Lowering the multiplier wouldn't solve anything... halftime scores would still be on the topranks of really crazy maps. They should just be hidden by default and everyone is happy. except the people who do those scores but who cares
pretty sure there is not a single HalfTime-on-crazy-map player that would complain about their scores being pushed under scores of people who actually managed to pull off a passing performance on those maps in normal time.Michi wrote:
except the people who do those scores but who cares
...and still the votes for decrease the multiplier increases. I should probably mention that it can't be unranked so the only option remaining is to hide the scores and remove them from pp weightings.Michi wrote:
Lowering the multiplier wouldn't solve anything... halftime scores would still be on the topranks of really crazy maps. They should just be hidden by default and everyone is happy. except the people who do those scores but who cares
jesus1412 wrote:
the only option remaining is to hide the scores and remove them from pp weightings.
Due to the nature of standard's scoring system this is impossible to implement.enik wrote:
How about to make HT scores weigh less than top40 non-HT?
Hard capping the score to 1m regardless of difficulty increasing mods applied is good? What.Aqo wrote:
Had standard used mania's scoring system, it would have been. Would be nice if it did; that scoring system is miles better.
This is the only part of it that I don't like and think it's completely stupid especially with mods taken into account.JappyBabes wrote:
Hard capping the score to 1m regardless of difficulty increasing mods applied is good? What.
HA.Aqo wrote:
comboing
I wouldn't say completely remove... just don't have them count against the non-HT plays, by treating them as if they're not there in the calculations. A good HT play of an extreme map is still a good play and should be worth pp, but it should be handled more like its a different map when played HT (but not the the point of formally doing that, just make the math work that way and provide a filter on the ranking chart and everything's copacetic)... easier and worth a lot less pp for the HTers.jesus1412 wrote:
...and still the votes for decrease the multiplier increases. I should probably mention that it can't be unranked so the only option remaining is to hide the scores and remove them from pp weightings.Michi wrote:
Lowering the multiplier wouldn't solve anything... halftime scores would still be on the topranks of really crazy maps. They should just be hidden by default and everyone is happy. except the people who do those scores but who cares
So remove the halftime scores from pp calculations for those without and calculate them as a normal top40, as suggested in the OP. Difference is that you want to include yet another calculation for players with halftime. I would have to say this would overly complicate things and allow people to easily get top ranks on hards using "separate" rankings resulting in pp for invisible top ranks.bwross wrote:
I wouldn't say completely remove... just don't have them count against the non-HT plays, by treating them as if they're not there in the calculations. A good HT play of an extreme map is still a good play and should be worth pp, but it should be handled more like its a different map when played HT (but not the the point of formally doing that, just make the math work that way and provide a filter on the ranking chart and everything's copacetic)... easier and worth a lot less pp for the HTers.jesus1412 wrote:
...and still the votes for decrease the multiplier increases. I should probably mention that it can't be unranked so the only option remaining is to hide the scores and remove them from pp weightings.
Some very valid points indeed, even after thinking about how making it rankable in it's own little group of scores I really can't see a way to make rewards fair. A pass on freedom dive 4d is obviously harder than say an 800 combo halftime, so where do we draw the line? Really I'd say just reward users with the accuracy, play count, ranked score etc that they would normally recieve and leave pp out of it for halftime scores.bwross wrote:
It's not really that complicated... computers are built to do this sort of thing, and this is a really an easy thing for them.
And it won't really allow you to get top ranks on hards that are worth anything by using HT... because those simply won't be worth anything. There's a difference between taking an extreme map with 7.5 OPS and HT it to 5.6 (which is still a very respectable insane and should count for something) and taking a 3.5 OPS hard and HT it to 2.6 (which is well back in the normal range). Add in the penalties to pp for using HT and the lack of a decent rank, and you've just gained diddly squat for spending 33% more time than if you just played the normal. Plus, the curve can always be made non-linear so that anything HTed in even the moderate insane range barely ranks as an easy. It's just a matter of running the numbers to find something appropriate. There's nothing quite like giving a munchkin hope and then watching them waste hours trying to twink something that's been so curved down that it will never give them anything... it's one of the small joys of game development.
