Is there any chance of you providing a look at what the current highest rated scores are overall? Just to get a better idea of how this system works.
The elo system which many ranking systems use (chess primarily, also LoL and others) is completely relative, and afaik pp was designed to work something like that, with the ideology that if you play better than a certain person, then your ranking should be higher than theirs.jesus1412 wrote:
I still think it would be great not to do things relative to other scores, no common metric uses measurements which change over time (a kilo is a kilo, a cm is a cm). A map should have a set score which everyone is compared to so that a players rating doesn't fluctuate due to different people performing abnormally.
I was under the assumption that ELO only worked well with minimal variables? Which osu has a lot ofKitsunemimi wrote:
The elo system which many ranking systems use (chess primarily, also LoL and others) is completely relative, and afaik pp was designed to work something like that, with the ideology that if you play better than a certain person, then your ranking should be higher than theirs.jesus1412 wrote:
I still think it would be great not to do things relative to other scores, no common metric uses measurements which change over time (a kilo is a kilo, a cm is a cm). A map should have a set score which everyone is compared to so that a players rating doesn't fluctuate due to different people performing abnormally.
Also iirc this was one of the main critiques of what the current system has. Giving imaginary points in what essentially is supposed to be a rating of ability due to playing popular maps.Sakura wrote:
I got an idea, why not use the map decay thing more like ammount of plays over time thing, that way the most active maps will still be giving a good ammount of pp, and prob. super old maps that are horrible can be manually put at 10% pp worth?
No, it's still full of [Hards] :-)Silynn wrote:
I hope the best performance lists get released soon, I want to see if mine still has B's on it!
it isn't not good, hopefully ppv2 will be.Badis wrote:
Where is Cookiezi ?
Why am I on top 100 ?
The first pp system is good why change it ?
so ppv1 was accurate in your eyes.peppy wrote:
any system i make will always be realtive/statistic based. i guarantee it will be accurate (just as pp was in most cases - just not visible to the plain eye).
AR should not be counted IMO.peppy wrote:
I'm purposely excluding AR for the time being. This may change. We'll see .
i hope im not confused, but isn't AR a difficulty factor?[Luanny] wrote:
AR should not be counted IMO.peppy wrote:
I'm purposely excluding AR for the time being. This may change. We'll see .
AR is just something that makes the map as readable as possible, not a difficulty factor like HP Drain. OD and CS.
If by a general common sense AR9 feels too hard for a map then it is wrong. Same for any AR.
AR shouldn't ever increase difficulty D:
BUUUT AR could be a good factor to recognize the easier maps and the super insane maps, so the insane ones could give more pp.
I am curious about how it will work at the end
this is not the case when playing with mods[Luanny] wrote:
AR should not be counted IMO.peppy wrote:
I'm purposely excluding AR for the time being. This may change. We'll see .
AR is just something that makes the map as readable as possible, not a difficulty factor like HP Drain. OD and CS.
If by a general common sense AR9 feels too hard for a map then it is wrong. Same for any AR.
AR shouldn't ever increase difficulty D:
BUUUT AR could be a good factor to recognize the easier maps and the super insane maps, so the insane ones could give more pp.
I am curious about how it will work at the end
not relevant, current discussion is pertaining to a ranking system for osu!standard onlyKingkevin30 wrote:
...and its pretty determing in CTB...
While that would be accurate for experienced players, the comfortable AR range would be different for inexperienced players. The first months I played osu! AR6 was easier to read than AR8, for example.Kyou-kun wrote:
If AR is ever taken into account, it shouldn't give a linear bonus as it increases. I know peppy hates tp, but the way it does it is best, in my opinion; it gives a decent bonus (don't know the exact value) for approach rates over 10, and it gives a bonus for approach rates beneath 8 (which also increases the bonus to Hidden). This seems to make the most sense, since approach rates 8-10 are generally considered by most players to be the easiest approach rates to read.
