Finally, a skill-based ranking that doesn't revolve around [Hard] farmers.
This is beautiful. No complaints.
This is beautiful. No complaints.
R e d wrote:
ItHR still have a over value?
Lets have Thelewa for example: He is really good Hr Hd but he don't have so much speed and DT accuracy as SnowWhite, Dungeon or DragonHuman.
I Respect Thelewa. But still think he don't deserve 3#
I don't think it is possible since I don't think there is enough information stored to retrieve that value exactly.Salvage wrote:
What about considering accuracy with unstable rate? Or is it that hard to calculate on every map played?.
The score rank you get on a map does not matter at all for the new pp. Only your performance together with the beatmap difficulty counts. Maybe the map was really hard? I've seen a C in jesus1412's best performance list and it was a crazy hard DT score, about as hard as FCing mendes with DoubleTime. I'll take a look what's happening with your scores, though.Wojowu wrote:
I think this is a lot more fair than old pp system. One thing I wanted to say is that some scores are overestimated: my score on this map: http://osu.ppy.sh/b/338594&m=0 is 300 combo (with over 800 full combo) and 84,44% acc. Because it's fresh map I have #84, and probably for that reason it landed in my Top Ranks. I wouldn't consider this a good score, so I wonder why it's so high performance.
Also, because of that single score, my overall acc fell from 95,51% to 95,15%, which isn't cool :/
thelewa only makes us believe he'd be slow. He 99.5%ed Chipscape! That's not slow. His top scores might not be the fastest, but they are an amazing combination of speed, aim and acc. That being said it doesn't mean, that you are wrong. I am just mentioning it.R e d wrote:
ItHR still have a over value?
Lets have Thelewa for example: He is really good Hr Hd but he don't have so much speed and DT accuracy as SnowWhite, Dungeon or DragonHuman.
I Respect Thelewa. But still think he don't deserve 3#
Score improvements won't always benefit your pp. On a map which is really hard to DT beating your DT score with HR might actually reduce your pp. This is currently a limitation I wish there wouldn't be, but it exists.UE95 wrote:
Will my pp benefit in any shape or form if I keep improving my previous scores? Also, does it have to be a drastic improvement? I'm really sorry if these are dumb questions, I'm just a bit overwhelmed by this new system :/
Something similar to unstable rate is used. OD does play a huge role. We are already considering, to update the accuracy displayed in the player profiles to a more sensible measure, while maybe keeping the old value in parantheses.Salvage wrote:
What about calculating accuracy with unstable rate? Or is it that hard to calculate on every map played?.
You are correct. I wish this limitation wouldn't exist, but there is no possibility of changing it for the moment.MosaicII wrote:
DT is better for pp, as FL. If i haв highscore with DT, but i've broken my old DT-record with FL, my old reord must be deleted from base and i lose pp, isn't it?
For exampe, WoobWoofWolf has his the best record for "Saiya - Remote Control" beatmap now. He has 5 misses, but he used DT+HD mode. But SnowWhite played this map without DT, with HD+HR, have FC, but doesn't have this map for Best Perfomance. If WoobWoofWolf plays now map without mods and break his own records, he loses old records and loses pp.
So, best score for beatmap is not best pp. It is better to use DT and don't play other mods without DT. Is it wrong?
Full Tablet wrote:
I don't think it is possible since I don't think there is enough information stored to retrieve that value exactly.Salvage wrote:
What about considering accuracy with unstable rate? Or is it that hard to calculate on every map played?.
It can be estimated though, as long as you ignore sliders (since sliders can potentially increase UR without reducing accuracy, since they don't need to be hit accurately).
Sliders and spinners already are ignored for the part of the calculation that is responsible for accuracy. But yeah, in the end it only is an approximation of unstable rate due to per-hitobject data not being available.Full Tablet wrote:
I don't think it is possible since I don't think there is enough information stored to retrieve that value exactly.Salvage wrote:
What about considering accuracy with unstable rate? Or is it that hard to calculate on every map played?.