Plus, it's unlikely that a plan that removes scores from consideration will get any ground... that's not far from just unranking the mod, which isn't going to happen. And so we should start by looking for solutions where everything can count, because, ideally, every valid play should be considered for what it is worth when it comes to evaluating pp. And because of that, HT plays should be evaluated at their actual difficulty and against other scores of the same difficulty, and they should not interfere with people that are essentially playing a different song.
Problem is accuracy is pp weighted nowjesus1412 wrote:
Really I'd say just reward users with the accuracy, play count, ranked score etc that they would normally recieve and leave pp out of it for halftime scores.
Use the same pp formula to apply the accuracy? The pp doesn't have to be added on, just potential pp used in the calculation for acc.GoldenWolf wrote:
Problem is accuracy is pp weighted nowjesus1412 wrote:
Really I'd say just reward users with the accuracy, play count, ranked score etc that they would normally recieve and leave pp out of it for halftime scores.
If it was my choice I'd say the same, but we need to please everyone. If they think it's fine for other people to have to compete with their scores then they should have to keep them until they can beat them too. I can't see a problem with this, it's only fair.Aqo wrote:
The problem is that PP takes only the top score into account and that it's possible to get a higher score with HalfTime than without it due to comboing, despite the quality of play actually being much lower.
If you really want to solve this, the only logical way to do it is to make HalfTime not produce a score; i.e. change it into an unranked mod the same fashion autopilot and relax are.
That's also what I think.jesus1412 wrote:
we need to please everyone
is taiko taken into accountAqo wrote:
1. Has a top-40 score with HalfTime
-AND-
2. Does not support the idea of unranking HalfTime
If one person like this exists, please post in this thread.
This discussion is solely about standard, since the whole issue is due to standard's combo/fc score system and the way HT scores break it. I'm aware the case is different in taiko, and don't think HT should change on it. Consider this topic purely for standard._Gezo_ wrote:
is taiko taken into account
Why shouldn't this be the same for taiko if it applies there? I have have no knowledge on it so I wont comment but if it's a problem then let's fix it.Aqo wrote:
This discussion is solely about standard, since the whole issue is due to standard's combo/fc score system and the way HT scores break it. I'm aware the case is different in taiko, and don't think HT should change on it. Consider this topic purely for standard._Gezo_ wrote:
is taiko taken into account
taiko has a score cap for hits unlike standard where it's unlimited.jesus1412 wrote:
Why shouldn't this be the same for taiko if it applies there? I have have no knowledge on it so I wont comment but if it's a problem then let's fix it.
Look at a shitton of maps in easy, most of the #1 are HT because of the longer spinners (the spinners take time and OD into account unlike standard)jesus1412 wrote:
Why shouldn't this be the same for taiko if it applies there? I have have no knowledge on it so I wont comment but if it's a problem then let's fix it.
_Gezo_ wrote:
the spinners take time and OD into account unlike standard
I'm technically one, I guess! Mostly I like it being ranked so that I can get A on tag4 or otherwise insane maps and not have an ugly C or something stuck in my rank list. I have no qualms about the scores being hidden from leaderboards and giving no pp, though, so I don't really count.Aqo wrote:
Is there anybody in this entire game who meets the following criteria?
1. Has a top-40 score with HalfTime
-AND-
2. Does not support the idea of unranking HalfTime
If one person like this exists, please post in this thread.
osu is meant to be played by everyone, that's why we have easier maps.TheVileOne wrote:
There is no issue with Half time. If a song is so difficult, people need to use half time to pass it, it's too difficult. osu! is meant to be played by everyone, not2010 gifted people. The issue is not with Half time but the map itself. It's not suitably playable without mods.
