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Performance Points feedback and suggestions (osu!mania)

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PyaKura
Plus people who are addicted to competition/ranking would be forced to play mania-spec mapsets. That's a thing I would love to see haha.
Janioszek
The rating system can't be that harsh as there are not many non-convert maps compared to the amount of auto-converts. After introducing such performance ranking only those several maps (compared to whole number of other maps) will be played. In my opinion, better idea would be to, for example, give half of performance points for auto-converts (or other percentage of normal stake), so it won't disqualify normal maps. You may want it or not, but every map, converted or not, is a part of osu!mania...
Maiz94
PP should be counted when a player successfully play harder difficulty than playing easier difficulty.

About auto-convert ranked mixed maps on PP, yes, they shouldn't even counted in the 1st place because they aren't the representative of the mania maps. Those auto-converts should be used as a tool for a beginner player to learn about mania and not as a tool for farming PP.

Also, regarding to the keycounts, I think more keys means much harder as it should be counted as more keys = more PP.
October Scream
Key mods should not give or should take any pp possible. The key mods should also be unranked if you don't want to get pp involved. Key mods change the whole song for the player by giving them less notes, and different placements of the notes, so it is completely unrelated to the song in it's normal state. Half time and easy are fine since they don't change the songs note placement or amount of notes.
Janioszek

ishimaru94 wrote:

Also, regarding to the keycounts, I think more keys means much harder as it should be counted as more keys = more PP.
Well, I think that is a bit uncertain. If you think skill in osu!mania is only managing to master "harder" songs (7K - as you state), such rating should be just as fine. But the 4K and 5K maps require a certain ability to max every song. Although it might be easier to hit 300's in 4K, there are still not many 1million-scores, aren't they. The precision level should also be taken into account when setting the rank up.
Riddle96
Well, 4k and 7k are like 2 different games in the same rank, i think we need a different ranking, or a way to balance it, imho.
PyaKura
Here is my opinion regarding different keycounts. Even though I'm talking about RC in there, my idea of equality betweens Ks remains the same here, regarding the pp system.
Catgirl
Some of the converted maps can help for building accuracy skills. I got a lot more accurate on Mania by playing the auto-converts. I also got better at holds from them (the rhythm game I came from did not require holding long notes). But are they a real indication of skill? Not really. There are just so few auto-converts that have reasonable patterns, and most of the insanes just test your ability to do random chord switching at various bpms.

I don't think auto-converts should be eliminated completely from consideration, but they should certainly be weighted much less. The real problem is just the relatively small amount of Mania-specific maps, and as more maps get ranked, this won't be much of an issue anymore.
Janioszek

Riddle96 wrote:

Well, 4k and 7k are like 2 different games in the same rank, i think we need a different ranking, or a way to balance it, imho.
Well then, should we have 4 separate rating systems? And, if someone plays 7K songs on 4K mod, should it be counted in 4K rating, or still in 7K one?
Loctav
Announcement Thread.
PyaKura

Janioszek wrote:

Riddle96 wrote:

Well, 4k and 7k are like 2 different games in the same rank, i think we need a different ranking, or a way to balance it, imho.
Well then, should we have 4 separate rating systems? And, if someone plays 7K songs on 4K mod, should it be counted in 4K rating, or still in 7K one?
K mods wouldn't even work if we only take mania-spec mapsets into account.
Janioszek

PyaKura wrote:

K mods wouldn't even work if we only take mania-spec mapsets into account.
I know, but, in my opinion, there are still way too few mania-specified maps, and there is not much to create the rating from. In addition, there are hardly any famous mania-only map creators at the moment. Introducing a rating based only on these maps is just too standoffish... I don't think auto-converts are as good, but we need to take them into account at least in a small piece.
Kazuo
autoconvert - score
custom charts - pp
?
Xcrypt
It's hard to create a really good ranking system, player skill is best judged by players imo. Nevertheless, there are some things you can do to create at least a decent ranking system.

Ideas for a decent ranking system:

If only osu!mania maps would count towards ranking, the system would already be 50x better than the previous one.
This isn't necessary though if you have a system where players get more pp for performing well on harder maps.

The difficulity here is determining how hard a map is. Density is one thing but it's not very accurate to determine difficulity by just that. There might be one specific point in the map where it is a lot harder than the rest, or there may be a lot of LN walls. LN walls of density 9 can be harder than normal maps of density 11 imo. It is imo almost impossible to make a system that judges difficulty perfectly, but this is definitely not necessary for a good ranking system. Just keep some key concepts in mind next to density (like bursts, LN, jacks, OD, HP etc) and you'll have a fairly good judgement system.

Another difficulity is determining how much more pp you give for clearing hard maps compared to easy maps. For me, this is hard to put a number on. But I think the number should be there with the idea in mind that advanced players should be encouraged to play harder maps. This will probably involve a lot of trial and error.

Other things:

Not everyone is obsessed with accuracy, some players like to hard clear so I don't think you should put too much emphasis on accuracy.
(ofcourse, 99.5% should be worth a lot more than 90%, but not like 100x more). This is also clearly not linear: 95% to 100% is much harder than 90% to 95%. But do not exaggerate on this else you will force players into becoming obsessed with accuracy. Accuracy is important yes, there's nothing wrong with that playstyle, but players shouldn't be forced into it.

DT and HR (only those two mods) should earn you more score and thus more pp imo.

The bonus score system on key modes is fine imo since they are only for autoconverts and if you implement a system where clearing hard maps would earn you more than easy maps, autconverts become worthless for more experienced players anyway. Although this does give a false sense to newer players that lower keymodes are easier so you might want to give it some tweaks.

I think it might be a good idea to only let a players top 100 (or so) performances count towards pp. This would make it unfarmable. The one and only way to increase pp should be to increase your actual player skill. Also a system like this would make determining how much more pp you give for clearing harder maps a much easier process since as long as you give even a little bit more pp for clearing harder maps, players will already be encouraged to play harder maps because they can't improve their pp gained from their 100 easy maps anymore. The number would then just represent how important you think accuracy is.

Also basically all of this is very well put:

Aqo wrote:

- average map density
- peak density for a 3~8 seconds length of the hardest part of the map
- amount of jacks and how long/fast jacks are they

those are the main 3 things that make mania charts hard to get a good result on; and they're often absent in most autoconverts, which leads those autoconverts to just be an acc-farm-fest.

there -ARE- some autoconverts that are hard and deserve rank imo, like extreme fantasy, dj amuro - F, etc

but either way, stuff like A ranks on much harder charts should be worth more than S ranks on very easy charts. The algorithm should be able to determine "difficulty of getting S" per chart based on the 3 above criteria and awards points accordingly, where a B rank gives roughly no points (because you can pretty much just mash fast enough and get B on most things), A rank (90-95) gives a fair amount of points depending on amount of bads and eventually S ranks giving much more but with a more linear addition from extra acc.

yes, SS is -much- harder than 97% on the same chart, but SS [Normal] shouldn't beat 95% [Hard] or SS [Hard] shouldn't beat 95% [Insane] and so on. (the difficulty names are just to illustrate difficulty progression. difficulty names are pretty much meaningless in mania, not hard to find something called [Easy] harder than most ranked [MX] charts lol)
Akali

October Scream wrote:

Key mods should not give or should take any pp possible. The key mods should also be unranked if you don't want to get pp involved. Key mods change the whole song for the player by giving them less notes, and different placements of the notes, so it is completely unrelated to the song in it's normal state. Half time and easy are fine since they don't change the songs note placement or amount of notes.
It doesn't really matter, since autoconverts make as much sense when they are 6k as when they are 8k. Some converted maps have 5keys because of unfathomable reasons, (Caravan Palace - Dragons) for example, even though osu! version is bazillion times harder than normals that are converted into 5k as well.

(+ you can't key-mod mania custom maps).

Decon082 wrote:

Some of the converted maps can help for building accuracy skills. I got a lot more accurate on Mania by playing the auto-converts. I also got better at holds from them (the rhythm game I came from did not require holding long notes). But are they a real indication of skill? Not really. There are just so few auto-converts that have reasonable patterns, and most of the insanes just test your ability to do random chord switching at various bpms.
I personally quite enjoy quite a few autoconverts, mostly because of the music though. And that's what their purpose should be, pure fun of playing a song you like (but there is no chart for it) or improving playing chords with one hand, because computer decided it's a good time to put them all on the one side of the playfield.
Full Tablet
I don't see the point of eliminating auto-converts or giving them a special treatment.

In a ranking system, it is important to have a method to determine the difficulty of each chart so weightings become appropriate. If the method is appropriate, then auto-converts should naturally give less pp since they lack patterns and other things that make exclusive charts harder.

Giving these maps special treatment could be just a patch solution if the weightings go wrong.

