So much hate lol
Well, this is a thread made to point out questions and discuss about the system in general. So we post its errors in order for peppy to fix them...BrokenArrow wrote:
just sick of people crying about how their epic ultra scores didn't give them pp at all.
peppy please fix standard maps giving more pp than taiko difficulties. there's a huge skill-difference between them, and it's annoying to see easy/normal #1 hunters having a better overall rank than people who are at least ABLE to get into the top 40 of a taiko diff. (while those easy/normal rankers barely pass them)
yeah I forgot for 1 minute that this isn't Offtopic, my fault.VelperK wrote:
Well, this is a thread made to point out questions and discuss about the system in general. So we post its errors in order for peppy to fix them...BrokenArrow wrote:
just sick of people crying about how their epic ultra scores didn't give them pp at all.
peppy please fix standard maps giving more pp than taiko difficulties. there's a huge skill-difference between them, and it's annoying to see easy/normal #1 hunters having a better overall rank than people who are at least ABLE to get into the top 40 of a taiko diff. (while those easy/normal rankers barely pass them)
It's okay if you don't care, though that "0 fucks given" was unnecesary, and no, i'm not crying or anything. It's just weird, that's all
BrokenArrow wrote:
just sick of people crying about how their epic ultra scores didn't give them pp at all.
peppy please fix standard maps giving more pp than taiko difficulties. there's a huge skill-difference between them, and it's annoying to see easy/normal #1 hunters having a better overall rank than people who are at least ABLE to get into the top 40 of a taiko diff. (while those easy/normal rankers barely pass them)
A's killing the PP. DXVelperK wrote:
It's just weird, that's all
I don't think this has to do anything with this thread.jesse1412 wrote:
LOL MY NAME IS JESSE
no, he single-handedly resolved this whole issue.Kurokami wrote:
I don't think this has to do anything with this thread.jesse1412 wrote:
LOL MY NAME IS JESSE
LOL..?? seriously 0 pp VelperK!VelperK wrote:
http://osu.ppy.sh/p/beatmap?b=27737&m=2
0 pp
Jordan wrote:
ok I got no pp from http://osu.ppy.sh/b/699
what
the
fuck
That is because the maps you played have been de-valuated fast. Usually new maps. I gained about 50 pp for one map (it was a new map), and when pp loss was calculated I lost 26 pp on that map. I think this is actually working as intended.Tanzklaue wrote:
I get pp drops since 3-4 consecutive days \o/
all of them happen when it is evening-night in germany.
Same happened to me with a #1 on a new maplolcubes wrote:
That is because the maps you played have been de-valuated fast. Usually new maps. I gained about 50 pp for one map (it was a new map), and when pp loss was calculated I lost 26 pp on that map. I think this is actually working as intended.Tanzklaue wrote:
I get pp drops since 3-4 consecutive days \o/
all of them happen when it is evening-night in germany.
Also some of your year long scores might have been fading out.
lol no my pp stood still even when I took a 1 month breakG0r wrote:
You may play so much that you even out or gain.
Bummer.Geryon wrote:
Yesterday my PP suddenly somehow rocketed to 2k and today it drop again to 1,3k
I'm not sure what you are trying to say but if you are wondering why you got pp for passing the hard map and not the insane you probably haven't read anything available regarding pp otherwise you would know exactly why a rank over 500 would give less than a rank under 500. You do however seem to have a point - hard difficulties can give just as much, if not more than an insane. If it's not the hardest difficulty it shouldn't give pp after a player has accumulated a certain amount of pp (tweaked for approved maps). A players pp from easy maps should be limited to say 500 in total, normals 1000 in total, insane 2500 in total and approved/higher tier 3000 in total. Of course this would be a terrible system and giving pp based on a maps actual difficulty would be 200% more accurate.HakuNoKaemi wrote:
Perfect bonus is surprisingly high... a bit lower?
Many hards give less points that the respective sets Insane as referred by some players
EDIT:
I expected a #560 Insane and a #168 Hard "did" gave some pp. Instead I losed 1 pp.
take the list with a pinch of salt, didnt winshley rank 1 that with a hd fl SS and only gain 20 pp at 5.2k? even though the weighting is lower on 4d i bet if he rank 1'd it he'd be gaining 80+ ATLEASTjesse1412 wrote:
Currently this: Beck - Timebomb (IcePagoda) [Normal]
Is worth more than freedom dive on four dimensions.