This line of thinking is wrong and it's the opposite of logic. The whole point of very challenging maps is to have scores only by the very top, since they're maps that are intended to be played only by a few players anyway, being the "endgame" content.TheVileOne wrote:
If a song is so difficult, people need to use half time to pass it
+1Aqo wrote:
This line of thinking is wrong and it's the opposite of logic. The whole point of very challenging maps is to have scores only by the very top, since they're maps that are intended to be played only by a few players anyway, being the "endgame" content.TheVileOne wrote:
If a song is so difficult, people need to use half time to pass it
0.3x is way too much for the average length of maps we have today. Do you really think an FC on 4D or Atama or Pluto with HT is worth nearly that much compared to a nomod run on one of said maps?silmarilen wrote:
half time already gives only 0.3x score, if people cant pass that with nomod the halftime deserves to be above them. people will recognise the skill of the nomod player anyway
yes im supporting that feature aswell, but because its not the same as completely removing HTloseri wrote:
It's just that I don't want to see those scores at all. (which is why I'm supporting this request to filter stuff(You have no idea how much HT scores disgust me))
Yet a few of those same people choose half-time over real-time because they are more concerned with their stats than they are with showing that they can play a difficult map.buny wrote:
osu is meant to be played by everyone, that's why we have easier maps.TheVileOne wrote:
There is no issue with Half time. If a song is so difficult, people need to use half time to pass it, it's too difficult. osu! is meant to be played by everyone, not2010 gifted people. The issue is not with Half time but the map itself. It's not suitably playable without mods.
Competitiveness isn't for everyone, but it is for a lot of people hence why we have harder and harder maps.
RaneFire wrote:
EDIT: About rank filtering according to mod, we still have the "viewable replays" issue, I want to see the non-HT replays. So that could work, so long as scores with difficulty reduction are saved as a separate set of 40 replays. And then another set of 40 replays are saved without difficulty reduction. Then the filtering would make more sense.
Surely the smartest decision is not having to put any effort into playing to get high ranks vs people who try hard to play hard maps.Marblehead wrote:
I hate missed notes with a passion. I'd rather watch an FC on HT, than a non-FC on no-mod. Actually, imo, the one that did an FC on HT made a smarter selection of mods to complete the map, than the one that did a non-FC. Picking the right mods in order to get the best score possible is a strategic aspect of the game.
Not being able to pass a map with nomod is not a reason to forbid the use of other mods to place in the ranks. Otherwise, why remove only HT and not every mod with less than 1.00x multiplier (i.e. easier)? While we're at it, along with removing any mod that shows that the map is too hard for you to rank at, why don't we remove non-FCs from the ranks too?
As I see it, the reason this thread exists and targets only HT is because some people want their 50x combo non-FC nomod to give more score/pp than the 1500x combo FC HT.
This line of thinking is true for low tempo maps but it stops working above 180~200bpm, which your play history shows that you're not really playing at all.Marblehead wrote:
I hate missed notes with a passion. I'd rather watch an FC on HT, than a non-FC on no-mod. Actually, imo, the one that did an FC on HT made a smarter selection of mods to complete the map, than the one that did a non-FC. Picking the right mods in order to get the best score possible is a strategic aspect of the game.
Getting half of the max combo on any map guarantees that your score will be greater than any HT FC. Why is a nomod play with lower combo than half a better play than a HT FC? Who or what defines which is the better play? Just because you passed the map missing every 10 notes?Aqo wrote:
Getting ranks isn't supposed to be "strategy". Ranks are a straightforward thing. You played better - you rank higher. The problem with the current system is that playing better does not imply getting ranked higher, and this thread is looking for a solution to remedy this situation.
NoFail decreases the difficulty in a way that if it weren't for that mod your score wouldn't have been submitted. Easy mod might not be easier for everyone, but that doesn't mean that someone cannot use it to rank on a map that otherwise he wouldn't. The same applies to SpunOut too. Why is it ok if you rank in top40 with any other of the difficulty decreasing mods and not HT? Just because there are more HT high ranks?loseri wrote:
HT is difficulty decreasing so it's an unfair advantage with a too high multiplier to begin with.
NoFail doesn't decrease difficulty the map stays the same.
