gameplay contribute to a more progressive ranking style is to make gameplay statistics add into a category called "Experience", where total points earned, total AAAs, total FCs, and total Gameplays all contribute to one big interger that will measure ones "Experience" in Thirdstyle.
Let's say for instance, EXP. is the sum of all total fcs, AAAs, gameplays, and total score, all in one algorithm. Let's assume Player (A) has the following stats:
3,000,000,000 Total Score
5000 Games Played
250 AAAs
800 FCs
We could rearrange his experience value to be the following: 3000000000(1/1000000) + 5000 + 250(5) + 800(2)
Which would give him 10850 Experience Points. We could further expand to find his Experience Level by assuming the progression of levels with respect to experience points can be solved with the following:
LVL(MINexp) = ((LVL^2)*10), where LVL > 1, LVL(1) = 0.
If we calculate the table of Level Progression, we can see that around levels 25-35, our Player A's experience places him at a level.
LVL 25 - 6250 exp
LVL 26 - 6760 exp
LVL 27 - 7290 exp
LVL 28 - 7840 exp
LVL 29 - 8410 exp
LVL 30 - 9000 exp
LVL 31 - 9610 exp
LVL 32 - 10240 exp
LVL 33 - 10890 exp
LVL 34 - 11560 exp
LVL 35 - 12250 exp
Player A's exp value of 10850 places him above the threshold minimum for Level 32, but just 40 points shy for the requirements to reach Level 33. But this way, even if Player A has reached what seems to be his limitation for AAAs and FCs, every game play and score value added to his account contributes to the growth of his Experience Level. No one can expect to stay stagnant so long as they continue to play.