About how bad is the quality of the auto-converts, how well mapped a song is doesn't really tell much about the skill of the players that play it. Players are free to play good quality maps if they want.
Lokovodo

Tear wrote:

Do anything but for the love of god do not count autoconverts in pp.
And imo different keymodes are not comparable - you can't say that some 4K player is better or worse than a 7K player. They should have separate rankings.
as tear said do not count autoconverts please
Janioszek

Full Tablet wrote:

I don't see the point of eliminating auto-converts or giving them a special treatment.
I agree, at least to the moment there will be more mania!spec maps. As you said, it can be easily patched without any consequences.
Matader
Do not count autoconverts please ... gg
Akali

Full Tablet wrote:

I don't see the point of eliminating auto-converts or giving them a special treatment.

In a ranking system, it is important to have a method to determine the difficulty of each chart so weightings become appropriate. If the method is appropriate, then auto-converts should naturally give less pp since they lack patterns and other things that make exclusive charts harder.

Giving these maps special treatment could be just a patch solution if the weightings go wrong.

About how bad is the quality of the auto-converts, how well mapped a song is doesn't really tell much about the skill of the players that play it. Players are free to play good quality maps if they want.
It's not about difficulty. They are too BAD to be ranked to the very core. You could as well make custom taiko difficulties rankable is osu! standard - distance snap, connect two objects into a slider every 4 notes, make stacks out of 1/4s and you have yourself amazing ranked osu! map.

Removing them from ranking woluldn't be a patch solution, but rather a really longterm one.
Kazuo
if they take autoconverts 80% of players would quit;
i suggest different rankings or decrease their farm value (but what is fun to some is boring to others while "it's not fair")
QQQK
I still don't get how some people can think autoconverts are great for measuring skill. From what I can tell, it's just one-note-per-lane clickety clackety until you SS.

Besides, for a game that emphasizes high-quality ranked beatmaps, autoconverts are terrible and half the time the notes don't even make sense. Standard, Taiko, and CTB all have one object per timing section. Mania doesn't. So what makes circle maps so amazing that they can be converted to 7 lanes and still be of exceptional quality?

If you want an accurate ranking system based on skill, remove autoconverts.
If you don't want to risk losing a majority of your players, keep them.
PyaKura

Full Tablet wrote:

I don't see the point of eliminating auto-converts or giving them a special treatment.
Making them count towards pp is a special treatment, no matter how you look at it. I mean, they only served as a momentary solution for when o!m came out. At that time, there weren't any mania-spec maps. But now we have some, and look, I'm pretty sure that forcing players to play mania-spec maps in order to get pp will bring more attention towards the game-mode - that is, towards what it is supposed to be. Players will pay more attention to new mania-spec maps which get ranked more and more often these days, and, what I call the "real mania community", will grow and give birth to more mania players of course but also mappers, leading to a quick development of the game mode. So yeah, even though the map choice may be very little at first, things should go better rather quickly with loads of new mania maps.
Aqo
I'll just repeat what others said before to give it more attention in case anybody missed it

the problem with autoconverts is that they're bad as maps
players should be encouraged as much as possible to play real mania maps and not automaps that barely if at all fit the song

that's the reason to either heavy nerf or remove automaps from ranking

lets face it: a lot of automaps are simply "hard" because they don't match the song well and you need to memorize when to release LNs on them to get more accuracy or memorize parts where the system randomly made a 1/4 jack inside a stream on 180+ bpm. it doesn't test your skill, it's just farming/lots of free time for retries. players shouldn't be forced into a chore of playing those unfun bad excuse for a map things to rank as well as others.
Squidyy
I think auto-converts shouldn't be counted. As people have already said, they're terrible compared to mania-spec maps. Either don't count them, or make them worth WAY less. There's not a whole bunch of mania-spec maps right now, but there's enough to get by now and a lot more will come soon. Auto-converts are a bad representation of actual mania maps. Some are good, but most are god-awful and don't match the music at all. They should be for fun when a song you like doesn't have a mania-spec song.

And accuracy shouldn't be a big part of calculating rank. It should be worth something, but not a ton.
Let's say there's two people. Player A gets 95%+ every time, but only plays easy/normal tracks and falls apart at anything harder. Player B gets around 75%-80% each time, but is playing insane songs. Player B is obviously better, but has lower accuracy. Give Player A a little bonus for having that accuracy, but they definitely don't deserve more than Player B.

As for different key modes, I have no idea. 4k definitely shouldn't be less than 7k just because it has less keys. People who think 7k is harder because it has more keys are wrong. They can both be extremely difficult. 4k can murder you if you don't have stamina and 7k will get you with patterns. Because of this, some 4k maps are harder than some 7k maps. Unless different keymodes are being split into different rankings (which I don't think should happen), we have to take this into consideration.
MandyJS
Unfortunately, what's fun for many hardcore mania people may not be fun for everyone that loves mania. Yes, I love mania... and I love autoconverts. That doesn't make me a "pp farmer" and that doesn't make me "not a true mania fan". Frankly, I find it a little disheartening about how many so-called "real" mania players think that anyone who enjoys autoconverts are only farming "bad maps" for pp and should just "get on the bandwagon and play "real" maps instead".

In reality, I know I'm not as pro as the top players... and I know that the mania specific maps are much more challenging to play. But, I also don't expect to have the same pp as the top players and I understand that most autoconverts should be worth less, because they aren't at the same skill level as many mania specific maps.

I do, however, still want to participate in the fun of being ranked, without being forced to play the mania specific maps, which currently I don't find very enjoyable, because my brain can't keep up with the patterns. So long as the easier autoconverts are worth less pp than the more challenging mania specific maps, I don't see the problem with them factoring in to the overall ranking.

It's not like I'm not making an effort when playing the autoconverts - to me they are both fun and challenging, but to say that because all this time, effort, and real enjoyment were spent on "bad" maps that it's somehow worthless and not in the spirit of the game makes me sad. I don't find most autoconverts bad (yes, some of the old ones are badly timed, but I suspect the standard maps they were converted from were badly timed as well).

Anyway, take what you will from this - I just wanted to share some feelings from "the other side" of mania, because I feel I also have a valid view point, seeing as how much I love mania mode above all the others.
Xcrypt
SPOILER

MandyJS wrote:

Unfortunately, what's fun for many hardcore mania people may not be fun for everyone that loves mania. Yes, I love mania... and I love autoconverts. That doesn't make me a "pp farmer" and that doesn't make me "not a true mania fan". Frankly, I find it a little disheartening about how many so-called "real" mania players think that anyone who enjoys autoconverts are only farming "bad maps" for pp and should just "get on the bandwagon and play "real" maps instead".

In reality, I know I'm not as pro as the top players... and I know that the mania specific maps are much more challenging to play. But, I also don't expect to have the same pp as the top players and I understand that most autoconverts should be worth less, because they aren't at the same skill level as many mania specific maps.

I do, however, still want to participate in the fun of being ranked, without being forced to play the mania specific maps, which currently I don't find very enjoyable, because my brain can't keep up with the patterns. So long as the easier autoconverts are worth less pp than the more challenging mania specific maps, I don't see the problem with them factoring in to the overall ranking.

It's not like I'm not making an effort when playing the autoconverts - to me they are both fun and challenging, but to say that because all this time, effort, and real enjoyment were spent on "bad" maps that it's somehow worthless and not in the spirit of the game makes me sad. I don't find most autoconverts bad (yes, some of the old ones are badly timed, but I suspect the standard maps they were converted from were badly timed as well).

Anyway, take what you will from this - I just wanted to share some feelings from "the other side" of mania, because I feel I also have a valid view point, seeing as how much I love mania mode above all the others.

They are kinda bad though. I get what you're saying like you don't want to be forced to play maps that are too hard for you, and I agree. You should try some of the easier mania spec maps. Not only are they much more fun but they will also help you improve faster. The only problem is that atm we don't have much true beginner mania spec maps atm. Well, actually it's more that we just don't have many ranked mania spec maps at all.
Janioszek
I still see one problem in it. For example, I'm not really concerned about all these anime-based or nightcore maps, because I'm simply not into it. I prefer electronic music, rock music and something like that. And then, when I want to be ranked (because I do want), I'm forced to play maps I simply hate listening to, which often results in a worse performance.

