It would probably be a lot more balanced if the map ranking was decided by BATs upon ranking. The big problem with that - who would want to go back and determine rankings for 15,000 maps?
waterfall wrote:
I'm not sure how well this will work, especially given the number of 5 star songs that are extremely divergent in terms of how difficult they are.
You didn't get what I was trying to say (or I explained it poorly ^^). An ELO rating of players and beatmaps wouldn't be based at all on the current beatmap ranking. A beatmap would be rated the same way players are. For example:Cheer-no wrote:
The big problem with that - who would want to go back and determine rankings for 15,000 maps?
One more question: What will be the starting/reference point? What would constitute someone to get a rating of 2100? The way I see it, your description is when people and beatmaps generally have established ratings already. Remember that we would have to first set a solid standard for this before people and beatmaps would be able to figure out what their rating is.Gerbator wrote:
Thus, if S-rank are generally achieved by players rated > 2100 ELO, the ELO rating system will make the beatmap be rated 2100 ELO.
Conversely, if a player can barely get a S-rank on the beatmap (e.g. he/she FC with 93% accuracy), he will probably be rated about 2100 ELO as well.
Newly ranked beatmaps should, however, have an initial rating. If there is no initial rating, a large number of plays have to be devoted to "determine the initial rating" and leave no impact on player ratings. In this way, players will be discouraged from playing newly ranked maps :Gerbator wrote:
There's a two-way relation between players rating and beatmaps rating, so no need to rate anything manually as this is what the ELO or TrueSkill rating systems are made for.
Yeah I know you love HRJesusYamato wrote:
Don't forget some players play with mods only.
You've got a point. In my original post I said S-rank = win and A-rank = lose to makes things easier, but as you said it could use accuracy as well. And while the ELO rating system is limited to win/draw/lose, it's possible to detect whether the player is a clear winner/loser or not. The rating update could be weight accordingly._Void_ wrote:
The problem that I see is that there are some maps that are really, really easy to beat but have one stupid pattern where even good players can easily miss.
okay then, I’ll try to be a bit more specific about how the algorithm works, but it might look a bit weird as I am not used writing math stuff in English.Anongos and Cirno wrote:
[...]
Yeah, obviously skill cannot be perfectly represented by a number, but ELO ratings work pretty well though. You know about Starcraft II? It’s a strategy game with 3 very different races (Terran, Protoss, Zerg) and a lot of maps that alter the strategies you can use. Depending on the races combinations and the maps, the player’s skill vary greatly. Yet Starcraft II uses a modified ELO algorithm for its leagues and matchmaking system, and it works pretty well (actually, most of the game's matchmaking features are based on ELO or other similar rating systems).Shiirn wrote:
Long story short:
There are too many aspects to osu! gameplay to quantify "skill" in a single rating system, and even if you COULD simplify them as such, there would be no efficient way to organize or base those ratings against other players.
Well, yes. It is pretty complicated, but we have the advantage of looking at how other games with skill-based ratings implement theirs. There is already a bunch that is established, we just need to see how they do it then tweak it for osu!.Mr Color wrote:
but it seems fairly complicated to put in place.
JesusYamato wrote:
How about a special MP ranking which is like ESO based on players versus players.
Yes!dvorak wrote:
It is good to discuss how to make good system or idea for basic calculation
Does anyone know of a rhythm game with a skill rating system?anongos wrote:
Well, yes. It is pretty complicated, but we have the advantage of looking at how other games with skill-based ratings implement theirs. There is already a bunch that is established, we just need to see how they do it then tweak it for osu!.Mr Color wrote:
but it seems fairly complicated to put in place.
I don't think I'm the only one that doesn't like the current ranking system. I can see some players that play worse than I do, and yet they are like 400 ranks above me.
While I know that's how it's done in most games, I thought about a player vs maps ratings for the following reasons:JesusYamato wrote:
How about a special MP ranking which is like ESO based on players versus players.
That's not what I meant, but I get your point.Gerbator wrote:
Does anyone know of a rhythm game with a skill rating system?