It can be estimated though, as long as you ignore sliders (since sliders can potentially increase UR without reducing accuracy, since they don't need to be hit accurately).
The old ppv1 system had the same issue. A solution would be storing "best performances" separately from "best scores", but the problem is that would be expensive in term of server resources; and if the system has time degradation of scores, it wouldn't solve the problem in all cases (depending in how the degradation is implemented)MosaicII wrote:
DT is better for pp, as FL. If i haв highscore with DT, but i've broken my old DT-record with FL, my old reord must be deleted from base and i lose pp, isn't it?
For exampe, WoobWoofWolf has his the best record for "Saiya - Remote Control" beatmap now. He has 5 misses, but he used DT+HD mode. But SnowWhite played this map without DT, with HD+HR, have FC, but doesn't have this map for Best Perfomance. If WoobWoofWolf plays now map without mods and break his own records, he loses old records and loses pp.
So, best score for beatmap is not best pp. It is better to use DT and don't play other mods without DT. Is it wrong?
That sure sounds like a nice idea, considering all the maps already have a difficulty rating calculated by the system.kreph wrote:
Not sure if this belongs here but I'll ask anyway.
Are there plans on fixing the star star sytem by replacing it with the beatmap difficulty level?
All scores being used means that it doesn't have the limitation that tp had where it could only access top 50 score data. PPv2 has access to ranks beyond top 50 which is why they say all scores are used.Izzypookins wrote:
I'm not sure if I'm understand the "all scores are used" thing, but tell me if I'm right with this example:
Score 1: 10,000,000 score, played on normal, FC 100%.
Score 2: 3,000,000 score, played on DT/HD, had 1 miss. 99%.
My best score would show up as Score 1, but my best "performance" would probably be from Score 2, so the PP I get from Score 2 would count for my PP ranking?
If both scores are on the same map, then the higher score value gets used, even if the other would give more pp. As I mentioned earlier we can not work around this at the moment.Izzypookins wrote:
I'm not sure if I'm understand the "all scores are used" thing, but tell me if I'm right with this example:
Score 1: 10,000,000 score, played on normal, FC 100%.
Score 2: 3,000,000 score, played on DT/HD, had 1 miss. 99%.
My best score would show up as Score 1, but my best "performance" would probably be from Score 2, so the PP I get from Score 2 would count for my PP ranking?
Got it! Thanks!Tom94 wrote:
If both scores are on the same map, then the higher score value gets used, even if the other would give more pp. As I mentioned earlier we can not work around this at the moment.Izzypookins wrote:
I'm not sure if I'm understand the "all scores are used" thing, but tell me if I'm right with this example:
Score 1: 10,000,000 score, played on normal, FC 100%.
Score 2: 3,000,000 score, played on DT/HD, had 1 miss. 99%.
My best score would show up as Score 1, but my best "performance" would probably be from Score 2, so the PP I get from Score 2 would count for my PP ranking?
If those 2 scores are on different maps, then how much pp you will get highly depends on how hard the maps are.
I can't give definite answers for any mod. All I can say is that it depends a lot on the map. The new system does not just multiply the value of map when adding mods, it calculates a whole new difficulty with the mods. For example, if you're playing a map with DoubleTime, then the algorithm will calculate a new difficulty value of the map, considering it to be 1.5x as fast. With HardRock it considers the circles smaller and the OD higher. Hidden gives a bonus to the aiming-aspect of the map, so it has a greater effect on maps which are harder to aim.UE95 wrote:
Hey there thank you so much for replying. One last question, you did mention Dt and HR in your example. How well would Hidden fare against those two and against scores without mods?
Not like I want to keep it a secret. I just don't want to type a few paragraphs now and in the wiki later on. Call it laziness.UE95 wrote:
Haha no worries man, I respect the secrecy. Your answer cleared my doubts either way, thank you! Once the full criteria is updated on the wiki I'll know more. GL with the new system ^^
The bad scores you got while playing MP shouldn't affect your ranking much.FishHook wrote:
The concern I'm trying to get at is for those who really only play multiplayer now and its effects compared to those who really only play singleplayer and have the ability to always ESC->Retry to their heart's content. I do not find the excuse of 'then auto fail the map if you don't want your score tallied' since it undermines the purpose of multiplayer to those who may have thought that while reading this.