I'm playing mostly for fun, with no urgent chase for a high ranking place, but from these 80 osumania maps, as someone has already said, there might be... 10 or so that are not based on asian themes. What then? Do I have to play 10 same maps over and over to go higher in score? Please take in account that not every player is a proffesional mania! player and won't play every song which is given, but still wants to be ranked.
zedrux1
to me to be of
more notes per second hardest
whether either 4k or 7k but if that consideration is more difficult to play 7k
Janioszek

zedrux1 wrote:

more notes per second hardest
That's debatable as you can change the sliding velocity...
PyaKura

MandyJS wrote:

Unfortunately, what's fun for many hardcore mania people may not be fun for everyone that loves mania. Yes, I love mania... and I love autoconverts. That doesn't make me a "pp farmer" and that doesn't make me "not a true mania fan". Frankly, I find it a little disheartening about how many so-called "real" mania players think that anyone who enjoys autoconverts are only farming "bad maps" for pp and should just "get on the bandwagon and play "real" maps instead".

In reality, I know I'm not as pro as the top players... and I know that the mania specific maps are much more challenging to play. But, I also don't expect to have the same pp as the top players and I understand that most autoconverts should be worth less, because they aren't at the same skill level as many mania specific maps.

I do, however, still want to participate in the fun of being ranked, without being forced to play the mania specific maps, which currently I don't find very enjoyable, because my brain can't keep up with the patterns. So long as the easier autoconverts are worth less pp than the more challenging mania specific maps, I don't see the problem with them factoring in to the overall ranking.

It's not like I'm not making an effort when playing the autoconverts - to me they are both fun and challenging, but to say that because all this time, effort, and real enjoyment were spent on "bad" maps that it's somehow worthless and not in the spirit of the game makes me sad. I don't find most autoconverts bad (yes, some of the old ones are badly timed, but I suspect the standard maps they were converted from were badly timed as well).

Anyway, take what you will from this - I just wanted to share some feelings from "the other side" of mania, because I feel I also have a valid view point, seeing as how much I love mania mode above all the others.
The experience you've got by playing autoconverts is not 100% wasted. It's more like you, just like I did, and pretty much everyone who didn't play any mania games till o!m did, just need a bit of time to get used to mania-spec maps. I don't know, I might sound like an elitist or something, but playing a game which is not meant to be played this way feels wrong in my eyes. I myself "wasted" 6 months of my playtime playing auticonverts, but I got to know the joy of mania-spec maps by myself. I was starting to feel like autoconverts were just plain boring and they featured all the same gameplay. It's a bit sad to say it this way, but people who got stuck into playing autoconverts are simply victims of the birth of a new game mode which hadn't any maps at first (and tbh they were not really promoted as well. Only those who kept an eye on the game mode knew of their existence until a few months ago).

By making newcomers play mania-spec maps, the mode will go towards the right direction. Letting them get lost in the autoconverts would be a big mistake from our side, who knows o!m for a good amount of time already.

Sorry if I sounded harsh, I didn't mean to harm anyone by voicing my opinion.

Also take note that I'm trying my hardest to change things now since we probably won't see another chance coming up until god knows when.
Aqo
putting aside the issue of the state of mania
this is a discussion about competitive ranking
if you can't play mania maps as good as somebody else - then you don't deserve the same rank as them
as simple as that.
which is why autoconverts shouldn't weight as much. if you can play mania maps just as good, then you have no problem getting your points from actual mania maps. if all you can play are autoconvert and can't play mania maps, then you don't deserve the same rank to begin with. players shouldn't be forced to farm autoconverts to catch up to less good players who simply farm more

if for some reason you enjoy playing those autoconverts nobody stops you from playing them; but then play them just for that and not for a rank on a competitive ranking board
Janioszek

PyaKura wrote:

By making newcomers play mania-spec maps, the mode will go towards the right direction. Letting them get lost in the autoconverts would be a big mistake from our side, who knows o!m for a good amount of time already.
The issue is, there are literally no maps, which are available for begginers to play. Even those with one or one and a half star are seemingly as hard as four-star auto-converts. I don't want to sound offensive, but there is no worse way of encouraging new people to play osu!mania than slapping them in the face with way too difficult songs. And they won't have an indicator of their progress when they will play (therefore unranked) auto-converts so they won't know whether they can start playind mania!specs or not. The process of introducing new ranking system needs to be long, and the first part of it has to be making loads of new maps, especially easier ones, if you want osu!mania to go this way.

Just noticed: I realised that you speak like every mania!spec map was perfectly timed and super-accurate. I don't really know hat makes them look like that, but the process of choosing a mania!spec map to be ranked is similar to the case of standard maps, and, as you see, there are maps which are worse, and that's what bad auto-converts come from.
xelivous

Janioszek wrote:

I'm playing mostly for fun, with no urgent chase for a high ranking place, but from these 80 osumania maps, as someone has already said, there might be... 10 or so that are not based on asian themes. What then? Do I have to play 10 same maps over and over to go higher in score? Please take in account that not every player is a proffesional mania! player and won't play every song which is given, but still wants to be ranked.
no
if you don't like the songs already ranked then map some up and try to get them ranked.

having autoconverts contribute to ranking only further encourages people to not bother mapping mania songs, which then in turn makes it so people don't want to remove them from PP because there's not enough songs without them. The sooner they're removed the sooner we might see more people playing/making mania-specific maps

it's not like removing them from ranking removes the maps entirely. People can still play them, they can still practice on them, and they can still enjoy them. They just won't become within the top 100 rank by playing them all day long.
MandyJS

PyaKura wrote:

I was starting to feel like autoconverts were just plain boring and they featured all the same gameplay.
I appreciate your opinion :) I just haven't reached this point yet I suppose and still find the autoconverts more fun to play than the mania specific maps, which I either fail three seconds into or spend the whole time feeling like I'm playing "catch up" with the notes and patterns and miss the song. I play because I like to feel in the music, but with most mania specific maps being too complex for me (the 7k ones anyway - because I like those the best :D), I end up spending too much time feeling like "how can I get my fingers to conform to this pattern" instead of enjoying the song.

Maybe it's like Xcrypt said... there's not enough beginner mania specific maps. If there were more at my level, maybe I wouldn't feel this way.
Cozzzy
Autoconverts need to be counted (for now), because we only have like 80 mania maps (with only a small handful of them being non-7K, screwing over most players) lol.

I don't see the problem with using them anyway: mania-specific maps have more objects/density, and typically have higher OD, so they'll be much more rewarding. PPv2 cannot be farmed like PP, so only your best scores (legit maps) will matter. Nobody needs to worry about autoconverts.

Edit: TL;DR: mania maps will naturally be worth more anyway
Kanachann_old
There's still way too few mania maps to completely ignore autoconverts.
I'm completely for the idea of knocking out autoconverts, even though I play a lot of them, but that's maybe something to consider when there's enough maps to not have 300 people stuck on the same pp because they SS everything.

As for keys, why not do as ppv1 did and just take into consideration the score penalty from the key mods? You don't need to penalise the pp itself. I've yet to see a map where playing it in 4K makes it any harder than it originally is. 8K doesn't mean it's going to be easier either, so 0.95 or so might be just enough.
That's for the autoconverts though.
Maybe when they get SR working properly we could find something for mania maps, but as they stand at the moment, why not just keep it as it was in ppv1?

Why even make a new pp system
PyaKura
Just a side note for those of you who think there aren't enough beginner maps, or think that o!m is simply too hard.

t/146615

In this thread, there also is a link to Entozer's Map List in which you can find many maps ranging from pure beginner to super pro. Sure, most of them are unranked/unsubmitted, but I do confirm that beginners maps exist. It just takes some effort to find them. I'm getting off topic here though.
Janioszek
I don't understand. If auto-converts are so dull and provide all the same gameplay, why don't even the best auto-converts (which are more accurate than some mania!specs, by the way) have only 1-million-scores on their rank charts? They are so predictable that everyone can max them easily, can't they? Let's take the example of... I don't know, a Talent Shredder. Noone maxed it yet, and, as you keep saying, it uses such a recognisable pattern, that it should be millioned, shouldn't it? You cannot say that this map is badly converted, because you might as well call some mania!spec maps bad.
Topic Starter
Tom94
I'd like to mention a few things considering how I plan on tackling this.

The general direction:

  1. First of all, everyone can decide on his/her own which maps he deems good or bad, or which ones he/she prefers playing. We shouldn't be forcing certain maps on people by making them worth more for no sensible reason.
  2. I'll try to make an algorithm that's fair for both auto-converts and mode-specific maps. We will all see how it turns out, and if it's alright, then I see no reason to reduce the value of auto-converts. As mentioned above you are still free to play the maps you prefer playing. I can however understand where the auto-convert argument is coming from, and it'll definitely be addressed if there won't be a good solution that weights all maps the same.
  3. Default X-key modes exist for each specific beatmap for a reason. My initial plan is to give slightly more points to the default X-key mode of a particular beatmap than any custom one. This is not set in stone yet and most likely will change in one way or another while testing.
  4. Unfortunately X-key specific ranking is not going to happen. That'd be for one part a way too huge amount of things to manage and for the other would clutter up everything.

