First of all, stop being so hostile in this thread because I will lock it.
Second, before you think something is obviously wrong, just think that you actually have no idea what is going on
exactly. We all know what gets taken into account, but we don't know how much. This is a problem because you can't just come with "baww this map gives me 0 pp, while easy map x gives me 1 pp", because you obviously don't understand how the system works.
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.
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 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.
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.
Get a #1 on a new map and hold it. You will see that you actually gain considerate amount of pp, and that pp will not vanish. Just check my top pp yield for example, the map was ranked when, a week ago? It's still there...(and I'm not even #1 lol)
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.
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:
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)
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:
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)
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.
Also, top score on a map does represent your best play, why do you think it doesn't? I don't follow.
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).
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.
Afaik, any decent acc (96+) with HR already yields you more pp, so I dunno how is this really a problem.
Aqo wrote:
All constructive feedback was already written down 10 times by different people and is still being ignored so what's the point.
Why did you write your post then?
All of this has already been said anyway, let's stop repeating ourselves.