Everyone who used to rank up by tricking the system are getting wrecked quite hard now huehueYuzuru wrote:
9k ---> 27k , guess that's because me too mach farm back then :'(
...except me!GoldenWolf wrote:
Everyone who used to rank up by tricking the system are getting wrecked quite hard now huehue
Liiraye wrote:
R e d wrote:
ItHR still have a over value?
Lets have Thelewa for example: He is really good Hr Hd but he don't have so much speed and DT accuracy as SnowWhite, Dungeon or DragonHuman.
I Respect Thelewa. But still think he don't deserve 3#
It depends a lot really. Some maps that are practically impossible to aim propely that only a handful of players can hdhr deserves pp as well. Don't you agree?
Speed isn't everything you know!
Don't forget to count the fact that inactive players were purged from the rankings.Nakage wrote:
The proof being I've already climbed 4k ranks since I've logged in.
Right :3 the purge made me climb 2300 ranks, so I still went from 9.3k to 7.5k, still decent imo.Syclasm wrote:
Don't forget to count the fact that inactive players were purged from the rankings.
watLayne wrote:
I lofe the chnge in thisbmpe ok vry god.
thx u
shh at least you're higher than meAlmost wrote:
If ppv2 is using the same difficulty calculations on maps as tp, why is it that my highest and 3rd highest tp maps don't make my best performance even though everything below did?
It's actually quite nice that easier ranks don't get counted as heavily. Sometimes when I'm tired of playing hard maps over and over I take a "break" where I try getting a top 50 on easier maps. It's a good way to relax a bit if your hands hurt or if you're tired but if you still want to play, but in the old system that'd make your rank go up increasingly. Now I can do the same thing without having to worry about having a "farmed" rank.GoldenWolf wrote:
Everyone who used to rank up by tricking the system are getting wrecked quite hard now huehue
We both know I'm worse though[AirCoN] wrote:
shh at least you're higher than meAlmost wrote:
If ppv2 is using the same difficulty calculations on maps as tp, why is it that my highest and 3rd highest tp maps don't make my best performance even though everything below did?
my second highest ppv2 score gave me gave me 0tp.
Considering that some of my top performances are scores i got with less than 3x100 and 1 miss, it has totally made me lose all motivation to replay those maps for fear of losing pp lol.Syclasm wrote:
. Counting all ranks in the system instead of top 1000/800 or 500 makes it a lot more motivating to try and beat your older scores.
This. Improving your rank is now actually about improving... not just playing more maps.Rewben2 wrote:
I really like the new system because it actually encourages me to play challenging maps and do well, which is better for my improvement than the previous system where I didn't really have to push myself for ranks.
I have to say these two scores are really damn impressive, I could never do them myself, especially not Taketori Hishou. What you consider a good score is also somehow dependent on the player. Maybe for you these scores aren't that good but maybe for other players the 140+ bpm DT HD scores aren't that good.[Sakagami Tomoyo] wrote:
Hi Tom, your TP and ppv2 systems are really good, but I have some complaints about ppv2.
My userpage: http://osu.ppy.sh/u/1783793
As you can see, it's my best performance:
I don't think these two achievements:
Demetori - Emotional Skyscraper ~ World's End [Lunatic] (97.76% HD)
Dark PHOENiX - Taketori Hishou [Extra] (98.25% HD)
should be posted in it. I mean, I have some 140+ bpm DT HD scores, and they are better than these two above, I think.
I wonder why these two scores can get much pp for me, you know, the acc is not so high and the beatmap is not so diffucult.
