i dont think you onderstand what we mean with amount of plays
we are talking about this
not this
we are talking about this
not this
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
He doesn't end of story. There's no way he matches up with the other pros. He's decent, and pretty much everyone out there agrees, but most people say he doesn't deserve his rank because he really doesn't compare to other pros who should have his rank (e.g. Rucker, or Niko- or other people), but that's just the flaw of ppUnkind wrote:
Also look at Sette, this guy plays DT + HD hards for a living, most people say he doesn't deserve his rank I say bullshit lol, go try and DT HD SS some of the shit he has done. He is amazingly good. Lots of DT + HD SS hards are WAY harder than SS insanes (and lets be honest, when I say insane i'm not talking about shit only 5 people in the game can even FC.)
isn't this kind of the purpose of pp? that the best get rewarded?Mithost wrote:
TheVileOne is trying to say that with this system, the top 500 are not going to change much because as more maps come out, the top 500's pp will go up higher and higher, and the only way to take a spot is to constantly maintain dozens and dozens of DT/HD/FL/HR maps against people who are much better than you. It's like climbing Mount Everest and the people who already made it to the top get to shoot paintballs at you, making it much more difficult for you to finish and join them.
The only way to fix this is to either put a cage over the top 500 overall players and give them their own map rankings, or make it easier to take PP from someone who has a lot of it.
Only because you're already rank 999. ;Psilmarilen wrote:
i cant gain 3k ranks
Only the age of the score you make has influence. Age of the map has nothing to do with anythingHakuNoKaemi wrote:
Someone said that it had influence.
I still don't get the other things.
Pretty much this. If you check my profile, you will notice that I actually haven't been playing a lot of maps, I am only SSing them. Some are harder, some are easier, some give more pp, some give less pp. I am pretty sure I can go much further but I don't really have time to play at all anymore so...sCam wrote:
Just saying, if you guys want some pp, go SS that map
I'm not pointing to the age of the maps, neither score.Valentiino wrote:
Only the age of the score you make has influence. Age of the map has nothing to do with anythingHakuNoKaemi wrote:
Someone said that it had influence.
I still don't get the other things.
yepsilmarilen wrote:
because they are horribly timed and just suck in general, some old normal/hards are actually harder to get 99+ on that most insanes from these days
So, no turning back now, pp WILL be the primary ranking criteria. Yet, it's going to be fun for now.peppy wrote:
[fix]Change approved maps to add to ranked score (no special treatment given to approved anymore).
Its K i've been losing 19 a day. Most from new maps. Some from who knows whereJordan wrote:
I'm losing 4pp a day since 3 days. EXACTLY 4pp a day. I don't understand why... It's not like I can stay every day playing osu! to get them back =_=
I had this as well until I stopped just going for the fc/SS. Once I reached a somewhat high rank on a map and kept it, I found myself not losing almost anything. Keep in mind that first day a map is ranked it's pp will be highly unstable. Sometimes for a regular SS you might gain like 30 pp (on my pp level) but then you will lose quite a bit after the next recalculation. This is normal though.BlazingFX wrote:
Its K i've been losing 19 a day. Most from new maps. Some from who knows whereJordan wrote:
I'm losing 4pp a day since 3 days. EXACTLY 4pp a day. I don't understand why... It's not like I can stay every day playing osu! to get them back =_=
Owait only lost 17 today.
I know, but some people were getting the wrong idea. I had to clean this thread up a little bit. :vHanyuu wrote:
it doesnt matter at all if approved or ranked lolcubes
i just say this system need alot more fine tuning
TheVileOne wrote:
WTF does this have to do with anything. I'm a mapper/modder. We have a balanced system and it needs to be fair. This decision is reckless on peppy's part and the rules don't have any guidelines for changing approval maps for them to be balanced under this new system. There was no discussion about it. peppy just decided to do it, screw the consequences.
This change doesn't affect pp at all.lolcubes wrote:
How does changing the approved score into ranked score have anything to do with pp?
It doesn't. Both categories were giving pp. Please, stay on topic, if you want to discuss score of approvals going towards your ranked score, open a new thread about it.
This was planned like 2938384 years ago. Oh, and it was never intended to make a approval section in the first place afaik, but was made so there were no imba score difference when paraparamax got approved. Then Approved turned into the place to throw maps that didnt fit the ranking criteria.TheVileOne wrote:
WTF does this have to do with anything. I'm a mapper/modder. We have a balanced system and it needs to be fair. This decision is reckless on peppy's part and the rules don't have any guidelines for changing approval maps for them to be balanced under this new system. There was no discussion about it. peppy just decided to do it, screw the consequences.