I was pointing out how this map was worth nothing on pp, while most hards give more and are much easier. It's not because it's old or it has received a few plays, so I guess there's some problem in the algorhythmjesse1412 wrote:
I'm not sure what you are trying to say but if you are wondering why you got pp for passing the hard map and not the insane you probably haven't read anything available regarding pp otherwise you would know exactly why a rank over 500 would give less than a rank under 500. You do however seem to have a point - hard difficulties can give just as much, if not more than an insane. If it's not the hardest difficulty it shouldn't give pp after a player has accumulated a certain amount of pp (tweaked for approved maps). A players pp from easy maps should be limited to say 500 in total, normals 1000 in total, insane 2500 in total and approved/higher tier 3000 in total. Of course this would be a terrible system and giving pp based on a maps actual difficulty would be 200% more accurate.HakuNoKaemi wrote:
Perfect bonus is surprisingly high... a bit lower?
Many hards give less points that the respective sets Insane as referred by some players
EDIT:
I expected a #560 Insane and a #168 Hard "did" gave some pp. Instead I losed 1 pp.
Right now it's like someone has picked a bunch of random maps and then took a random difficulty inside said maps and put them as the most rewarding save for a few high reward maps.
Currently this: Beck - Timebomb (IcePagoda) [Normal]
Is worth more than freedom dive on four dimensions.
that's only the case in taiko. in standard, grinding is a possibility.Mithost wrote:
A thing I like about pp is that there is actually some hope in getting higher ranks without grinding on easy insanes for score. I'm #88 for taiko in Canada, #7108 world wide! I've been enjoying this system.
0 pp for that rank 1 ? o_Osilmarilen wrote:
this chocoliti guy seems to have gained at least 200pp from when cookiezi played for him, and none of the scores are even FC as far as i can see. imagin if someone beat him on freedom dive another, or got FC on 4D, im sure they would gain more than just a bit of pp
edit: unless you are serea, then you dont get any
There are map that are worth MANY pp that are 4 years old. That map was worth no pp while being LESS than 3 month old. and still played like high-pp worthy maps.lolcubes wrote:
Did you play something a year ago? Because another map might have reached that magic 1 year number, which makes it worth no pp.
Tanzklaue wrote:
I'm so bad at this game, a map that should be worth 0 pp by now is still up in my top pp maps orz
silmarilen wrote:
it depends on:
the total amount of plays
your rank on the map
your current pp
the accuracy you get
possibly the pass rate
use of mods
and probably other things
This doesn't surprise me.silmarilen wrote:
my 94% acc hd+hr (od10) gave me the same pp than an ss nomod on that map
It's the low accuracy. I've had the same thing happen. Does not surprise me either. It hurts even worse if you got a 50, or a lot of 100s spread out over more combos, or if there was a slider that got 100.Laharl wrote:
This doesn't surprise me.silmarilen wrote:
my 94% acc hd+hr (od10) gave me the same pp than an ss nomod on that map
depends on which rank you get and which accuracy you've got on a medium/hard map.G0r wrote:
Eh, if you do that on a medium difficulty map, I don't know that you get much more than an insane HD SS.
Mikroudz wrote:
I played some hard maps with DT and hidden. I got ranks below 100 and the next day my pp rank drop about 1500 places. This system is not working..... And never going to work. Score ranking is much better.
You're either playing new songs, where people rank above you more often, or Hard difficulties, which barely give pp at allMikroudz wrote:
I played some hard maps with DT and hidden. I got ranks below 100 and the next day my pp rank drop about 1500 places. This system is not working..... And never going to work. Score ranking is much better.
I can.TheVileOne wrote:
Who can say they have fun turning an S rank into an SS?
lolcubes wrote:
I can.TheVileOne wrote:
Who can say they have fun turning an S rank into an SS?
ahh, fantastic, thank you.silmarilen wrote:
i dont think you onderstand what we mean with amount of plays
we are talking about this
not this
So you think a B rank #65 on The Big Black is worth less than SSing a random old [Hard] with mods?Valentiino wrote:
So you actually do expect to be rewarded for getting a rank #65 with a B and stuff?
He/She(?) obviously didn't refer to something like that.Aqo wrote:
So you think a B rank #65 on The Big Black is worth less than SSing a random old [Hard] with mods?Valentiino wrote:
So you actually do expect to be rewarded for getting a rank #65 with a B and stuff?
Because that's what PP thinks.
