I was so happy to see a large increase yesterday
And now they're gone ;w ;
And now they're gone ;w ;
Yeah, me too. +75 yesterday.AkiShizuha wrote:
I was so happy to see a large increase yesterday
And now they're gone ;w ;
peppy wrote:
Fixed a bug that I introduced a while back when caching per-map weightings. Get prepared for a bit of a bumpy ride as I also plan on changing some more weighting elements based on user feedback. In other good news, pp can be calculated fast enough that it can be run in realtime now; just need to finish the logistics of that.
Can I please take a moment to urge everyone to ignore changes to their pp, instead focusing on changes to their performance *rank*. pp changes mean nothing if they affect everyone, which they do if you see a sudden drop/increase.
peppy wrote:
...Can I please take a moment to urge everyone to ignore changes to their pp, instead focusing on changes to their performance *rank*. pp changes mean nothing if they affect everyone, which they do if you see a sudden drop/increase.
is it really that hard to read? or your need of crying is overwhelming your common sensepeppy wrote:
Yes, I am making constant changes to the calculations. Your pp might drop or rise, but so will everyone else's. For more specifics on what I am working on, you can check this changelog.
1. Ignore the fact pp existsG0r wrote:
Someone brought it to my attention that their PP was a good bit higher than mine, but their rank was a good bit lower. Is this a part that whole "ignore changes to PP and focus on rank" thing, or what? Just curious.
Have you not read the thread? Have you not seen http://puu.sh/NtBX right below you pp chart? Have you read peppy's changelog?VelperK wrote:
May I know why this new rec didn't give me PP at all?
http://osu.ppy.sh/p/beatmap?b=29844&m=2
And please save your "You didn't wait enough" sentence, since It's been like an hour and nothing yet.
Lol it isn't even in my top best performance ranks.
fartownik wrote:
is it really that hard to read? or your need of crying is overwhelming your common sensepeppy wrote:
Yes, I am making constant changes to the calculations. Your pp might drop or rise, but so will everyone else's. For more specifics on what I am working on, you can check this changelog.
This. I'll just ignore the pp system if it's not really complete yet.winber1 wrote:
1. Ignore the fact pp exists
2. Get as many #1's in the mean time
3. ???
4. Profit
But you have to try them all out once! What if there's a cool one in there that you'll miss by not trying it?winber1 wrote:
"I MUST PLAY ALL RECENTLY RANKED MAPS."
It seems that old maps give more pp. Looks like the pp system encourages playing old maps for ppAqo wrote:
Also @ the new "Best Performance" is totally messed up. B rank on this map with #302 map rank, gained 4 months ago on a whim (played that map in MP just because the song was funny) is considered Best Performance? Seriously what? And yet #167, #415, #264, #337, not worth anything? Or even nomod #594, and yes the system doesn't take into account over 500 but come on, and that's a big flaw in it considering how it works. Just let players pick their own top plays.
My 2 years of drilling old maps will be so worth it finallydarkmiz wrote:
It seems that old maps give more pp. Looks like the pp system encourages playing old maps for pp
Aqo wrote:
Before PP: Must play old maps to increase your maximum score.
After PP: Must play old maps to get the best PP fastest and easiest.
Progress!
getting more PP from a B on a [Normal] map from 2009 than from several different approved maps that most people can't even play.G0r wrote:
At least now you have to do a good job on them.
GJ, just proved it's hard to get SS. Now everything will still be the same.VelperK wrote:
Seeing the new changes in the PP system, i'll give my two cents regarding to this one:
This is completely unfair in CtB, since because of a silly droplet miss you loose the complete bonus which is ridiculous imo.
It may be comprehensible in standard, where is very hard to get just one 100 hit and the rest 300. Or maybe even taiko, but not CtB.
Yeah well, my english doesn't help me with this and thus you didn't get my point well.BlazingFX wrote:
GJ, just proved it's hard to get SS. Now everything will still be the same.VelperK wrote:
Seeing the new changes in the PP system, i'll give my two cents regarding to this one:
This is completely unfair in CtB, since because of a silly droplet miss you loose the complete bonus which is ridiculous imo.
It may be comprehensible in standard, where is very hard to get just one 100 hit and the rest 300. Or maybe even taiko, but not CtB.
So this is the reason my pp gets bumped up, eh?VelperK wrote:
Not really.jesse1412 wrote:
Giving people more pp because they got an SS is the exact same as giving people an extra multiplier for using sudden death.