Easy mod differs per person, some people find it easier, others find it harder. (same with hr)
Good point, but easy mod doesn't decrease the actually physical requirements, you still have to move to each note and you still have to click them; unlike halftime.MillhioreF wrote:
A lot of the arguments against halftime in this thread could also apply to easy mod - like halftime takes out the speed difficulty, easy takes out the aim difficulty. I hope that's not unranked or filtered too D:
But the map still the same; same speed, same AR, same OD etc ...Marblehead wrote:
NoFail decreases the difficulty in a way that if it weren't for that mod your score wouldn't have been submitted.
Well yes, NoFail doesn't make the map any easier, but it's "easier" (actually it's certain) to rank with it. And as far as I can understand, this discussion is about ranks.GoldenWolf wrote:
But the map still the same; same speed, same AR, same OD etc ...Marblehead wrote:
NoFail decreases the difficulty in a way that if it weren't for that mod your score wouldn't have been submitted.
I'd love to see your opinion on the matter after you'd try playing some 210~280 bpm maps.Marblehead wrote:
Getting half of the max combo on any map guarantees that your score will be greater than any HT FC. Why is a nomod play with lower combo than half a better play than a HT FC? Who or what defines which is the better play? Just because you passed the map missing every 10 notes?
Tag4 is the only place where nofail/easy scores beat halftime ones - and those aren't even proper examples because they only have 1 peak area, unlike newer ranked maps. back then it was fine because the peak was so catastrophically different from the rest, halftime was on par with nofail but now halftime is just miles ahead at the top level.Marblehead wrote:
Well yes, NoFail doesn't make the map any easier, but it's "easier" (actually it's certain) to rank with it. And as far as I can understand, this discussion is about ranks.GoldenWolf wrote:
But the map still the same; same speed, same AR, same OD etc ...
technically none of them were ever rankedloseri wrote:
And TAG4 maps aren't even rankable anymore.
What do you mean?kriers wrote:
technically none of them were ever ranked
isn't that the same thing just with a fancier wordloseri wrote:
He means that they were approved but not ranked
lolAqo wrote:
What do you mean?kriers wrote:
technically none of them were ever ranked
They /do/ show on the ranking, so they *did* get ranked... no?
How did ranking even work in the past. Was it like "hey look this map has circles and stuff, lets rank it"I wish I played back then
fix'dloseri wrote:
No because it didn't add to your "Ranked" score in your score rankAqo wrote:
isn't that the same thing just with a fancier word![]()
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I understand what you're saying, but I don't see its appeal. Now, my bpm limit to FC a map is at around 180-190. Three months ago, that limit was at 150 bpm and at that time I didn't find any meaning in playing and passing any 190 bpm maps to get a B or a C. Now, it's the same. I may be able to pass 220 bpm maps with A,B or C, but I like it better if I FC a 220 bpm map with HT. I don't like playing something that I cannot FC. It's personal preference. Some may like, some may not.Aqo wrote:
I think you don't understand this discussion Marblehead because you never actually played any maps that this discussion is relevant to (unless your play history is lying).
You are referring to gimmicky maps. By now, most long-time players have learned and adjusted to AR10 and OD10, so the only way that mappers have to challenge the player is by creating weird patterns and absurdly high bpm maps. When a map doesn't have a single nomod S in its ranking, like 4D, it is considered gimmicky and HT is fair play imo. The same would apply in an OD10 map with a lot of short spinners and SpunOut. The same applies for the TAG4 that you mentioned.jesus1412 wrote:
Tag4 is the only place where nofail/easy scores beat halftime ones - and those aren't even proper examples because they only have 1 peak area, unlike newer ranked maps. back then it was fine because the peak was so catastrophically different from the rest, halftime was on par with nofail but now halftime is just miles ahead at the top level.