Beatmap difficulty:

This is were you all can help the most. My current concept is somewhere along the following: Similarly to how tp works with osu! standard maps I would like to instroduce strain values to measure how hard it is to play a certain map. This essentially means, that a higher note density will also be considered harder, while the algorithm is aware, that using a single hand or finger multiple times in a row is more demanding than simply alternating.
For mods the map will simply be transformed accordingly to what standard does in the moment. HR will increase OD, DT the speed at which the map plays back, etc.
I have not yet gone in-depth and it would be great if you could give me hints of what the hardest patterns are and how to rate difficulty. Any X-key feedback is welcome!
PyaKura
@Janio : Adding more random notes to make harder chordstreams and whatnot is not changing the gameplay. Autoconverts are bad in the way they are... "mapped" :that is, there is no logic in how the notes are falling in anyway. There is a difference between a stupidly hard map without any sense and an extreme but well mapped map.
Aqo

Tom94 wrote:

it would be great if you could give me hints of what the hardest patterns are and how to rate difficulty. Any X-key feedback is welcome!
technically there's no such thing as harder "patterns" (due to shape etc), although pretty much everybody would agree that ring/middle trills are a problem to play (which is also why shields are hard) - at least in the beginning - but this is easily neglected by players playing better and doesn't weight enough to make a big impact (as in, trills are just about as hard with all other fingers too)

in the end it's all density (where 1 LN = 2 density) and jacks/finger usage repeat in short timeframes.

also stuff like 8 1/4 notes is harder than 4 chords of 2 notes, so 'amount of timing snap divisions peaks' might also be a "thing".
PyaKura

Tom94 wrote:

I'd like to mention a few things considering how I plan on tackling this.

The general direction:

  1. First of all, everyone can decide on his/her own which maps he deems good or bad, or which ones he/she prefers playing. We shouldn't be forcing certain maps on people by making them worth more for no sensible reason.
  2. I'll try to make an algorithm that's fair for both auto-converts and mode-specific maps. We will all see how it turns out, and if it's alright, then I see no reason to reduce the value of auto-converts. As mentioned above you are still free to play the maps you prefer playing. I can however understand where the auto-convert argument is coming from, and it'll definitely be addressed if there won't be a good solution that weights all maps the same.
  3. Default X-key modes exist for each specific beatmap for a reason. My initial plan is to give slightly more points to the default X-key mode of a particular beatmap than any custom one. This is not set in stone yet and most likely will change in one way or another while testing.
  4. Unfortunately X-key specific ranking is not going to happen. That'd be for one part a way too huge amount of things to manage and for the other would clutter up everything.

Beatmap difficulty:

This is were you all can help the most. My current concept is somewhere along the following: Similarly to how tp works with osu! standard maps I would like to instroduce strain values to measure how hard it is to play a certain map. This essentially means, that a higher note density will also be considered harder, while the algorithm is aware, that using a single hand or finger multiple times in a row is more demanding than simply alternating.
For mods the map will simply be transformed accordingly to what standard does in the moment. HR will increase OD and AR, DT the speed at which the map plays back, etc.
I have not yet gone in-depth and it would be great if you could give me hints of what the hardest patterns are and how to rate difficulty. Any X-key feedback is welcome!
You can look into the thread I linked earlier (my side note post). There is pattern repository which can give you an idea of what's hard and what's not.
Xcrypt
Please do not make HR change AR. AR is something that is really depedant on players. Some play better with lower, some with higher. I like it how it works now (everyone can choose their scrolling speed). Also I really appreciate your attempt! awesome :)
If you need like any specific help, feel free to message me. Like I don't feel like actually coding myself atm but I wouldn't mind helping out here and there on the actual algorithm. I'm not a great mathematician nor programmer nor player, but I do have a some understanding of how they work.
Agka
these last arguments I've seen make me glad I'm not involved in this

"everybody is wrong except me" - everyone

autoconverts were not made for mania, that's a fact, autoconverts don't play like real mania maps- especially on higher levels, that's a fact too. as a matter of fact they play like shit and shouldn't ever be used as an example of mania done right but you're free to enjoy your shit and roll in it as much as you want

map compelxity is not given only by density, that's a fact too (e.g. so called 'gay' patterns)

if you'd say the devil is in the details a tiered system for charts has been the way the insane bms scale does it and it works. o2pf does this as well, and guess what. it works.

calling a shitty autogenerated chart better than charts that have been thought from scratch (and in detail) is honestly insulting to all the communities that came before osu!mania like it's the grand savior of vertical scrolling rhythm games

guess what: it isn't. thousands of shitty autogenerated charts that enjoyable are miles away from the real deal, and it's easy to see that a lot of people here have been spoiled (which I feared from day one)

but hey, I'm some sort of troll in everyone else's eyes so disregard me
Topic Starter
Tom94

Xcrypt wrote:

Please do not make HR change AR. AR is something that is really depedant on players. Some play better with lower, some with higher. I like it how it works now (everyone can choose their scrolling speed). Also I really appreciate your attempt! awesome :)
If you need like any specific help, feel free to message me. Like I don't feel like actually coding myself atm but I wouldn't mind helping out here and there on the actual algorithm. I'm not a great mathematician nor programmer nor player, but I do have a some understanding of how they work.
I don't know what I was thinking when I wrote my post. Of course, HR will not change AR in mania, my bad. Must have been with one of the other modes in my head.
Topic Starter
Tom94

Agka wrote:

these last arguments I've seen make me glad I'm not involved in this

"everybody is wrong except me" - everyone

autoconverts were not made for mania, that's a fact, autoconverts don't play like real mania maps- especially on higher levels, that's a fact too. as a matter of fact they play like shit and shouldn't ever be used as an example of mania done right but you're free to enjoy your shit and roll in it as much as you want

map compelxity is not given only by density, that's a fact too (e.g. so called 'gay' patterns)

if you'd say the devil is in the details a tiered system for charts has been the way the insane bms scale does it and it works. o2pf does this as well, and guess what. it works.

calling a shitty autogenerated chart better than charts that have been thought from scratch (and in detail) is honestly insulting to all the communities that came before osu!mania like it's the grand savior of vertical scrolling rhythm games

guess what: it isn't. thousands of shitty autogenerated charts that enjoyable are miles away from the real deal, and it's easy to see that a lot of people here have been spoiled (which I feared from day one)

but hey, I'm some sort of troll in everyone else's eyes so disregard me
Your opinion is not disregarded. However it's not the purpose of a ranking system to guide the players towards what they want to play. It is merely there for rating performance, and that depends solely on how hard a map is, not on how subjectively well-made it is.
Of course "hardness" already is a very subjective thing, but let's not overcomplicate it by adding more factors. As I said, if a general system won't work, then another solution will have to be found.
Kanachann_old

Tom94 wrote:

For mods the map will simply be transformed accordingly to what standard does in the moment. HR will increase OD and AR, DT the speed at which the map plays back, etc.
So mods are going to come in and affect your pp?
Xcrypt
For your difficulity judging: An algorithm is nice and all, but I think there is also a alternate possibility of letting experienced players determine how hard that map is before it becomes ranked. That would probably be quite accurate (sort of like the level system in o2, except better because o2 has a lot of 'wrong' levels on maps.)
Also Agka I think you are right but I also think you are a troll haha. Maybe you can share how the insane scale BMS or o2pf system works?
Squidyy
SPOILER

MandyJS wrote:

Unfortunately, what's fun for many hardcore mania people may not be fun for everyone that loves mania. Yes, I love mania... and I love autoconverts. That doesn't make me a "pp farmer" and that doesn't make me "not a true mania fan". Frankly, I find it a little disheartening about how many so-called "real" mania players think that anyone who enjoys autoconverts are only farming "bad maps" for pp and should just "get on the bandwagon and play "real" maps instead".

In reality, I know I'm not as pro as the top players... and I know that the mania specific maps are much more challenging to play. But, I also don't expect to have the same pp as the top players and I understand that most autoconverts should be worth less, because they aren't at the same skill level as many mania specific maps.

I do, however, still want to participate in the fun of being ranked, without being forced to play the mania specific maps, which currently I don't find very enjoyable, because my brain can't keep up with the patterns. So long as the easier autoconverts are worth less pp than the more challenging mania specific maps, I don't see the problem with them factoring in to the overall ranking.

It's not like I'm not making an effort when playing the autoconverts - to me they are both fun and challenging, but to say that because all this time, effort, and real enjoyment were spent on "bad" maps that it's somehow worthless and not in the spirit of the game makes me sad. I don't find most autoconverts bad (yes, some of the old ones are badly timed, but I suspect the standard maps they were converted from were badly timed as well).

Anyway, take what you will from this - I just wanted to share some feelings from "the other side" of mania, because I feel I also have a valid view point, seeing as how much I love mania mode above all the others.