In most of the cases 96%~ hidden is already ahead of a nomod SS. In rank comparison atleast. Since we don't exactly know how PP works we can't really compare by how much. We just know now that the SS is actually worth extra compared to nomod FC. We still don't know how much extra though, and it's probably not that noticeably much.jesse1412 wrote:
I don't really see how it's a bad comparison. You are already rewarded for getting your SS by having a higher rank on the map which on its own gives more pp - if this isn't already a good enough reward it's probably because other people used mods in which case so should you rather than being rewarded for getting an easy SS. If someone plays a map with sudden death and passes they shouldn't get an extra reward for doing it. It's the same with SS, if you manage it congratulations you got 1 or 2 less 100's; This doesn't warrant an additional boost in pp.
Well, getting 1 miss shouldn't be punished as much as well then? ~jesse1412 wrote:
I don't really see how it's a bad comparison. You are already rewarded for getting your SS by having a higher rank on the map which on its own gives more pp - if this isn't already a good enough reward it's probably because other people used mods in which case so should you rather than being rewarded for getting an easy SS. If someone plays a map with sudden death and passes they shouldn't get an extra reward for doing it. It's the same with SS, if you manage it congratulations you got 1 or 2 less 100's; This doesn't warrant an additional boost in pp.
This essentially is what I'm trying to say.nrii wrote:
i think jesses point is the difference between 1 100 and 0 100s is the same as the difference of 50 100s and 51 100s, purely the acc and score difference is reward enough
that's in theorysilmarilen wrote:
having 0x 100 means you have perfect accuracy, having 1 means you lost that perfect accuracy.
having 50x 100 or having 51x 100 both means your accuracy sucks
its the fact that you performed the song glawlessly that makes it better
i agree to an extent, but pp goes A DAMN LONG WAY to being skill based in comparison to old ranks. obviousl a system will ALWAYS require effort and time, such as the world chess ratings; you cant just beat the current world top and then you are the world top. you have to work your way up through tournaments and gain rating, regardless of how good you were to begin with.( though i believe you can play at a higher level if you want to and gain faster but thats same as jumping into high level insanes and going to 4k pp in a day)Aqo wrote:
The old scores system measured effort and time. The current way PP works, also, measures effort and time spent, over actual skill.
The thing is, you ARE improving by practicing that, but the actual amount of skill you end up with varies. A person who grinded a map until getting an SS run on it will still not be able to get an SS every time he plays it again, while a person who got that SS in just one or two tries will be able to get it again many times with ease. That's why the amount of tries has to affect your /skill/ rating. If the person who grinded that map actually got good enough to SS all maps of that level on his first try, good for him! The moment he plays some other maps it will show on his skill rating. But if he keeps getting mediocre accuracies in most of his tries, while somebody else gets good accuracies in very little tries, this should show - or else as mentioned earlier, the system would rate effort and not skill.boat wrote:
Irregardless of how many times you tried to get the score, you still got it, meaning thats what you are able to do, and that result is what you'll get the points for. Counting the amount of times it took you to reach the goal and cutting it off the PP you gain would be quite silly, in my opinion at least.
Trying to achieve a good accuracy is in a way improving, so you're in a way asking for people who take longer time to achieve improvement to get less of a reward?
Then go and take them if it's so easy.I already did for testing. It took me 10 minutes. I raised my pp by 25 and my rank increased from 40 to 35. With one #1 rank on a hard diff! (meanwhile my rank decreased by a bit through that new SS bonus though.)
I agree with this 100%.Tom94 wrote:
I guess I said it often enough already so this will be the last time, this time in detail though:
Why would SS or accuracy or "Perfect" earn you extra PP? This doesn't make any sense!
Having SS earns you a higher map rank over non-SS.
Having higher accuracy earns you a higher map rank over lower accuracy.
Having a "Perfect" earns you a higher map rank over non-"perfect" (because of higher combo obv.).
So why in god's name take those factors into account a 2nd time?
All this is achieving is favoring ranks onAnd because of this players who rank a lot on Hards are put unnaturally high in the list. I'll just take ShadowSoul as an example (no offense ShadowSoul. You are an awesome player, but your rank 10 is ridiculous.)
- easier-to-fc maps (because of "Perfect" bonus)
- lower OD maps (because of SS and accuracy bonus)
Just look at this: There are only hard diffs (except of one "expert" and "insane" one)!
Now for the people who sayThen go and take them if it's so easy.I already did for testing. It took me 10 minutes. I raised my pp by 25 and my rank increased from 40 to 35. With one #1 rank on a hard diff! (meanwhile my rank decreased by a bit through that new SS bonus though.)