That's where this whole topic gets dodgy though.Marblehead wrote:
I understand what you're saying, but I don't see its appeal. Now, my bpm limit to FC a map is at around 180-190. Three months ago, that limit was at 150 bpm and at that time I didn't find any meaning in playing and passing any 190 bpm maps to get a B or a C. Now, it's the same. I may be able to pass 220 bpm maps with A,B or C, but I like it better if I FC a 220 bpm map with HT. I don't like playing something that I cannot FC. It's personal preference. Some may like, some may not.
actually I'm focusing on this word as OD is secondary here. A 10-hit denden in taiko can easily become 17 with HT while in standard your bonus increase every 2 spinsGoldenWolf wrote:
_Gezo_ wrote:
the spinners take time and OD into account unlike standard
The spinners in standard take OD into account
i doAqo wrote:
Does anyone still think it's fine for a HT score to show above a nomod pass on this?
do you think a person who can pass this map normaltime would have any bit of problem FCing it halftime?silmarilen wrote:
i do
So now cookiezi passes a hypothetical map A with 10 miss and 97% accuracy and then entire rest of the world can't even pass this map nomod but everybody loves the map so 1000 people FC the map with halftime and cookiezi's score doesn't even show on the ranking.silmarilen wrote:
there, no more halftime scores
but that's just silly.silmarilen wrote:
no, the sole reason i dont want halftime unranked is because of my play on the unforgiving
i have plenty of 210+ bpm ranks
Aqo wrote:
If you make a map that is just 1000 spaced 1/2 circles on a bpm above 240, there is not a single player in this game who will be able to FC this map, not even cookiezi. Meanwhile with HT that map will be trivial enough to FC even for a casual month-long player.
You're saying that as if it would be unranked. Your score would be hidden from the default top40 (silmarilen wrote:
no, the sole reason i dont want halftime unranked is because of my play on the unforgiving
i have plenty of 210+ bpm ranks
it actually is in the default top 40jesus1412 wrote:
You're saying that as if it would be unranked. Your score would be hidden from the default top40 (which it isn't even on so why are you complaining?) and even then it would still be available to view simply be switching to allow halftime mods.silmarilen wrote:
no, the sole reason i dont want halftime unranked is because of my play on the unforgiving
i have plenty of 210+ bpm ranks
the longest pattern on this map is 4 notes. it's just a bunch of bursts of 4 notes. all you need to do to FC that is to be able to plan 4 objects ahead. if this counts as being able to play 230bpm to you then I can play 400bpm.silmarilen wrote:
this is 230 bpm, its not a lot of notes in a row or anything, but for that i can refer you to hello seattle remix where i fc'd like 30+ notes on 125 bpm 1/4 in a row with jumps in between them (1/4 jumps that is)
the longest pattern on hello seattle is 3 notes long. all of the long 1/4 segments on it are lined up allowing you to just move over them and predict where the next note is perfectly without having to read anything. the only skills that map requires is being able to plan 3 notes up ahead and to be able to hit 125bpm tempo consistently while flailing your cursor in the direction that notes appear insilmarilen wrote:
well like i said, hello seattle
no you don't. being able to do one fast movement doesn't take speed, it only takes planning a little up ahead.silmarilen wrote:
but you still need the speed
I wouldn't want half time to be changed in any way.Aqo wrote:
:|
The worst part in this discussion is that every single person who does not support unranking halftime is a person who's currently not interested in ranking on maps above 210bpm and if one day they'd try to do it I'm sure that at that very moment they'll instantly change their mind and throw a vote into unranking it.
more like you seem to not get itsilmarilen wrote:
you seem to not get it, nvm
what silm basically meant: tapping 41 circles on 250 BPM 1/2 (or 125 BPM 1/4) is not easy.Aqo wrote:
more like you seem to not get itsilmarilen wrote:
you seem to not get it, nvm
most maps in this game are designed to be easy and playable by planning ahead a little instead of actually playing at their speed. when a map comes that actually requires the player to play at its speed (again, sousei and atama are good examples) suddenly nobody is able to play them. there's a god damn good reason for this.
the halftime mod simply BREAKS those maps, and converts their speed into small segments that can be planned ahead on and followed easily by anybody. a halftime FC on those maps comes nowhere close to the level of playing those maps at all on normaltime