Thanks for your hard working
I actually had a song where I had a previous rank of 360 or so on before the changes to pp, I played it again today and got a rank of 470 something and went from 1546 pp --> 1547 pp, played it once more and got a rank of 318 but got no pp at all from it. This system confuses me a bit =xTom94 wrote:
The rank which has a higher score will count, that is the one which will end up marked as your best in the ingame scoreboard.
yyyupSoarezi wrote:
Bad accuracy hd hr scores dont reward much because hr is very accuracy based except on maps like dispel where the aim is the hardest part rather than acc
Could you let me know what exactly those DT HD scores are? I'll look into it then.[Sakagami Tomoyo] wrote:
Hi Tom, your TP and ppv2 systems are really good, but I have some complaints about ppv2.
My userpage: http://osu.ppy.sh/u/1783793
As you can see, it's my best performance:
I don't think these two achievements:
Demetori - Emotional Skyscraper ~ World's End [Lunatic] (97.76% HD)
Dark PHOENiX - Taketori Hishou [Extra] (98.25% HD)
should be posted in it. I mean, I have some 140+ bpm DT HD scores, and they are better than these two above, I think.
I wonder why these two scores can get much pp for me, you know, the acc is not so high and the beatmap is not so diffucult.
Thanks for your hard working
While a good idea in theory, ppv1 actually had this to some degree, and would make ppv2 open to farming since there are so many maps which people haven't tried to FL, but are certainly possible. It's not that FL is "way too hard" as it is just uncommonly used because it's not that fun.EvaRia wrote:
snip
Am I making sense?
This would give flashlight players something to hunt for as they can get high PP values of maps that nobody else has gotten a FL FC in before.
It also would weight more recent plays higher since scoreboards naturally stabilize more over time with some significantly slower outliers.
What is a low accuracy HR? Anything under 99%?thelewa wrote:
all in all low accuracy HR is useless now unless the map is really really hard to aim already
but this is based on tpMelt3dCheeze wrote:
DT is pretty stupidly weighed, but I guess that's fine as it's one of the harsher mods. Maybe reduce the amount on DT just a tad bit while bumping a tad bit up on HD HR since HR is a bitch.
anything under 99% on HR gives very little accuracy points on osu!tp so yyyyepRaneFire wrote:
What is a low accuracy HR? Anything under 99%?thelewa wrote:
all in all low accuracy HR is useless now unless the map is really really hard to aim already
Comparing here, you'd have to practically SS od10 to get any decent amount of pp on maps which can be commonly SS'd nomod.
Correct.thelewa wrote:
but this is based on tpMelt3dCheeze wrote:
DT is pretty stupidly weighed, but I guess that's fine as it's one of the harsher mods. Maybe reduce the amount on DT just a tad bit while bumping a tad bit up on HD HR since HR is a bitch.
tp doesn't have weighting on mods like DT and HR because those are mods that change the map and the difficulty settings in themselves
I'd assume that all that's done is that the mod changed map is run through the difficulty calculator again, meaning that how much more pp DT and HR will give is based entirely on the map
Tom can correct me on this I have no idea if I've got this right
Pfft, what you call "very little" might be quite a lot for others. It's heavily based off OD, so having the same accuracy with HR as with nomod will also give a lot more pp. But yeah, the closer you get to 100%, the more points you get. Just look at it this way:thelewa wrote:
anything under 99% on HR gives very little accuracy points on osu!tp so yyyyepRaneFire wrote:
What is a low accuracy HR? Anything under 99%?
Comparing here, you'd have to practically SS od10 to get any decent amount of pp on maps which can be commonly SS'd nomod.
but instead of getting under 99% accuracy on HR you could just, you know, git gud?
If the difficulty algorithm ever was to change (which it will!) then all the top scores would become moot, since previous scores, which have not been registered might be considered better afterwards. This is why a stable scoring system is required - even though I agree that the current scoring system is not the best option. It'd be impossible to re-calculate the score for all existing scores, which is why this likely won't change.peterhasaparker wrote:
Huge improvements, nice job by all participants!
--
Now that we have difiiculty levels for each map let us browse in osu! and on the website according to these levels, so that one can find a appropriate beatmap easier. Also include a ranking on how fast the map is and how hard the jumps are. This will give people a general idea on who is the better aimer and who has more speed and lets them choose beatmaps according to that.