It's not fun to grind SS (or 99.99999999% plays) on easier Hard diffs by memorizing the slow patterns. For people who actually want to rank on more challenging stuff this is a problem.
I repeat: No offense. ShadowSoul also got a bunch of awesome ranks. He is an awesome player. But those awesome ranks I know from him aren't even shown under the best performance tab while other easier ranks make him get a ridiculously high rank. In god's name, he is claimed on par with wobeinimacao, Remilia-Scarlet, even as better than Niko-. Please note that this is just an example. There are many other issues with the order.
Before the "perfect" bonus and the SS bonus were added the ranking was a lot better in terms of skill. And I am quite sure that if the additional accuracy-rating is being adjusted (mainly lowered) that the PP ranking would improve further.
But isn't this taking map heuristics like OD into account? Higher OD on the same map -> everyone got lower accuracy -> everyone got lower PP regardless of quality of performance. This also applies to SS scores of course.peppy wrote:
The second-time factors are to rewards certain gameplay attempts over others — specifically devaluing the over-valued mod additions.
Would you mind telling us how the system detects easier maps if not through contention / map heuristics?peppy wrote:
Easier map = exponentially less pp = doesn't matter.
Thanks for the inside info.peppy wrote:
Think stuff like sparsity of scores relative to highest SS, ratio of SS to S to poorer ranks, pass ratios.
Also consider that it isn't all about finding the most insanely hard maps (though this would be optimal); higher played maps should inherently be considered more because they are more prominent in the community. It doesn't matter so much if they are "only" hard, because if you are a good player you will also be able to do well in these maps. That said, I do plan on making continual adjustments until a consensus is reached that we have a long-term usable solution.
For speculation, I can tell your the currently highest pp-ranked map is http://osu.ppy.sh/b/21010
@Lybydose: thanks for the examples provided. I found an edge case which causes hards to get highly prioritised where they shouldn't be. Will make amendments which will propagate tomorrow.Hoping to see things go better tomorrow. :>
Tom94 wrote:
Would you mind telling us how the system detects easier maps if not through contention / map heuristics?
Sparsity of scores cannot be used to evaluate difficulty or anything at all because of the simple reason that not everybody plays every map. It was already mentioned multiple times and yet it seems like you choose to disregard this.peppy wrote:
Think stuff like sparsity of scores relative to highest SS, ratio of SS to S to poorer ranks, pass ratios.
Also consider that it isn't all about finding the most insanely hard maps (though this would be optimal); higher played maps should inherently be considered more because they are more prominent in the community. It doesn't matter so much if they are "only" hard, because if you are a good player you will also be able to do well in these maps.
You said you've taken Lybydose's post into account, but when saying things like "because if you are a good player you will also be able to do well in these maps" it seems like you don't fully comprehend what was being said. There are maps that almost nobody can "do well on", a few examples:Lybydose wrote:
the "Hard" difficulties are more worthwhile to play for a number of reasons:
1. Large number of scores from "average" people playing that difficulty because they can't pass Insane maps. Thus, high "contention".
2. Very few "pro" players bother to even play the Hard, so it's very easy to rank top 10 or better with only HD or HD/HR or DT at < OD7.
3. It's very difficult to get top 10 on Insane maps AND get high accuracy, because this usually requires playing HR or DT on something that's OD8 or higher.
Just don't know how you can say this. There is a huge difference and the examples people have given shows it clearly. All of those combined:peppy wrote:
The cases you mention where Hard is worth "more" than insane (I checked the provided ones) isn't actually a huge difference
I play for fun, not for rank. 90% of my plays are on unranked/unapproved maps; I wouldn't care for rank at all if it wasn't for people who, now, look at profile's PP and use that to judge the value of a person's post. It just strikes me odd how you ignore people's constant reports on issues with your system. I tried to point out the key issues and explain them thoroughly to make it as clear as possible just in case other people's posts weren't clear enough for you, but when you reply with messages like:peppy wrote:
I have a suggestion though Aqo: do you want to become the ranking system yourself? Wire yourself in and rate everyone from 1 to 1 million?, updating as close to realtime as possible? This will likely make you happy, though I doubt you'll have time to play anymore.
This one is funny because while it's called [Hard], it totally feels like your average Insane to me.Lybydose wrote:
http://osu.ppy.sh/b/64909&m=0
brb farmingpeppy wrote:
https://docs.google.com/a/ppy.sh/spread ... oY0E#gid=0
Nah, if you get a SS but spin poorly, non-SS ranks could beat you on the spinner.Tom94 wrote:
Having SS earns you a higher map rank over non-SS.