All constructive feedback was already written down 10 times by different people and is still being ignored so what's the point.Zarerion wrote:
Could you guys PLEASE stop fighting but rather give constructive feedback so peppy has something to work with?
No, this is wrong. Farming maps doesn't help you get better rating, but playing the same map over and over until you get best score you can does. You need to decide what to call farming here, because you said "farming maps" which is awfully ambiguous and not clearly defined.Aqo wrote:
Since the system values only your top play per map and not your average play, farming maps helps you get better rating. Thus it's farmable. Instead of needing to farm many maps as with scores you need to farm the same one map, it's still farming.
This is not always the case. You are generalizing too much. Please stop thinking on a case per case basis and start thinking on the grand scale.Aqo wrote:
Since the system values ranking, playing old maps gives better rating than new maps, because they usually have more total plays and yet less plays by people who were actually capable of making it into the top rankings.
And tell me, why is this wrong? You didn't get a full combo if you sliderbroke, I really see no problem here. Just because I agree with this, and you disagree with this doesn't make it wrong.Aqo wrote:
Since the system relies on scores (for ranking), which are already known to be broken, it does not give correct input in any way at all. A play with 99.9% accuracy but a random sliderbreak in the middle of the map is worth less than a play with 95% accuracy and many miss in the start and end that just happened to manage to luckily get a large combo in the middle.
You see, you are talking 90% here. What about other 10%? You know, when you are making a system like this, you need to cover pretty much everything, 100%. I do agree that hards are valued a little too much at the moment, but think a little. Is getting a SS with HD DT on a hard easier than just getting SS on the insane? I would say no, very rare cases where it is. Since everyone is doing this with mods, this is what actually makes hards worth more than it probably should. If you ask me, the solution here is not to cut the number of plays, but to cut the number of mods giving extra pp. And again, since I have no idea what the values are, I have no idea how to change it. All I can say is "I think the mods are worth a little too much in my opinion".Aqo wrote:
1. Stop taking the amount of plays on a map into account, because the amount of plays does not truly represent how contested it is, it only represents how popular the song is 90% of the time. If you're really intent on taking the amount of plays into account, at least give different weighting for each play. i.e. plays by people with higher rating would be worth more for the map's contestedness weighting over plays by people with low rating. (i.e. just because 9001 noobs plays a random [Hard] of a miku song and sucked on it doesn't mean a high rank on it should worth more than a high rank on a map that silvia/niko-/rucker all tried to rank on. a play from one of those guys should add 1000 times more "contentedness" weighting than most other average players)
There are 2 problems with this. If you take all plays, then people will be afraid to play in general. Sometimes, even high level players, just go on a lulz spree and play like shit not giving a damn. This would destroy their pp completely. Another one is that it would collect so much data that pp system would be completely useless until you get to the daily update point, where it actually shows your current PP. Loss is calculated once a day, and if stuff changes so much, you have no idea where you are, since you only see the gains. Don't be unreasonable to demand that it updates in real time, because just think a little, it has to calculate every single play that happens any moment for everyone here. We are talking astronomical calculations here.Aqo wrote:
2. Stop taking only the "best play" into account as long as this system still relies on map rankings that are based on the current score system. Your top score on a map does not truly represent your best play. Nor are most people usually able to reproduce their best play on a map. You should take/value every play on a map and not just the best recorded one. (i.e. bad plays should lose you pp. yes. deal with it. until this happens PP will only be a random farmable metric and not a true display of a player's average performance like it claims to be)
OD doesn't affect pp at all btw. Not directly into the calculations atleast, it does make some stuff harder to SS, but be reasonable. There are times where maps really need lower OD because the timing derps all over the place or the song is completely awkward to play because you don't hear beats, etc.Aqo wrote:
3. Give much higher value to OD. There is a sky of difference between getting high accuracy on anything below OD8, OD8, OD9, and OD10 (which happens with HR).
Why did you write your post then?Aqo wrote:
All constructive feedback was already written down 10 times by different people and is still being ignored so what's the point.
both examples you didnt get an fc, but one of them you had 1 sliderbreak in the middle and the other you had a ton of misses at the start/endlolcubes wrote:
And tell me, why is this wrong? You didn't get a full combo if you sliderbroke, I really see no problem here. Just because I agree with this, and you disagree with this doesn't make it wrong.Aqo wrote:
Since the system relies on scores (for ranking), which are already known to be broken, it does not give correct input in any way at all. A play with 99.9% accuracy but a random sliderbreak in the middle of the map is worth less than a play with 95% accuracy and many miss in the start and end that just happened to manage to luckily get a large combo in the middle.