Approval maps were NEVER intended to count towards official ranking.
Except for the length/score rule, which rules they don't follow?TheVileOne wrote:
Approval maps should not count towards pp because they do not follow the rules of ranked maps.
You didn't prove anything. You are also very wrong. I think.TheVileOne wrote:
I have already proven my point here. In order to rated fairly towards ranked maps, they need to follow the same rules.
TheVileOne wrote:
They can have a single difficulty, and do not follow the full mapset rule.
CXu wrote:
hi kriers
approval maps are hard so they shouldn't count towards skill level omg I can't pass pls i criTheVileOne wrote:
I feel like I'm repeating myself.
Approval maps should not count towards pp because they do not follow the rules of ranked maps.
I can't say it any simpler than that.
they don't give more pp your points are invalid go away.TheVileOne wrote:
Balance!
Many approval difficulties are so difficult that they rate higher than 5.00 stars. These maps give ridiculous amounts of pp. Much more pp than any ranked map. Also it's not fair that approval maps lack easier modes that are supposed to give newer players pp. So these songs are only there to give pp to players of a pro level and give nothing to anyone else.
Hanyuu wrote:
pp system is working good but it still a big joke and many inbalance in measurement of skill of player
DO YOU EVEN HAVE ANY IDEA???? YOUR ONLY ASSUMPTIONS YOUR NOT EVEN PLAYIN SEREA GOT 1 PP FOR FREEDOM DIVETheVileOne wrote:
Balance!
Many approval difficulties are so difficult that they rate higher than 5.00 stars. These maps give ridiculous amounts of pp. Much more pp than any ranked map. Also it's not fair that approval maps lack easier modes that are supposed to give newer players pp. So these songs are only there to give pp to players of a pro level and give nothing to anyone else.
Fun fact: this gives a ridiculous amount of pp.TheVileOne wrote:
Balance!
Many approval difficulties are so difficult that they rate higher than 5.00 stars. These maps give ridiculous amounts of pp. Much more pp than any ranked map. Also it's not fair that approval maps lack easier modes that are supposed to give newer players pp. So these songs are only there to give pp to players of a pro level and give nothing to anyone else.
PP is not based on score. Most of the approval maps give considerably less PP too, so you are wrong on that account as well. I have a number of 1-3x100 on some approval maps and they gave me maybe half of pp I gained from SSing a hard with hidden and DT. Please, if you are unsure about how pp works, check the wiki. Don't assume that harder = more pp, because while it should be like this, there is just not a good way to "describe" hard into numbers so it affects pp like it probably should, atleast not yet.TheVileOne wrote:
Many approval difficulties are so difficult that they rate higher than 5.00 stars. These maps give ridiculous amounts of pp. Much more pp than any ranked map. Also it's not fair that approval maps lack easier modes that are supposed to give newer players pp. So these songs are only there to give pp to players of a pro level and give nothing to anyone else.
Hanyuu wrote:
DO YOU EVEN HAVE ANY IDEA???? YOUR ONLY ASSUMPTIONS YOUR NOT EVEN PLAYIN SEREA GOT 1 PP FOR FREEDOM DIVETheVileOne wrote:
Balance!
Many approval difficulties are so difficult that they rate higher than 5.00 stars. These maps give ridiculous amounts of pp. Much more pp than any ranked map. Also it's not fair that approval maps lack easier modes that are supposed to give newer players pp. So these songs are only there to give pp to players of a pro level and give nothing to anyone else.
lolcubes wrote:
PP is not based on score. Most of the approval maps give considerably less PP too, so you are wrong on that account as well. I have a number of 1-3x100 on some approval maps and they gave me maybe half of pp I gained from SSing a hard with hidden and DT. Please, if you are unsure about how pp works, check the wiki. Don't assume that harder = more pp, because while it should be like this, there is just not a good way to "describe" hard into numbers so it affects pp like it probably should, atleast not yet.TheVileOne wrote:
Many approval difficulties are so difficult that they rate higher than 5.00 stars. These maps give ridiculous amounts of pp. Much more pp than any ranked map. Also it's not fair that approval maps lack easier modes that are supposed to give newer players pp. So these songs are only there to give pp to players of a pro level and give nothing to anyone else.
You are also checking star ratings which have NOTHING to do with pp, absolutely nothing.