Who is the more skilful player, you judge by yourself.Aqo wrote:
We have Player A and Player B, playing a map.
Player A first played that map with 89% accuracy and a few miss, and then proceeded to retry that map again and again for several hours, having about 50-100 retries on it, until eventually getting an SS on it. Even despite getting that SS, if Player A kept playing that map he would most likely get 95%-97% accuracy on an average run.
Player B played that map and had 98% accuracy on his first try. He thought he might try going for an SS on it, so he played it again, then getting about 98% again, maybe slightly higher. He then decided this map isn't very fun for him, and moved on.
Who do you think is a more skilled player, A or B?
And who is PP going to rate higher?
inb4 countless FL ranks pop up outta nowhereJappyBabes wrote:
brb farmingpeppy wrote:
https://docs.google.com/a/ppy.sh/spread ... oY0E#gid=0
Now everyone will farm pp doing somehow high-weighted hard diffs S:peppy wrote:
making public is not yet possible due to the complexity. i am constantly moving towards that direction, and you will likely see more information as time goes on and the process is refined. people complaining is fine, but we are already in a better state than "ranked score ranks", and i am constantly looking for improvements to the calculation. as i previously said, keep up the feedback, but try and keep it constructive.
here is a fully editable spreadsheet with the top 1000 weighted maps. you're free to leave comments beside beatmaps you feel are out of place or not getting the love they deserve (or follow up in this thread).
https://docs.google.com/a/ppy.sh/spread ... oY0E#gid=0
spreadsheet is flawed in general, i know of a few hard maps that will be top or near top on many top 100 players that arent on this listJappyBabes wrote:
@Aqo You must realize that this isn't a potential skill rankings, it's a ranking based on your performances.
Also, airman isn't even on that spreadsheet.
Afaik the "best performance" tab isn't ordered. I believe ppy once said something about that.nrii wrote:
spreadsheet is flawed in general, i know of a few hard maps that will be top or near top on many top 100 players that arent on this listJappyBabes wrote:
@Aqo You must realize that this isn't a potential skill rankings, it's a ranking based on your performances.
Also, airman isn't even on that spreadsheet.
edit: equally looking at tom94's tops, he has a hd+hr SS on a map that is 327 on this list, lower ranked than a hd+hr non SS of a map that is 409 on this list. the map weighting is lower, hes rank 1 on both, and his acc is higher on bulletproof, so why does the lower weighted map give more pp?
i've had friends play maps that are my top's and they also appear at the top of their list, it has to be ordered by somethingTom94 wrote:
Afaik the "best performance" tab isn't ordered. I believe ppy once said something about that.
You are basically trying to rank people by using one song. The thing is you really can't do that. Even in a perfect pp calculation world, you still need an average of at least several maps. It doesn't really matter if Player B played a few times, got a good score, got a little less pp than Player A, and moved on to either just take a break or play/rank on other maps. If Player B is truly better, he would then be able to get much better scores than Player A on other maps, in which case his PP would clearly show (though I'm still assuming a perfect pp calculation world). Obviously, right now, that may not be the case, but I'm just saying that you can't attribute this to one map... It doesn't matter if on one map a "worse" player obtains a higher rank than you. Secondly, the computer cannot measure your emotional state, and calculating pp by play count is WAY too unreliable. So much crap happens in the real world that could make your play count skyrocket for certain reasons or another (whether emotional or physical (e.g. you are tired or you are depressed, or your mom is being an ass, not that my mom isAqo wrote:
We have Player A and Player B, playing a map.
Player A first played that map with 89% accuracy and a few miss, and then proceeded to retry that map again and again for several hours, having about 50-100 retries on it, until eventually getting an SS on it. Even despite getting that SS, if Player A kept playing that map he would most likely get 95%-97% accuracy on an average run.
Player B played that map and had 98% accuracy on his first try. He thought he might try going for an SS on it, so he played it again, then getting about 98% again, maybe slightly higher. He then decided this map isn't very fun for him, and moved on.
Who do you think is a more skilled player, A or B?
And who is PP going to rate higher?
I don't think someone who can only do 89% can magically get a SS even if playing for 3-5 hoursAqo wrote:
We have Player A and Player B, playing a map.