Nothing being said is based off of random assumptions. Players here tested this. Please go over this thread again. Players literally went ahead and tested farming [Hard]s and reported a significant increase in their PP.lolcubes wrote:
We all know what gets taken into account, but we don't know how much.
Depending on BPM/OD/map layout: YES. Big yes. Some Insanes are hard to even FC let alone SS, while Hards on the same mapset as them are ridiculously easy to SS with DT, yes. This is not even uncommon; far from it. The worst part of this is that the system doesn't take your retries into account, so if I know a certain hard with DT is within my ability range I can just farm it until that SS happens and the system will make it look like I'm good enough to get that SS on every try, meanwhile some Insanes are outside of many people's ability to even FC reliably or at all, and have an OD that makes gaining even a low accuracy after retries rather impressive compared to that infinite-retry lowdiff (this is especially bad for top-tier players who play with HR) and the system just neglects this.lolcubes wrote:
Is getting a SS with HD DT on a hard easier than just getting SS on the insane?
This describes professionals in every activity. There's always a bubble of people who are the best, or better, and then a lot of people that can't cut in on them, because they're not as good. What would you prefer? The alternative is that the system should allow everyone to be a pro at any given time without having to take power away from the already existing pros. It would be chaotic, and unfortunately, it doesn't make sense for competition. It's no side effect, it's the core effect of a skill game in development.TheVileOne wrote:
It is farmable, but you have to be a pro already to farm it.I mean it's kind of like all the pros are in this bubble at the top and basically everyone else is stuck below a certain rank. It's very difficult to break that bubble, because it's basically taking pp from the players within the bubble. I don't think this was an intended side effect, but it's exactly how it is.
TheVileOne wrote:
It is farmable, but you have to be a pro already to farm it.I mean it's kind of like all the pros are in this bubble at the top and basically everyone else is stuck below a certain rank. It's very difficult to break that bubble, because it's basically taking pp from the players within the bubble. I don't think this was an intended side effect, but it's exactly how it is.
Zarerion wrote:
TheVileOne wrote:
It is farmable, but you have to be a pro already to farm it.I mean it's kind of like all the pros are in this bubble at the top and basically everyone else is stuck below a certain rank. It's very difficult to break that bubble, because it's basically taking pp from the players within the bubble. I don't think this was an intended side effect, but it's exactly how it is.
Basically, you're saying the following:
You can't be pro without being pro.
If you consider pp system bad because people who are better than others get more pp than those because they rank higher, you didn't really understand the whole idea of it.iFlipTables wrote:
Or what he's trying to say is this "pros get high ranks which knock you out of top 500 which make you lose pp which makes this bubble you can't penetrate to get higher ranks because you keep losing them". Kinda confusing, lemme give an example. I was rank #403 ish on skillet - hero (insane) and in a week i'm now #609ish. I lose the rank because pros go and farm insanes and unless i can hidden double time that song, i'm just forced to lose the rank.
/hopeimadesense
-_- You made no more sense than the other guy! XD The whole idea of a ranking system is that better players knock worse players out of the top positions. Of course your score will be beaten by other scores! It doesn't mean there's something wrong, it just means you've got more goals to attain.iFlipTables wrote:
Or what he's trying to say is this "pros get high ranks which knock you out of top 500 which make you lose pp which makes this bubble you can't penetrate to get higher ranks because you keep losing them". Kinda confusing, lemme give an example. I was rank #403 ish on skillet - hero (insane) and in a week i'm now #609ish. I lose the rank because pros go and farm insanes and unless i can hidden double time that song, i'm just forced to lose the rank.
/hopeimadesense
G0r wrote:
-_- You made no more sense than the other guy! XD The whole idea of a ranking system is that better players knock worse players out of the top positions. Of course your score will be beaten by other scores! It doesn't mean there's something wrong, it just means you've got more goals to attain.iFlipTables wrote:
Or what he's trying to say is this "pros get high ranks which knock you out of top 500 which make you lose pp which makes this bubble you can't penetrate to get higher ranks because you keep losing them". Kinda confusing, lemme give an example. I was rank #403 ish on skillet - hero (insane) and in a week i'm now #609ish. I lose the rank because pros go and farm insanes and unless i can hidden double time that song, i'm just forced to lose the rank.
/hopeimadesense