This would make you a huge anomaly. Almost no one feels this way except you, I can guarantee it. It must be quite disappointing that you didn't practice to keep this skill.Full Tablet wrote:
The first months I played osu! AR6 was easier to read than AR8, for example.
I fully and genuinely disagree with this.Kyou-kun wrote:
This would make you a huge anomaly. Almost no one feels this way except you, I can guarantee it. It must be quite disappointing that you didn't practice to keep this skill.Full Tablet wrote:
The first months I played osu! AR6 was easier to read than AR8, for example.
if I understand it correctly, the system heavily favours mediocre DT players and hurts actual pro DT players, since DT caps at 100% acc. so a 89% DT run is worth almost as much as a 100% DT run. it also hurts people who are really good at HD HR, but get outranked by people who spam low acc DT runs.fartownik wrote:
About the rankings themselves - a lot of players seem totally outplaced. I know it's still in the 'testing' phrase, but this shouldn't happen even now. WubWoofWoof has the advantage of 1000~ points over Niko for example, how come? Also the system seems to be giving some abnormal bonus for the nomod SS players (i.e. Moyaso and Rizzo in top10, they're good players, but not this good).
Pretty much this.Aqo wrote:
Any system that doesn't rate Cookiezi #1 rrtyui #2 and Niko #3 is broken. If something so transparent and obvious is not obvious to whatever system you're making, then this system simply doesn't function. If it can't even be accurate for the most obvious players, it sure as hell won't be accurate for everybody else down the list where it gets more vague.
yea... i was just about to comment about it....kriers wrote:
it would seem scores on this map http://osu.ppy.sh/b/223239?m=0 is breaking the system atm haha
peppy wrote:
Re-read what I said. New maps are already considered.Koko Ban wrote:
i hate the "age" thing too. not only it will make older maps obsolete, it would make ranking a matter of who downloads a newly-ranked map and get an SS on it the fastest.
Somone should add this to the thread first post, and if possible, at the top of the ppv2 ranking listings.peppy wrote:
Basic things to note about calculation method:
Scores:
* Accuracy based, not score. The main metric here is comparing your accuracy to the average achieved for that map. If you are above average, you will get pp. How far above average decides how much you get.
* Currently does not consider max combo (will likely be factored in).
* DoubleTime +14% (but caps at 100% accuracy), HardRock +8%, Flashlight +6%, Hidden +5%. Please don't bitch about these; subject to change.
* S/SS +2%, Perfect +1%
* Scores are still normalised in a similar fashion to ppv1 – see the wiki for details on that.
Beatmap Weighting:
* Weighted based on days since rank, where anything over than 1 year is worth ~10% of newer maps. Very recent ranks will get an initial low value until enough scores have been set on them. this is a logarithmic scale, more details to come.
* Weighted based on OD (overall difficulty). 70% for 1, 140% for 10, linear.
* Weighted based on CS (circle size). 80% for 1, 120% for 10, linear.
* Weighted based on ratio of perfect plays (no combo break). Kinda complex math, details coming later.
* Weighted based on average accuracy achieved by all plays, excluding outliers, relative to all other maps. This is kind of the telling factor, and works very well in practice.
I urge any criticism of these calculation methods to be based on very general assumptions, as nothing is in stone, and what I have said about is oversimplifying. Though I am trying to keep things as simple as possible.
Also keep in mind that raw pp is still about as useless as before. This is why when passing a map, I hope to show an exact number rather than the overall pp increase. If you have read and understand the pp v1 system and how it weights scores, you will understand how useless watching your raw pp increase is, and will understand why I want to change this. You will be seeing the raw pp obtained for the map on passing it (if anything), not the post-weighted total.
This is obviously an intended feature. You are officially better than Cookiezi becauise old maps get easier after a while. Cookiezi will never be able to beat the likes of you.hard to freeze wrote:
......is this a bug?