Alright, after seeing that side of it, I'm gonna have to go ahead and join your side.

At first I thought autoconverts shouldn't be counted. They're pretty meh compared to actual mania-spec songs. I do play a good amount of converts though, but only because I like the song. I'm not really big on how they're converted. It irks me. Because of that, I wouldn't mind if they weren't ranked, but I didn't think about the other side. I forgot what it was like to be in that position. When I started off, I couldn't even touch mania-spec songs. They are challenging and the patterns can be off-putting. I wanted to have fun, not fail instantly.

I'm going to go ahead and say that autoconverts should be counted in rankings for now. Make them worth much less than mania-spec songs, but still include them. At least until we have a sizable amount of songs that less-skilled players can have fun with. If we kick out autoconverts, we are kicking a large amount of people from the rankings. That doesn't sound very fair. Just because they can't pass or don't enjoy the mania-spec songs because of their difficulty, doesn't mean they shouldn't be allowed to be ranked.
Tear
The problem is that autoconverts actively hurt the mode and its community. They give people a wrong idea and mislead new players in multiple ways.
  1. The keymode of autoconverts goes up with difficulty, what makes people think that you can "work up" from 4K to 7K, while that's not the case. You could be playing 4K for years and still be unable to play 7K at all. You're supposed to learn 7K (or maybe even 8K) as soon as possible, after you can play it you can manage all lower keymodes with just a few plays. We have a lot of players who started with 4K and never moved up because they got comfortable with their 4K skill, while they'd have to start over to learn 7K.
  2. They often have nothing to do with music. That makes people think it's what the mode is about, while real mania is about playing the music, not playing along with the music.
  3. They don't feature patterns. You could get great at mania but as soon as you see something like brackets or complex LNs you're clueless in real mania. Autoconverts don't even feature something as simple as one LN starting at the same time another one ends.
  4. They distract players from the fact we don't have a lot of maps. Unranking autoconverts would make people notice that and in addition to more real mania players we'd also get more mappers.
MandyJS

Agka wrote:

calling a shitty autogenerated chart better than charts that have been thought from scratch (and in detail) is honestly insulting to all the communities that came before osu!mania like it's the grand savior of vertical scrolling rhythm games
Just to clarify... I'm in no way calling autoconvert maps "better constructed" than mania specific maps. Yes, I realize that a lot of work goes into making actual mania specific maps, which I'm sure are great for people at that level. The problem that I ran into was whenever I tried to play even the "easy" 1 star mania specific maps was that they were too complex for my skill level. I'd compare them to "difficult normal" or "easy hard" autoconvert maps.

I don't know about most people, but I couldn't make the jump straight into mania specific maps due to their complexity, which left me feeling discouraged from either constantly failing the supposedly "easy" maps, or barely keeping up with them, which killed my enjoyment of the song. This is why to me autoconverts were always more enjoyable.

Should people be locked out of the ranking because they aren't that advanced yet? I would hope not... All I want is for people to be ranked in accordance to what they can play - where naturally most autoconverts would have less of a difficulty rating, which would translate into a fair amount of pp.

Anyway, I hope no one took what I said as an insult to the mapping community - you all do fabulous work I'm sure, but I'm not skilled enough yet to be able to enjoy it very much.

As a side note, this discussion has prompted me to give mania specific maps another try and I'm pleased to report that I'm now able to complete the "easy" maps. Though I don't find them very easy at all lol...
Aqo

MandyJS wrote:

Should people be locked out of the ranking because they aren't that advanced yet?
uh, yes?

do you have any idea what's a competitive ranking

if you're having trouble playing [Easy] diffs then your rank should be the least of your concerns
Yocake

Kanachann wrote:

Tom94 wrote:

For mods the map will simply be transformed accordingly to what standard does in the moment. HR will increase OD and AR, DT the speed at which the map plays back, etc.
So mods are going to come in and affect your pp?
Just the map, not pp i guess?...
And Tom also mentioned that HR will not change AR in mania previously.
Zealtron
https://osu.ppy.sh/forum/t/147552

This may be of some help regarding difficulty.

IMO there are 3 main areas of difficulty in osu!m:
1. Note Density (As stated previously by many others) - Both density of notes for burst sections and overall NPS (Notes per Second) should be one of the main areas to judge difficulty
2. Holds/Long Notes - Holds have their own set of difficulty and really test finger independence. While it may not be as dense key-count-wise as a burst of dense notes it adds its own complexity via hammerheads, inverted holds, etc (More in Drace's thread that was posted earlier https://osu.ppy.sh/forum/t/146615).
3. Speed Value(SV) Changes - Some files may not be as dense nor as complex hold-wise, but can trip people up with SV changes. This requires a lot of adaption with reading skills and can be really difficult at times.
YunoFanatic
Uhh... Does autoconvert counts with the pp for mania? If not i kinda disagree.. Many players rely on autoconverted maps as they could just score better than the usual mania map. If the autoconvert does not count in the pp then i assumr you really need to upgrade the community for mania. Modder/BATs etc. Because with such lack of people who are doing mania maps how can we rank if autoconvert doesnt count as the pp. Either way if you can only gain pp in a mania map only. I think it will be very hard fot some people that doesnt start to play mania yet. And thus the pp will work very slow if you cannot gain pp on autoconverted maps.

Addition: we really need to work up on judgement rate for mania :|
Agka

Aqo wrote:

MandyJS wrote:

Should people be locked out of the ranking because they aren't that advanced yet?
uh, yes?

do you have any idea what's a competitive ranking

if you're having trouble playing [Easy] diffs then your rank should be the least of your concerns
it may sound elitist

but yes, what are you doing in competitions if you can't even do the basic stuff? Do you really go to a robotics competition without knowing how to build your own robot and expect to compete with your basic electronics knowledge? Or do you try to compare what you know with doctors when you only have high-school level biology?

Xcrypt wrote:

Also Agka I think you are right but I also think you are a troll haha. Maybe you can share how the insane scale BMS or o2pf system works?
o2pf works a bit like this.

There's different skill levels- High class, Demon, Monster, Lost Humanity (off the top of my head)

To move from one skill level to the next you complete a set of challenges and move onto it. Some of the challenges include being able to one-on-one someone of that skill level and beat him/her, as well as the basic "pass this map under certain requirements" or so.

You could easily adopt something similar while accounting to the different dimensions of skill that mania play offers.

Overall, accuracy, LN, etc..
MandyJS

Agka wrote:

it may sound elitist

but yes, what are you doing in competitions if you can't even do the basic stuff? Do you really go to a robotics competition without knowing how to build your own robot and expect to compete with your basic electronics knowledge? Or do you try to compare what you know with doctors when you only have high-school level biology?

Forgive me if I'm wrong, but I thought ranked competitions were made to rank ALL players according to their skill. If I'm the worst mania player in existence, then give me the very lowest rank. That way I'll know where I stand and can celebrate small increases in rank as I become a better player.

To say lesser skilled people are not even worthy of being ranked isn't in the spirit of competition, from my point of view anyway.
[ Arterial ]
Just a few comments from someone relatively new to mania (my ranking used to be around 880).

I agree with all the previous comments saying that auto-converts should be weighed a LOT less than mania specific maps. No matter how hard the song is in osu mode (lets say FOUR DIMENSIONS Freedom Dive, or 0108 Scarlet Rose, or even Madness Precipitation for 狂気ちんでん), auto-converts never reach surpass a certain level of difficulty. Unlike most MX or SHD maps (or even HD maps), auto-converts never include (from my experience, not necessarily accurate, sorry if I'm using personal terminology, I'll try my best to be clear, I might be editing this list):

1. Holding long notes before the previous long note is finished (nearly every HD+ map includes holding long notes halfway into another long note, or letting go of one long note before the other one is finished, if you really need an example, fripSide - future gazer http://osu.ppy.sh/s/115715)
2. "Burst" maps, even though not necessarily a good determinant of skill, but still a good reference (i.e: KOTOKO - unfinished http://osu.ppy.sh/s/102519)
3. Melodic sweeps (I'm not saying the occasional 5 note sweep, I mean shit like MEPHISTO MX) and sweeping holds (bj. Halo - Ende SHD http://osu.ppy.sh/s/79132, or MEPHISTO SHD)
4. Actual beatmaps, not rhythmmaps (Silent Siren - Stella http://osu.ppy.sh/s/81166)

I'm perfectly aware that 4k can definitely get as hard as 7k, but I also believe that 7k should be the standard for mania (or else why would the system be limited to hitting a maximum of 6 notes simultaneously). Anything out of 7k should be left just for recreation purposes, and should be weighed less in comparison to 7k. Accuracy shouldn't be weighed as heavily as in other modes, as it would just encourage people to play auto-convert and easy maps. You could consider counting the MAX to 300 ratio, as I think that would be a rather accurate way of determining one's skill. You're making a brilliant move in tallying all scores (not only the top 50), as all mode-specific maps are a hell lot harder to go into top 50. All mods should be left the way they are right now.