Player A first played that map with 89% accuracy and a few miss, and then proceeded to retry that map again and again for several hours, having about 50-100 retries on it, until eventually getting an SS on it. Even despite getting that SS, if Player A kept playing that map he would most likely get 95%-97% accuracy on an average run.
Player B played that map and had 98% accuracy on his first try. He thought he might try going for an SS on it, so he played it again, then getting about 98% again, maybe slightly higher. He then decided this map isn't very fun for him, and moved on.
Who do you think is a more skilled player, A or B?
And who is PP going to rate higher?
Just gonna quote this to spare myself some typing. I'm gonna be acting as if the pp algorithm is really simple here, for clarity reasons.winber1 wrote:
The reason it exists is because if a song is popular, a rank #100 will be worth more than a rank#100 on a non-popular song. On non-popular songs it's easier to get higher ranks, and so rank #1 on some map very people like to play is not nearly as hard to achieve then #1 on a very popular map (because a lot more pros start playing the map). With that in mind, a rank #10 on that popular should be worth a lot more than rank #1 on some map no one really cares much about. Removing this will probably cause a lot of weird pp changes, probably for the worse (because there are a lot of maps where not as pro people have #1's or top 10's that could mess up the pp rankings)
Yeah. As long as people act like this I doubt anything good can happen out of all of this. :<Blue Dragon wrote:
lol someone deleted everything
Ok I improved the accuracy now, too and the PP got way higher now.roym899 wrote:
I wonder why it can happen that you improve your score but lose pp? It just happened to me on a song which was in my Best Performance list. I improved my rank and I lost around 20 pp. (I also lost 0,01 accuracy, maybe that's the problem)
Nope, I had the same issue even though I also improved the accuracy of my record. I guess it's some weird bug or something like that.roym899 wrote:
I wonder why it can happen that you improve your score but lose pp? It just happened to me on a song which was in my Best Performance list. I improved my rank and I lost around 20 pp. (I also lost 0,01 accuracy, maybe that's the problem)
Well, that's nice for you then. PP can still decrease even with improved accuracy though.roym899 wrote:
I wonder why it can happen that you improve your score but lose pp? It just happened to me on a song which was in my Best Performance list. I improved my rank and I lost around 20 pp. (I also lost 0,01 accuracy, maybe that's the problem)
Ok I improved the accuracy now, too and the PP got way higher now.
Player C realized that under the new Aqo replay point rewarding system, he should play the map a 1000 times on a machine disconnected from the net until he could do it in his sleep. Then he moved over to the connected machine, played it once and SSed it, scoring beau coup de Aqo-PP.Aqo wrote:
I'd just like to point something out that just occurred to me, which is related to how scoring and the PP system works with taking into account only good plays and not bad ones:
We have Player A and Player B, playing a map.
Player A first played that map with 89% accuracy and a few miss, and then proceeded to retry that map again and again for several hours, having about 50-100 retries on it, until eventually getting an SS on it. Even despite getting that SS, if Player A kept playing that map he would most likely get 95%-97% accuracy on an average run.
Player B played that map and had 98% accuracy on his first try. He thought he might try going for an SS on it, so he played it again, then getting about 98% again, maybe slightly higher. He then decided this map isn't very fun for him, and moved on.
Who do you think is a more skilled player, A or B?
And who is PP going to rate higher?
Only rewarding good plays and not penalizing for bad plays is one of the main factors that lead PP to rate farming over skill on a lot of the maps. While it's understandable that penalizing bad plays might be demoralizing for all of the players who are not used to competitive ranking boards, the system has to work in a way that makes sense when going with the decision of only taking into account good plays (this is related to worth of SS/S/etc, on different levels of OD. An SS on low OD usually means no more than "farming" and not actual "skill" with the current system and the nature of what maps players choose to play. Rewarding extra for high-accuracy on a system that ignores retries basically rewards extra for farming and for playing easier maps).That's not farming. Farming would be if you could just keep playing new maps and have your PP grow without end. You can't do that in the new system, because the weighting curve will cut you off after so many maps, and the only way you can get more PP then is to score higher than your previous plays. It might look like you can farm, because if your PP is built on junk already, playing low level maps can stoke things up a bit and look like farming. But it's ultimately self defeating... eventually you'll need to post better and better plays to advance. Plus, better scores means that you get to add more of them together (because the weighting function won't push them under the threshold until later)... it's bonus squared. Sure there is a bit of an issue with PP being "soft" for lower values... where a player might be able to advance quicker in the short term with lower level maps, but another player playing higher level maps will be actively becoming a better player, and will ultimately be able to score higher.