This favors FL, easier to SS than DTVelperK 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.
and what's stopping good players doing the same and beating the "noobs" ranks?Jordan wrote:
ROFL just as expected. Now that everyone knows high weighted maps every noob can go farm good ranks on simple maps and get loads of pp for nothing. Gj publishing the list...
lazinessnrii wrote:
and what's stopping good players doing the same and beating the "noobs" ranks?
i thought the point of online games with rankings WAS competitivityJordan wrote:
ROFL just as expected. Now that everyone knows high weighted maps every noob can go farm good ranks on simple maps and get loads of pp for nothing. Gj publishing the list...
funny, I thought the point of games overall was fun :/Blue Dragon wrote:
i thought the point of online games with rankings WAS competitivityJordan wrote:
ROFL just as expected. Now that everyone knows high weighted maps every noob can go farm good ranks on simple maps and get loads of pp for nothing. Gj publishing the list...
why would anyone do that anyways? the list of highest pp ranks is there.Tanzklaue wrote:
plus some bored cracks could get behind the alggorythm, but that's really unrealistic.
but it is and it isnt, the list goes some way but is flawed imo, either with high rank maps that dont give much, or maps that arent even on it that give a fucking shitloadBlue Dragon wrote:
why would anyone do that anyways? the list of highest pp ranks is there.Tanzklaue wrote:
plus some bored cracks could get behind the alggorythm, but that's really unrealistic.
This is like score farming. Boring. That's what stops at least me from doing it. The original aim of PP was to reward good scores, not a certain set of beatmaps. :>nrii wrote:
and what's stopping good players doing the same and beating the "noobs" ranks?Jordan wrote:
ROFL just as expected. Now that everyone knows high weighted maps every noob can go farm good ranks on simple maps and get loads of pp for nothing. Gj publishing the list...
btw you could already do this by checking people like sette and shadowsouls top ranks, full of hards you could dt for easy pp
Everyone loves playing hards with DT...nrii wrote:
and what's stopping good players doing the same and beating the "noobs" ranks?Jordan wrote:
ROFL just as expected. Now that everyone knows high weighted maps every noob can go farm good ranks on simple maps and get loads of pp for nothing. Gj publishing the list...
btw you could already do this by checking people like sette and shadowsouls top ranks, full of hards you could dt for easy pp
NoJAKANYAN wrote:
Everyone loves playing hards with DT...
I'm not really crying over nothing xD just saying what Tom said: farming is boring. I want to play the hardest diff of a map to gain pp (talking of already high rank) not simple diffs that give me 5 times more pp than some insanes :[nrii wrote:
dont get me wrong im not saying its good this way, just that this guy is crying over nothingTom94 wrote:
This is like score farming. Boring. That's what stops at least me from doing it. The original aim of PP was to reward good scores, not a certain set of beatmaps. :>
Just be patient~peppy wrote:
I plan on making a fallback pp calculation for people with less top-500 records. I don't plan on increasing the number past 500 (because it begins to get both intensive to calculate, and less meaningful with the current algorithm) but do plan on allowing people without such records to still improve their pp to visible levels. This will likely work based on your ranks achieved (and possible ranked score).
Depends on OD of coursenrii wrote:
does anyone else think 95-97% hr needs a boost? i've overwrote a couple of my easy hd SS with this range of hr acc and lost 3-4 pp per score. i know that the acc is bad but as someone who doesnt play hr, its a lot harder in my eyes to get a 97% on hhr than an SS on hd yet the hd SS was giving me more pp for a lower rank
the map i lost loads on was od8, i grinded it for an hour and took a 98% hd+hr and gained loads more than hd SS was worth, so thats fine, but the 96~ run i made to start dropped me by 4 pp from a hd SS. i forgot to mention this was actually hd+hr, so double mod vs hd ss and i still lost pp just from the acc drop.Kert wrote:
Depends on OD of course
I'd say that 97+ is good enough for OD8 HR and could be counted as a better score than HD SS
96+ for OD9 and OD10
I am skeptical about this. Programs have managed to do much more complicated things without unreasonable performance strains. It seems more likely that peppy doesn't want to fix a design flaw with the algorithm itself that makes going past 500 ranks meaningless. In the programming world, these flaws are probably based on dependencies.Yuugoh wrote:
Again, this.Just be patient~peppy wrote:
I plan on making a fallback pp calculation for people with less top-500 records. I don't plan on increasing the number past 500 (because it begins to get both intensive to calculate, and less meaningful with the current algorithm) but do plan on allowing people without such records to still improve their pp to visible levels. This will likely work based on your ranks achieved (and possible ranked score).