I'll try to add to this whenever I have time, quite busy right now.
Agka

MandyJS wrote:

To say lesser skilled people are not even worthy of being ranked isn't in the spirit of competition, from my point of view anyway.
I'm fine with this, but then why would you weigh autoconverts the same skilled people play?

that's the point
MandyJS

Agka wrote:

I'm fine with this, but then why would you weigh autoconverts the same skilled people play?

that's the point
I'm sorry you've misunderstood me. I've always been stating that since autoconverts aren't as challenging as the mania specific maps that they should be weighted accordingly for pp.

Here's my previously posted thoughts on the subject so you don't have to do searching...

SPOILER

MandyJS wrote:

In reality, I know I'm not as pro as the top players... and I know that the mania specific maps are much more challenging to play. But, I also don't expect to have the same pp as the top players and I understand that most autoconverts should be worth less, because they aren't at the same skill level as many mania specific maps.

I do, however, still want to participate in the fun of being ranked, without being forced to play the mania specific maps, which currently I don't find very enjoyable, because my brain can't keep up with the patterns. So long as the easier autoconverts are worth less pp than the more challenging mania specific maps, I don't see the problem with them factoring in to the overall ranking.

MandyJS wrote:

All I want is for people to be ranked in accordance to what they can play - where naturally most autoconverts would have less of a difficulty rating, which would translate into a fair amount of pp.
Agka

MandyJS wrote:

I'm sorry you've misunderstood me. I've always been stating that since autoconverts aren't as challenging as the mania specific maps that they should be weighted accordingly for pp.
yeah, as I said as long as autoconverts are weighted very, very low, almost negligible (as I harshly said before)
Envisionise
Please, autoconverts should NOT be included in the ranking formula.

I'm sure this was said, but autoconverts really kill the rankings. It's a little bs seeing myself being beaten by ranked 20k people and then I beat a rank 20 something.

EDIT: Or rank autoconverts difficulty accordingly to the mania star difficulty. For example, people are complaining that a 5 star autoconvert is as hard as a one-two star o!m specific map. When changing into mania mode, they should adjust the star difficulty accordingly, this way they'll have less weighting.
Murako
I think that autoconverts should be ranked too, but as stated before, they should be lowly weighted to the ranking system. Since you should play mania-spec maps to get a better rank I think that also would be a good motivation for some players that actually want to be good at the game and not just have a high rank :)
Akali
Letting ACs be ranked at all (no matter how much they weight, 0 is only proper value) should make hitsounding and correct timing of objects the ONLY ranking criteria for osu!mania, I see no logical reason why a bot can make something superbad that is accountable and a human can't. So either remove them from new rankings or change o!mania demands for chart being rankable.
projectc1
first of all, i'm sorry my english to sucks (trying to makes everyone understand of this post)

maybe is it just me or i don't wanna seeing pp system ?

why i rejecting pp system ? the reason is simple : farmer player will try gaining pp as he / she can, and the result, rank owns anything right ? (from outside view)

and the idea of only gaining pp by playing mania-specific-beatmap is still not good, if you cant play hardest diff, just try the easiest diff, get SS, and get so many pp, done.

and i'm not gonna say anything about auto-convert beatmaps, since some auto-convert beatmaps for me is fun (maybe just for listening song ?), and when i arrive to this game we're only get a very few mania-specific-beatmaps (and because of that, pro + ET players tend to play a lot of unranked, pending beatmaps)

+ the idea of mods gaining more score is kinda terrible too... i'm not good almost at all mods and the acc in this game really damn hard (especially if you try FC / Perfect in 1 beatmap, but the pattern makes it kinda impossible to do, and now we're getting some mods = ++ score ? hahaha hell no dude...)

and sorry i know this maybe a little bit OOT, but what i'm trying to suggest is only this :
- trying to find new system ranking (some players find a ranking makes the game competitive right ? but old pp system kinda makes me lost there...)
- and the most of all, try lighten a bit of osu!mania mapping ranking rules, so in the future this mode have a lot of mania-specific-beatmap, lots of osumania players, and the most of it, mappers are enjoy to create them, and targeting to makes his / her beatmap to ranked...

that's all i got to complain and suggesting...
Kazuo
but autoconverts are so wrong it's like playing scatman on standard vs these new maps
PearlescentMoon

Aqo wrote:

-Blossom- wrote:

First of all, there are a lot of converted maps pretty hard to pass.
uh, no?
I completely suck at mania and at this point can pass all the autoconverts in existence. (Some are hard to play though, extreme fantasy etc)
If you're having trouble passing autoconverts then... -_-


There's already 80 ranked mania mapsets, with usually 3-4 diffs per one. That's already plenty, and with the increased amount of mania BATs the ranking speed of new mania charts has drastically gone up. Autoconverts are no longer needed.
Completely judging a map set on your own skills doesn't determine the actual difficulty for the general mania players. Someone's version of 'sucking' at a game can be considered as somewhat advanced in another's eyes.
I agree that mania maps are harder, yes... but just rank them properly in accordance to the real difficulty. Why is it so hard just to increase the stars they were given? There is no right in taking out autoconverts completely. Some may prefer the 'fun' maps that have been made for the osu!standard mode.
As for the original keys set for osu mania (such as sdf etc) people change the keys to how they prefer to play. Some may play better with the original keys set, while others prefer a custom key set. Decreasing a score based on what key sets people use allows no common sense in this matter.
Also, calling players who play the osu!standard converted maps 'not real mania players' is utter and complete bs. Play 0108 converted maps and tell me if that's 'too easy'.
Ganbatte on the new system tom. Hope everything works out well for the ranking system in development.
Handy420
in my opinion

why not big 500 got a few pp such 1-10 pp(1-2 for easy,3-5 normal,5-7 hard and 7-10 for insane)

but 1st place got a bonus pp 20 and big 50 got bonus 10 pp and big 100 got 3 pp


it should be easy for make an opinion like this :3

but i'm afraid if it will make people confuse XD
MandyJS

Pearl Phoenix wrote:

As for the original keys set for osu mania (such as sdf etc) people change the keys to how they prefer to play. Some may play better with the original keys set, while others prefer a custom key set. Decreasing a score based on what key sets people use allows no common sense in this matter.
Unless I'm mistaken, people weren't talking about the actual keys uses to play the game, but rather the key mods. Like if the map is originally 7 key, but someone plays it using the 4 key mod, the score would be decreased.
PearlescentMoon

MandyJS wrote:

Pearl Phoenix wrote:

As for the original keys set for osu mania (such as sdf etc) people change the keys to how they prefer to play. Some may play better with the original keys set, while others prefer a custom key set. Decreasing a score based on what key sets people use allows no common sense in this matter.
Unless I'm mistaken, people weren't talking about the actual keys uses to play the game, but rather the key mods. Like if the map is originally 7 key, but someone plays it using the 4 key mod, the score would be decreased.
I was replying to Tom's idea.

Forgot to mention that anyone who thinks the converted maps are all 'easy' should go SS all the hard's and insanes.
Xcrypt

Pearl Phoenix wrote:

Play 0108 converted maps and tell me if that's 'too easy'.
They are not easy actually, they are quite hard, but for the wrong reasons

Also, please we should stop worrying about autoconverts for now. If there's a system that applies weights to the difficulity of the maps, autoconverts become worthless for everyone except new players. Help Tom with what he needs help with instead, that is determining the difficulty of the maps, and it's not that easy to do.
Drace_old_1
If this is to be done right, the auto-converts shouldn't be ranked at all.

First of all, those autoconverts wouldn't pass the ranking process if they were submitted like mania maps. Many maps gots notes mapped to stuff that mania maps normally wouldn't. The long note's release are not correctly timed. And no matter the map, you'll never have something layering multiple tracks which is pretty much the essence of multi key games like this. These maps were converted from a 1k source and the patterns processed by a semi-controlled randomization.

With autoconverts, speed is the ONLY difficulty factor. You will never find difficult patterns. "Difficult patterns" are patterns that would still be difficult when slowed down because of how the notes are placed. I would agree to a certain extent with the people that mentioned that the people that play autoconverts exclusively aren't true mania players. The whole difficulty ladder in all similar rhythm games is learning and recognizing different patterns after extended play, even the standard mode. But the maps converted from there are stripped from the clever patterns they once had and become a useless junk with single-dimension difficulty.

Imagine converting a mania map to standard, and having circles timed with the notes (or chords) with randomized placement, yeah. Someone who never played standard would think "what's wrong with that?". But I'm pretty sure every standard player who read that just cringed. That's how it is for mania ACs.