Don't just take the score with the highest amount of points as the one relevant for pp. A HD+HR FC is worth less than a DT+HD S with one sliderbreak in the middle of the map, but will always award more points.
Probably one could calculate the pp for every score you get and compare it to your current top score. If it was a better performance the new one is chosen as the relevant pp score, even though it awards less points. (e.g. the DT+HD sliderbreak now appears as top rank for pp instead of the HD+HR FC).
A new score system showing the performance of the scores would also work great instead of the suggestion above.
Now that you guys found a way to calculate the actual peroformance nearly accurate, why don't you use this as the "score". So instead of showing the amount of points, the leaderboards could show the pp for each score.
This would support the great pp system and would work as well as the current system for tournaments.
--
Thanks for reading this!
I hope you could get some ideas of it (and that I thought of some new stuff, don't know if others already mentioned it).
best wishes,
Peter
Due to processing limitations the total score value is used at score stage already. This might change in the future, but until then scores won't be weighted in all 3 categories independently. Regarding your rank drop - let's wait a bit until all inactive players have been removed. Everyone should increase in rank slightly with that.AmaiHachimitsu wrote:
As for the whole topic, tl;dr
Just asking since my rank now seems true, but still I experienced a significant drop compared to tp (maybe it's all about using all scores, not top 50)
Is the weighing the same as in tp? I mean does the number of your good scores matter more now?
Is there a division between aim/speed/acc or PP is acquired based on total points for the map? (in TP when you had low speed points and then got a good speed score you sky-rocketed in rank)
How is it with accuracy? - does it matter even more now?
@EDIT - Maybe this is not the place for such suggestion, but I'd like to know whether it's doable
For those who aren't happy with their HHR (because they did a far harder DT but couldn't beat the HHR) scores or w/e, could there be an option letting you choose among your scores as which should appear in the scoreboard/which one should be counted? That would solve the problem, but dunno if it's possible to implement.
The problem with this concept, is that the people who play [hard] diffs, old maps or top-tier maps are very different and therefore the data we have to analyze will also be different. This was one of the main issues of previous pp iterations, making [hard] and old maps being weighted much more, because statistically they seemed harder than they were since most of the good players didn't play them.EvaRia wrote:
SPOILERI had an interesting idea.
I know peppy wants to try to put a lot of emphasis on "Contextually relevant" scores into a ranking system, something like a ladder.
I've noticed an effect amongst certain scoreboards, something I guess we can call Scoreboard Stability.
It's hard to explain well, so examples are best I guess?
Highly "Unstable" Scoreboards (The top scores vary heavily on the same mod tier, few if any FCs or SS):
FREEDOM DiVE
osu! Stream Compilation
Don't say "lazy"
Usually incredibly difficult, long, or new maps.
Highly "Stable" Scoreboards (The top scores on the same mod tiers are incredibly similar):
Sis puella magica!
Chousai Kenbo Sengen
Usually incredibly easy or highly played maps.
I think maps with a higher unstable rate scoreboards are generally more "Contextual" (OMG, who's going to be the first to FC this? Who will be the first to FC this with HDHR? DT? FL? First to SS?)
For example, plays like some of Mesita's Flashlight plays (World's End, Gold Dust) or some of Cookiezi's old DT/HR/SS plays (Leia, Airman, Kokou no Sousei) are particularly impressive because they're pretty much the only ones who have charted with those mods or stats.
On the other hand, getting a first place in something like Chousai Kenbo Sengen, while impressive, is slightly less so because so many others have proven themselves of accomplishing it. Unless it's SS, which in this comparison I guess you could consider a Mod tier.
Anyways, I think if you had a way of comparing scoreboard instability and either compiling a chart or weighting the PP top ranks towards more unstable maps we would have a nice context relevant ranking formula.
The rough scale would range from the feasible infinite instability (Nobody has ever even passed this) to the quite impossible infinite stability (Literally ever user in existence has SS.) and award most possible points if you're the only existing user who's achieved the rank. (Mesita only user to S rank World's End on HDFL or better.)
Am I making sense?
This would give flashlight players something to hunt for as they can get high PP values of maps that nobody else has gotten a FL FC in before.