Bingo!fartownik wrote:
AR should be set for the players to play the map comfortable, it SHOULDN'T count as a bonus for the score unless it's really low (1-6) on hard maps or 10+ on any.
proof that americans are the bestwinber1 wrote:
yea... i was just about to comment about it....kriers wrote:
it would seem scores on this map http://osu.ppy.sh/b/223239?m=0 is breaking the system atm haha
243 trillion ppv2.. okay
sounds legit.
yeah flashlight is an easy mod and is for scrubs not to mention anyone who fcs airman with that mod combination is hackingquantum-rose wrote:
suppose you FCed the airman with Hidden and Flashlight ,beating Cookiezi's score ,while your accuracy is only 94percent so it's worthless cuz FLASHLIGHT IS AN EASY MOD?
proof that americans are the bestapaffy wrote:
yea... i was just about to comment about it....winber1 and kriers wrote:
it would seem scores on this map http://osu.ppy.sh/b/223239?m=0 is breaking the system atm haha
243 trillion ppv2.. okay
sounds legit.
Glad to see NF get a buff. EZ mod 0.2* seems a little unfair however, considering it's already impossible to get a good rank with EZ mod on most maps at 0.5* as it is. I'm guessing it's to dissuade people from farming simple SS ranks if the new system is accuracy based? I could keep this discussion to a feature request thread for multiplier rebalancing if you want though.peppy wrote:
difficulty reduction mods atm:
ppv1 not perfect but not bad , but I dont think ppv2 is better . Well I don't understand why choose to base on acc but no score .Piotrekol wrote:
Badis wrote:
Where is Cookiezi ?
Why am I on top 100 ?MillhioreF wrote:
Before posting here, read the text at the top of the ppv2 page. Please. It's five lines.farm hards and get high rank yeah... good.Badis wrote:
The first pp system is good why change it ?
more like SS on od7 translates to like 93-95% on od10pooptartsonas wrote:
I think the OD multipliers are pretty unfair. And I don't say this because I did any sort of calculations (even though the numbers given don't make a whole lot of sense to me), but because some of the best accuracy players in the game that play Hidden+HardRock primarily are getting unfair ranks:
(ppv1-->ppv2)
PeaChick: #11-->#167
Nitro: #42-->#261
KeigoClear: #55-->#349pooptartsonas: #497-->#505
(Note: At the time I looked up these ranks, there were 135 players who had bugged ranks so I subtracted 135 from the ppv2 ranks of each of these players. I acknowledge that this will be inaccurate due to high ranked players who were bugged, but that would only raise the ranks of the listed players proving my point further.)
On the other hand, Rizzo is in the top 10 as a nomod SS player on primarily OD7/OD8 difficulties, and an SS on OD7/OD8 realistically only translates to around a 98% on OD10 (I think). And perhaps if this issue were sorted out, it would fix some of the other less extreme examples (e.g. rrtyui rising in ranks because of his ridiculous HR scores).
Just my two cents (probably biased as a HDHR player).
The below 8 bonuses are small enough on tp, anyway; an Easy map having AR 5 will still only be worth like 1-4 (as opposed to several hundred, which the mainly 9 and 10 AR difficult maps are worth). If pp does it properly, the low AR bonus won't mean anything for an Easy map anyway. Still, I disagree with you. Get a friend to hop on osu!, send him a relatively easy Insane modified to AR 6, then send him the same map on AR 8-10. I almost guarantee he'll do better on the AR 8-10 one (though for some people, 10 might be a tad too fast when they first start). Perhaps let him get 1000-2000 play count before trying it to make sure he can actually play Insanes, though.Kitsunemimi wrote:
When you're a noob, and you don't know how to read stuff yet, there's no way an AR that's that fast will be easier than a middle/low range AR, because you were playing slower paced maps back then. That's like saying, Easys and Normals would be easier if they were AR7/8. They're not. They're like AR4-6, because that's the pace that the map goes at.
I agree with having a bonus with AR that's 10 or higher, but for anything else, it should just be left alone.
What do you think a Rhythm game is aboutBlue Dragon wrote:
ppv1 was already "no one cares about your skill, just be accurate and gg", this one just makes the whole thing worse
But yeah, I'm well aware that this is just testing phase. I hope stuff changes asap.