There is no reason at all these should be ranked. They can be there for a larger song library, but there is no sense in having stuff that doesn't accurately determine a player's skill play part in the ranking system. We got mania maps for that and that's all we need.

To everyone who doesn't understand what I'm saying look at this. http://osu.ppy.sh/forum/t/146615 and scroll down to the pattern repository. Now try and find autos that feature anything but beginner patterns. All those "omg so hard" autos are just fast beginner and maybe novice level patterns. Keep in mind that this is a just a fraction of "common" patterns. Harder maps all feature unique stuff to make them memorable.

(I apologize for the the self-promotion, but I honestly don't know of a better repository.)

----------------------------------------------------------------------------------------------------------------------

Enough saying what already known, I'm gonna introduce a couple other points here.

People are saying that maybe there isn't enough mania maps to run the ranking system. Well truth is there's more than enough. There is currently more ranked mania than any DJmax games, any IIDX machine, (I'm assuming that goes for DDR too), than any Rock Band or Guitar Hero games (excluding DLC) and mania's playerbase is smaller than any of those games. Having those 30'000+ (diffs) ranked autos was waaaaay too much anyways. People with no skill could accumulate PP by going no life and playing every single one of them.

And we could also think about the mappers, what motivation can they have to make maps when the majority of players are playing autos? Their map will just get lost and unappreciated. And what about modding? The playerbase playing autos have a bunch of songs to play and the idea of helping getting more maps ranked doesn't even cross their minds. I'm pretty sure unranking the autos will not only motivate mappers to try and rank more maps, but also spark interest within the mania playerbase to help as well. A well needed kick start.

I personally believe unranking the autos is the best possible move, lets forget those atrocities ever happened and start fresh.

-- About PPv2
It's nice and all that ppv2 gives huge priority to mania maps, but honestly it's still useless if easy/normal are still giving more pp than hard/insane simply because there's more ranked plays.

What if the pp system weighed the songs the total unique players ranked on all difficulties, and then weighing that again per diff on the mapset?
Topic Starter
Tom94
Regarding the big auto-convert discussion:
I'm fairly positive, that a good difficulty algorithm would rate auto-converts extremely low, because they (mostly) are so easy compared to mania charts, so you would naturally have them worth less, not artificially by excluding them. Keep in mind, that the ranking system is meant to work for everyone, even the people who just start with mania who can't just dive into the mania-specific maps, or want a big map diversity at their lower level of skill.

The current system does not look at how many ranked plays there are or anything. It is not done calculating yet, so please don't judge it yet. And even when it's done a way more precise version will follow in a few weeks when the difficulty algorithm is implemented. You will be able to give feedback on beatmap weightings earlier than that; I'll be posting some lists and your feedback will decide what to take.
Taadashi
I can't help but wonder, will pp still be delivered accordingly to how many other players who has actually played a certain map. Will there be any reward in passing the high difficulty osumania specific maps that has a low success rate?

Any answer is appreciated. Thanks.

Edit: I really appreciate the time and effort you're putting into this Tom. :)
Drace_old_1
Just to clarify, by unranking I don't mean removing their ranking boards, I mean making them not count towards PP.

If you're new to the point that the easiest mania map is too hard for you, what good would a rank be anyways? Do you want to shove the fact that they aren't good in their face by displaying that 2mil+rank?

And It's completely impossible to make an accurate algorithm for difficulties, it's best to limit the pool of possibilities to what we know is good material instead of depending on an algorithm to tell it for us. AKA only mania-specific maps.
Cozzzy
As far as I know, ppv2 for mania will function like osu!tp - where your best scores determine your rank, making it impossible to farm at a higher level. If anything, this will encourage people to play the more difficult mania maps instead of ac.

Also, thanks for your work Tom :D
Shydon

handyg11 wrote:

why not big 500 got a few pp such 1-10 pp(1-2 for easy,3-5 normal,5-7 hard and 7-10 for insane)

but 1st place got a bonus pp 20 and big 50 got bonus 10 pp and big 100 got 3 pp
That way you get the same points with 3 top 500 and with a top 1. I think higher scores should be rewarded much better.

That said, I think that only mania-specific maps should be ranked.
Topic Starter
Tom94

Cozzzy wrote:

As far as I know, ppv2 for mania will function like osu!tp - where your best scores determine your rank, making it impossible to farm at a higher level. If anything, this will encourage people to play the more difficult mania maps instead of ac.

Also, thanks for your work Tom :D
This is how plan on doing it. Only your score and the map are relevant for your score - other players and their scores are not. Doing statistical analysis on 2 different maps usually is not working well, because not the same players play the same maps.
Drace_old_1
For judging difficulty, I'd say we should do this right and introduce a new BAT-like group of expert players to give maps a starcount of a custom difficulty scale. I personally know a fair amount of active ETs that would gladly volunteer.

Though of course this would never work if the autos still count for PP.......................
Topic Starter
Tom94

Drace wrote:

For judging difficulty, I'd say we should do this right and introduce a new BAT-like group of expert players to give maps a starcount of a custom difficulty scale. I personally know a fair amount of active ETs that would gladly volunteer.

Though of course this would never work if the autos still count for PP.......................
Then who is supposed to manage that team, choose who is suited and confirm, that decisions are correct? While with a lot of work it might be possible, an automated system is the only possibility, since there is a huge lack of manpower. After it working very well in standard I see no reason to not at least try it osu!mania, too. :)
Envisionise

Tom94 wrote:

Drace wrote:

For judging difficulty, I'd say we should do this right and introduce a new BAT-like group of expert players to give maps a starcount of a custom difficulty scale. I personally know a fair amount of active ETs that would gladly volunteer.

Though of course this would never work if the autos still count for PP.......................
Then who is supposed to manage that team, choose who is suited and confirm, that decisions are correct? While with a lot of work it might be possible, an automated system is the only possibility, since there is a huge lack of manpower. After it working very well in standard I see no reason to not at least try it osu!mania, too. :)
I think there would be many players willing to join this team. It would be the easiest (Playing charts before they're about to be ranked and assigning difficulties) and wouldn't take as much time. There are many players who have the capability so assign difficulties.

About the people managing and choosing who is suited and confirm, I believe the first couple of people should volunteer and then be voted on by the community. After that, the team can accept new members.
Topic Starter
Tom94

Envisionise wrote:

I think there would be many players willing to join this team. It would be the easiest (Playing charts before they're about to be ranked and assigning difficulties) and wouldn't take as much time. There are many players who have the capability so assign difficulties.

About the people managing and choosing who is suited and confirm, I believe the first couple of people should volunteer and then be voted on by the community. After that, the team can accept new members.
We've seen how biased community votes can be in the top-players votings. It's more of a popularity thing than a capability thing. Before pushing in that direction I'd like to give an automatic difficulty system my best, though. If it ends up working, then it saves an incredible amount of time and work - and there would be no need for funky multipliers on autoconverts and such.
Drace_old_1
I disagree, mania has the potential of having a much larger playerbase than standard itself due to people migrating from other similar games. Only problem being most leave because of "this and that". The manpower is there, and the one in charge should be designated by someone who already has authority, or by the community.

"Working very well in standard", quite the ambiguous statement.

What I'm worried about is the higher level maps, I'm sorry but i seriously doubt anyone but a couple BATs can actually tell the difference in difficulty in maps higher then lets say o2jam lv40 or so, maybe even lower. Mania also has many more dimensions to it's difficulty (I'm not calling it harder) than standard, a density check with a couple common pattern recognition can lead to be greatly deceiving.

Like I said before, I know a great deal of trust worthy high level players that would gladly help. Mania doesn't have to follow in the footsteps of standard.
PearlescentMoon

Drace wrote:

Just to clarify, by unranking I don't mean removing their ranking boards, I mean making them not count towards PP.

If you're new to the point that the easiest mania map is too hard for you, what good would a rank be anyways? Do you want to shove the fact that they aren't good in their face by displaying that 2mil+rank?

And It's completely impossible to make an accurate algorithm for difficulties, it's best to limit the pool of possibilities to what we know is good material instead of depending on an algorithm to tell it for us. AKA only mania-specific maps.
For a starters... there isn't even 100k solid players playing mania. Secondly, ranks inspire people to improve. Surely people would understand that that would be how it starts out for every new player. Each converted map and mania specific has it's own special difficulty.
Topic Starter
Tom94

Drace wrote:

I disagree, mania has the potential of having a much larger playerbase than standard itself due to people migrating from other similar games. Only problem being most leave because of "this and that". The manpower is there, and the one in charge should be designated by someone who already has authority, or by the community.

"Working very well in standard", quite the ambiguous statement.