It also would weight more recent plays higher since scoreboards naturally stabilize more over time with some significantly slower outliers.
Spyrunite wrote:
This song seems really under-valued to me. - http://osu.ppy.sh/b/137166?m=0
I spent quite a while getting a DT HD FC on it and got basically nothing, some of my other top scores though I would say are no where near as hard as it was for me to FC doll house.
For some reason this seems to be giving a lot of PP - http://osu.ppy.sh/b/95431?m=0
It doesn't seem like that hard of a map to me, not easy, but not worth the points it is giving imo.
I think that speed is being overvalued. Almost all of my top ranks are songs that just put out a lot of notes with not too much difficulty in-between them. Anyway just stuff I've been noticing and don't quite agree with. This system is already miles ahead of PPv1 so I'm happy with it, but it can always be better.
If I ever get an idea regarding map statistics, that would work, then I'd be more than happy to include it. The problem with it is, that constantly changing difficulty numbers mean a lot more stress to the processor. Using all available scores for the computation would be a lot harder this way.Ziggo wrote:
Do you ever plan on using play statistics to enhance the accuracy of the map difficulty algorithm or do you intend to use map data only?
I'm really tempted to answer with your current signature, but I'm sure some people would get that wrong.thelewa wrote:
Tom you should really try to concisely explain to people that this iteration of pp is fundamentally different since a lot of people think of this as just an improved version of ppv1
I'm not sure if that's even necessary. Comparing the current top50 rankings between pp and tp I feel like the pp one might actually be better. Or maybe that's just me...Tom94 wrote:
Due to processing limitations the total score value is used at score stage already. This might change in the future, but until then scores won't be weighted in all 3 categories independently.
Please explain Tom. :3Almost wrote:
If ppv2 is using the same difficulty calculations on maps as tp, why is it that my highest and 3rd highest tp maps don't make my best performance even though everything below did?
That's not the only difference between tp and pp. It'll all make more sense when I found the time to write the wiki article - but don't expect it too soon. Unfortunately I'm very busy for the next 1.5 weeks.Ziggo wrote:
I'm not sure if that's even necessary. Comparing the current top50 rankings between pp and tp I feel like the pp one might actually be better. Or maybe that's just me...Tom94 wrote:
Due to processing limitations the total score value is used at score stage already. This might change in the future, but until then scores won't be weighted in all 3 categories independently.
The algorithms are not the same - they are just similar. I'll look into it, but can't give any definitive answer at the moment.Almost wrote:
Please explain Tom. :3Almost wrote:
If ppv2 is using the same difficulty calculations on maps as tp, why is it that my highest and 3rd highest tp maps don't make my best performance even though everything below did?
Alright, I'll wait for the wiki then. But still, I believe getting good aim, speed and accuracy in a single score is more impressive than doing the same thing in 3 different scores. But I guess you are already aware of that and have a solution in mind.Tom94 wrote:
That's not the only difference between tp and pp. It'll all make more sense when I found the time to write the wiki article - but don't expect it too soon. Unfortunately I'm very busy for the next 1.5 weeks.Ziggo wrote:
I'm not sure if that's even necessary. Comparing the current top50 rankings between pp and tp I feel like the pp one might actually be better. Or maybe that's just me...
In order:Ippikiryu wrote:
My questions:
- Since it says it both factors in difficulty and checks all scores, will you get pp for, let's say, a low acc pass of Freedom Dive 4D? (Or insert any other appropriately hard map) Or is FCing still heavily important?
- Is there still a huge bonus for SS?
- How much is accuracy weighted compared to ppv1?
Well, keep in mind that what I'm proposing is a purely contextual metric.Tom94 wrote:
The problem with this concept, is that the people who play [hard] diffs, old maps or top-tier maps are very different and therefore the data we have to analyze will also be different. This was one of the main issues of previous pp iterations, making [hard] and old maps being weighted much more, because statistically they seemed harder than they were since most of the good players didn't play them.EvaRia wrote:
SPOILERI had an interesting idea.