Is it adressed to my question? It yes, then it didn't answer my question. I do understand the rating system which is suggested here but I don't understand "where" it will work at least if it shall replace something that already exists or if it will be parallel to an exisiting "ranked" score system.Wishy22 wrote:
Have you ever played any RTS? Or are you familiar with ladder systems? Well the idea is something like that.
Basically yeah, you got 1k rating the other guy has 1,1k you win you get like 30 points he loses 30 points, if the other guy had 99k instead of 1,1k and you win you earn 999999999999 and he loses 99999999999, it's basically 1v1 and it's name ladder game since that system was used by Blizzard in their RTS and got called like that (in W3 at least).Sakura Hana wrote:
Ladder System i think its something like:Each player starts at a certain ammount of points, winning a game against someone else will give them points depending on the difference in points between both, and losing a game will lose points depending on the difference as well:Is this the system you're talking about? havent heard it called ladder system before so i was wondering
Example 1: Player A has 140 points, and won against Player B who has 200 points, Player B has significantly more points than Player A so player A gains many points and Player B loses many points.
Example 2: same scenario but Player B wins, this time Player B wins a small ammount of points, and Player A loses a small ammount of points.
No ;_;Wishy22 wrote:
Though this can be solved by filtering beatmaps from 2009 or before (yes most old maps are unplayable shit).
Surely you mean 17.Hanyuu wrote:
19 People
Accuracy should just be removed from the game completelytheowest wrote:
I sure hope nobody thinks accuracy has anything to do with skills.
<3ragelewa wrote:
Accuracy should just be removed from the game completely except from beatmapstheowest wrote:
I sure hope nobody thinks accuracy has anything to do with skills.
I mean what the hell, a rhythm game that requires the player to stay on rhythm? That requires absolutely no skill and it's breaking the game!
I think you mean that's why Catch the Beat is the best rhythm mode :3TheNutritiousGuy wrote:
That's why Taiko is the best rhythm mode. <3
i hope you're kidding.those wrote:
I think you mean that's why Catch the Beat is the best rhythm mode :3TheNutritiousGuy wrote:
That's why Taiko is the best rhythm mode. <3
Of course not! Catch the Beat doesn't break the game with rhythm at all! That's why it's the best!theowest wrote:
i hope you're kidding.those wrote:
I think you mean that's why Catch the Beat is the best rhythm mode :3
What is a rhythm game?those wrote:
Of course not! Catch the Beat doesn't break the game with rhythm at all! That's why it's the best!theowest wrote:
i hope you're kidding.
yep.Sakura Hana wrote:
The thing about CTB is that you dont need to move towards the fruit on time, you can move early and wait for the fruit there.
That being said you guys are going off-topic here.
theowest wrote:
In ctb you move with your keys to move towards the beats, coming towards you. This doesn't require any rhythmic skill at all.
I'm just agreeing with lewa.ragelewa wrote:
Accuracy should just be removed from the game completelytheowest wrote:
I sure hope nobody thinks accuracy has anything to do with skills.
I mean what the hell, a rhythm game that requires the player to stay on rhythm? That requires absolutely no skill and it's breaking the game!
osu doesn't require you to stay on rhythm. but the better you do, the better scores you get. your accuracy just shows how well you did accuracy wise. If someone did better than you, then he would've gotten a better score then you.those wrote:
I'm just agreeing with lewa.ragelewa wrote:
Accuracy should just be removed from the game completely
I mean what the hell, a rhythm game that requires the player to stay on rhythm? That requires absolutely no skill and it's breaking the game!
remove ctb?Drafura wrote:
Some jumps in CtB needs a lot more timing than getting a 300 hit on OD10 standard, just saying...
The idea of ELO rating system adaptation is pretty nice but you still have the problem of rating a beatmap (also you need a difficulty rating for taiko and CtB cause : A stream map is going to be hard on osu! / taiko, and going to be easy on ctb. Then a jumpy map could be hard on standard but easy on taiko and hard on ctb). You'll need a big good mod rating by beatmap too (meaning DT on an 110 bpm AR8 map is easy but HR is obviously harder, or the typicall map wich turns totally unreadable with HD cause many circles are under sliders). I have actually 22k beatmaps installed on my pc and I don't have all of the actual ranked maps, this sounds like impossible to reach one day an accurate rating for every ranked beatmaps.