It ranks effort, no viable skill ranking will ever be incorporated into osuAqo wrote:
However PP is supposed to rate skill, not effort, right?
Are you suggesting its impossible?JappyBabes wrote:
It ranks effort, no viable skill ranking will ever be incorporated into osuAqo wrote:
However PP is supposed to rate skill, not effort, right?
Ok, good point. However performance is still directly related to skill. To perform well you must first perform, and if you don't perform enough or at all you won't get rated for it - this much is true. But to be able to perform well you need the skill to do it, or else even with enough time it shouldn't be possible for you.lolcubes wrote:
There is no system in the world which measures true skill. These aren't skill points, they are performance points, and they judge a person's performance. A person can be skilled to unmeasurable levels, however if he doesn't perform then he won't have good performance points.
While performance is affected by skill, it is not skill rating.
This is true, but back then you had to spend a year or so to get even to top 100, because of the amount of beatmaps. It certainly doesn't take a year to get to high PP, if you really deserve it. Playing should be rewarded, not how "good" you are while you aren't playing.Aqo wrote:
Correct me if I'm wrong, but it was my belief that PP was introduced because people complained that the old scoring system rated how much time players put into the game and not how "good" they are, which is why the need for a new rating system arose.
While players who don't perform do not deserve a high performance rating, isn't the inverse true as well? Players who do get high performance rating should be the ones that perform well, not just the one who perform a lot.Well, this is already happening. It's just that you probably didn't get to that number yet.
I thought we already established that even if we had a perfect difficulty calculation formula for maps it wouldn't be used to rankings because: I don't have a clue why not actuallyTheVileOne wrote:
I have to say this about differences in harder difficulties. My thoughts i that it would be balanced if the pp system took percent failed in mind when it decided how Easy/Hard something is. And the harder a map is, the lower the pass rate, and that means it will be worth more pp regardless of if it's popular. Remember there are different factors that determine how much pp a difficulty is worth. I'm not sure what exactly those factors are, but I have no reason to assume they are inaccurate and we shouldn't make such claims without evidence of such inaccuracies.
Besides the difference is probably fairly insignificant anyways. But even if I did assume it would matter, then it would give difficulty the point advantage anyways, which would invalidate the balance claim. Harder difficulties get higher pp gains. What's so wrong with associating difficulty with skill level?
I still feel almost everyone would prefer a system based on difficulty rather than the amount of players which play a map; I think it would be less flawed than the current system atleast. Even if one in 5 maps were slightly out it's still better than the current weightings which appear to be random maps everywhere.peppy wrote:
Such thoughts could potentially be used to make a new star rating system, but are redundant in pp calculations. I am not using any map heuristics in pp calculations because they always have limitations, and can be manipulated by mappers.
plus those maps were insanes, but you are too good for this gameTom94 wrote:
Lol. Today I actually tried ranking hards to see how far I could get. In mere 3hours of ranking I got from #37 to#25#23! What the hell. (Nearly) all of the #1s I did today were easier than the DT I did yesterday... which earned me zero to 1 PP per rank.
We srsly need a way to properly filter the easier maps. It's just ridiculous how easy one can rank if one just ranked the easy, boring stuff. D:
Well.. to be fair, I got a good day in terms of accuracy today.
Still easy compared to the ranks I usually do... and the ones other good players usually do. :>Tanzklaue wrote:
plus those maps were insanes, but you are too good for this gameTom94 wrote:
Lol. Today I actually tried ranking hards to see how far I could get. In mere 3hours of ranking I got from #37 to#25#23! What the hell. (Nearly) all of the #1s I did today were easier than the DT I did yesterday... which earned me zero to 1 PP per rank.
We srsly need a way to properly filter the easier maps. It's just ridiculous how easy one can rank if one just ranked the easy, boring stuff. D:
Well.. to be fair, I got a good day in terms of accuracy today.