What I'm worried about is the higher level maps, I'm sorry but i seriously doubt anyone but a couple BATs can actually tell the difference in difficulty in maps higher then lets say o2jam lv40 or so, maybe even lower. Mania also has many more dimensions to it's difficulty (I'm not calling it harder) than standard, a density check with a couple common pattern recognition can lead to be greatly deceiving.

Like I said before, I know a great deal of trust worthy high level players that would gladly help. Mania doesn't have to follow in the footsteps of standard.
I can't disagree with anything you said, but I still see no reason to not at least try the difficulty approach. I can assure you, that I don't plan to do just simple density checks. The people you mention who can tell the difference between difficulty of maps will surely be able to help me fine-tune such an algorithm to see whether it could be working.
Envisionise
We've seen how biased community votes can be in the top-players votings. It's more of a popularity thing than a capability thing. Before pushing in that direction I'd like to give an automatic difficulty system my best, though. If it ends up working, then it saves an incredible amount of time and work - and there would be no need for funky multipliers on autoconverts and such.
Yes that's true about the voters being biased, I'm not sure on how to combat that.

About the automatic difficulty system, it will be very hard to appropriately put a difficulty on songs. I can complete some 11 star songs, but I can't even finish some 2-3 star maps because the patterns are so foreign to me (basic ln walls). Note density and speed are factors in a difficulty, but I think the pattern is what defines how difficult a map is, which makes it very hard for an automated program. This is why I think a team dedicated to judging the difficulty of songs is the best option, and no matter what, a real players judgement will trump almost any program
Edit: typos
Xcrypt
At least let him try... Don't be negative about this attempt just because you've never seen it done well before. I don't expect it to be super accurate but I think it can be accurate enough to at least give the rankings some meaning. And while I think letting expert players determine the diffs of the mapsets is also a viable way to go, it also has its flaws.
Tear
Tom94 did a miracle with std pp, I feel safe trusting him to do mania pp too.
Drace_old_1
Alright let me try something (if I may)

Here's some maps where the current star system grades too low, meaning their much harder than they let on if you look at their star count.

https://osu.ppy.sh/s/133891
https://osu.ppy.sh/s/131228
https://osu.ppy.sh/s/92012

And here's some maps that are overrated.

https://osu.ppy.sh/b/235027&m=3 (lv 18)
https://osu.ppy.sh/s/104030 (lv21)
https://osu.ppy.sh/b/284854&m=3 (lv36) lololol
(I'm claiming this based on the performance I see of certain play vs their performance on lower star counts)


Seems the biggest (not only) problem with the current system is not giving enough points toward long notes and brackets, and too much points towards density
- Choko -
I don't really think it's fair to completely invalidate auto-converts. From what I can tell, osu! does a pretty bang up job on converting. But excluding that, the ranking system isn't meant to judge what songs are "valid" or not, that's what a song being approved/ranked does.

The ranking system is designed to determine the skill level of a player comparable to his/her fellow players. It simply wouldn't make since for a kick ass player to have all of their time thrown down the drain from playing auto-converts and have a rank far worse than some elitist that only plays !mania maps, but can only play at about the same skill level as a baboon sitting on the keyboard!

Scale them slightly? Sure, I can understand that. Invalidate them entirely? Perish the thought, it's asinine and rather unfair.
PyaKura

Chocobubba wrote:

From what I can tell, osu! does a pretty bang up job on converting.
No it does not. ACs served as temporary playable for when o!m first came out, like a preview or something like that.

But excluding that, the ranking system isn't meant to judge what songs are "valid" or not, that's what a song being approved/ranked does.
You wouldn't let football players play on an invalid field full of holes especially in a competitive environment now would you ?

The ranking system is designed to determine the skill level of a player comparable to his/her fellow players. It simply wouldn't make since for a kick ass player to have all of their time thrown down the drain from playing auto-converts and have a rank far worse than some elitist that only plays !mania maps, but can only play at about the same skill level as a baboon sitting on the keyboard!
Kick ass players who score very high scores on ACs usually plays mania-spec maps as well. Don't confuse elitist players with players who play the game mode how it is supposed to be played.

Scale them slightly? Sure, I can understand that. Invalidate them entirely? Perish the thought, it's asinine and rather unfair.
There are 1001 reasons for which we should totally eliminate them from the mania ranking system. Every counter-arguments I've read so far are half-assed.
The points every "pro-mania-spec players" wanted to show are all grouped into Drace's post (page 6).

Please don't talk about autoconverts vs. mania-spec maps if you don't know anything about the game-mode.

Good luck with the ranking system, Tom.

I'm thinking of something about determining maps' density. I might throw this idea into the Feature Requests sometime later : what about a toggle (similar to how Kiai is applied currently - from a point of time to another) to be applied on a certain part of the song which would eliminate this part from the density count ? That is, several songs have some calm parts which don't have many notes at the said part, and as such don't reflect the real density of the map. This would also fix the Star Rating to a certain extent. I believe this would facilitate your work with the algorithms and all. This would require some work from woc2006 but it shouldn't be too hard to implement.

Thoughts guys ?
Silay
Rating auto-converts "extremely low" seems abit drastic to me.
I agree that they shouldn't have the same value as normal osu!mania maps, but I wouldn't want the gap to be massive either.
Xcrypt
Dunno if they should be completely ignored (playing the same density for a longer time can be more demanding on your stamina for example), and I don't it's too much of a problem for an algorithm to determine those 'chillax' parts, but this is definitely going in the right direction.

Also another thing I would like to say is you should maybe first try doing some simple pattern checks along with density. Then ask multiple advanced++ players to playtest your system on various maps with different styles and different difficulties. They should be able to pinpoint some of the flaws. Trying to do that all in one go is painful guesswork, imo you will need multiple 'feedback stops' like this.
Topic Starter
Tom94

Xcrypt wrote:

Dunno if they should be completely ignored (playing the same density for a longer time can be more demanding on your stamina for example), and I don't it's too much of a problem for an algorithm to determine those 'chillax' parts, but this is definitely going in the right direction.

Also another thing I would like to say is you should maybe first try doing some simple pattern checks along with density. Then ask multiple advanced++ players to playtest your system on various maps with different styles and different difficulties. They should be able to pinpoint some of the flaws. Trying to do that all in one go is painful guesswork, imo you will need multiple 'feedback stops' like this.
When I am ready to present some difficulty values I will post them in this thread. As mentioned multiple times I do want to have multiple testing iterations before incorporating the whole thing into a ranking system. :)
Xcrypt
oh ok sorry :)
TriGoon
Auto converts definitely shouldn't be counted in mania PP. If they are then the PP will mean absolutely nothing. (unless you weight them so low that they are worth nothing in the first place)

Chocobubba wrote:

It simply wouldn't make since for a kick ass player to have all of their time thrown down the drain from playing auto-converts and have a rank far worse than some elitist that only plays !mania maps
There's no such thing as a "kick ass player" who only plays auto-converts, if your skill is anything other than extreme novice you can do any auto-convert in your sleep and would find them extremely boring.
Cozzzy
Do people jump in here without reading the past few pages? PPv2 cannot be farmed, and mania maps will be worth a lot more by default - you'll have to play mania maps to get a decent rank. Anyway, this is outside the scope of Tom's work, so this is just clogging up the topic. :o

Some random thoughts on mania difficulty calc: Would a system similar to TP's aim/speed/acc work? Where 'aim' would be substituted for reading ability or something, which could increase with number of keys, difficult patterns and so on? Obviously not that generalised though.
Xcrypt
Speed and accuracy could definitely be a thing. I don't know how you would go and calculate your reading ability, except maybe density you can handle of LN walls vs chord walls? But even so it really depends on the patterns I think.
PearlescentMoon

PyaKura wrote:

Chocobubba wrote:

From what I can tell, osu! does a pretty bang up job on converting.
No it does not. ACs served as temporary playable for when o!m first came out, like a preview or something like that.

But excluding that, the ranking system isn't meant to judge what songs are "valid" or not, that's what a song being approved/ranked does.
You wouldn't let football players play on an invalid field full of holes especially in a competitive environment now would you ?
Why don't you go SS all the hard and insane converts if you think they're so easy then!
Please don't talk about autoconverts vs. mania-spec maps if you don't know anything about the game-mode.
Who said he doesn't know anything about the game mode?
Don't get me wrong, I agree the mania maps have a largely increased difficulty to the converted osu!standard maps... but to rule converts out all together is absurd. If there's such a big argument about it, why not just have two smaller ranking systems for mania? One for converts and one for genuine. Would solve the argument being provided here. Just have both ranks running on the same pp algorithm. As a side note, if this is not an option, why not make a poll to see how many people actually want auto converts to not count towards the new ranking system? There are obviously more people playing mania than there are on this forum.
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