I know peppy wants to try to put a lot of emphasis on "Contextually relevant" scores into a ranking system, something like a ladder.
I've noticed an effect amongst certain scoreboards, something I guess we can call Scoreboard Stability.
It's hard to explain well, so examples are best I guess?
Highly "Unstable" Scoreboards (The top scores vary heavily on the same mod tier, few if any FCs or SS):
FREEDOM DiVE
osu! Stream Compilation
Don't say "lazy"
Usually incredibly difficult, long, or new maps.
Highly "Stable" Scoreboards (The top scores on the same mod tiers are incredibly similar):
Sis puella magica!
Chousai Kenbo Sengen
Usually incredibly easy or highly played maps.
I think maps with a higher unstable rate scoreboards are generally more "Contextual" (OMG, who's going to be the first to FC this? Who will be the first to FC this with HDHR? DT? FL? First to SS?)
For example, plays like some of Mesita's Flashlight plays (World's End, Gold Dust) or some of Cookiezi's old DT/HR/SS plays (Leia, Airman, Kokou no Sousei) are particularly impressive because they're pretty much the only ones who have charted with those mods or stats.
On the other hand, getting a first place in something like Chousai Kenbo Sengen, while impressive, is slightly less so because so many others have proven themselves of accomplishing it. Unless it's SS, which in this comparison I guess you could consider a Mod tier.
Anyways, I think if you had a way of comparing scoreboard instability and either compiling a chart or weighting the PP top ranks towards more unstable maps we would have a nice context relevant ranking formula.
The rough scale would range from the feasible infinite instability (Nobody has ever even passed this) to the quite impossible infinite stability (Literally ever user in existence has SS.) and award most possible points if you're the only existing user who's achieved the rank. (Mesita only user to S rank World's End on HDFL or better.)
Am I making sense?
This would give flashlight players something to hunt for as they can get high PP values of maps that nobody else has gotten a FL FC in before.
It also would weight more recent plays higher since scoreboards naturally stabilize more over time with some significantly slower outliers.
What you're describing is somewhat dimilar to what the previous pp iterations tried to do and you've seen where it led to. Nobody has the time to play _all_ the overrated old / easy diffs to farm and make them "stable".EvaRia wrote:
SPOILERThe problem with this concept, is that the people who play [hard] diffs, old maps or top-tier maps are very different and therefore the data we have to analyze will also be different. This was one of the main issues of previous pp iterations, making [hard] and old maps being weighted much more, because statistically they seemed harder than they were since most of the good players didn't play them.
Well, keep in mind that what I'm proposing is a purely contextual metric.
I agree that as far as pure skill is involved, the difficulty of the map itself is the most relevant for determining skill level.
But since you're calculating primarily based on difficulty and not on context, where I'm proposing a metric based on context with no regard for difficulty, they could theoretically exist as different metrics right?
Even shoutouts to unique awesome plays (mostly for top tier players) would make things interesting.
"<NAME> is the first to achieve rank <RANK> or better using <MODS> on <BEATMAP> (<RANKING>)!"
I don't know how exactly it would be implemented right now, but as far as a ladder system or proper context frame goes, I feel like it would be better than whatever's currently popular. It gives a certain focus on undermining scores and record-hunting that I think would be neat to see. It would also be pretty dynamic, I think.
Unstable maps are played to get the score bonus, but as they get played they stabilize again. This leaves the more difficult maps that take much longer to stabilize lingering at the top of the chart and looking through it gives you a handy way of finding the most "relevant" leaderboards.
Maybe this doesn't work the way I imagine it would though?
Planned or actually going to happen?Tom94 wrote:
. Pattern difficulty is not yet implemented but definitely planned.
It's time to learn to play Insanes++ (:NaThaNeL wrote:
i will have my old Rank ;_; please give it back
30k-->18k-->5k-->8k-->31k ;(
Don't worry, asking as question shouldn't offend anyone.Kinji wrote:
um, well, i am really confused with the new system, but why is there a BIG difference between a player tp and the ranking? Sorry if I kinda offended anyone here....