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.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.Full Tablet wrote:
I don't see the point of eliminating auto-converts or giving them a special treatment.
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.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.
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.Full Tablet wrote:
I don't see the point of eliminating auto-converts or giving them a special treatment.
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.
That's debatable as you can change the sliding velocity...zedrux1 wrote:
more notes per second hardest
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).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 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.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.
noJanioszek 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.
I appreciate your opinionPyaKura wrote:
I was starting to feel like autoconverts were just plain boring and they featured all the same gameplay.
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)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!
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.Tom94 wrote:
I'd like to mention a few things considering how I plan on tackling this.
The general direction:
- 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.
- 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.
- 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.
- 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!
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.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.
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.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
So mods are going to come in and affect your pp?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.
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.
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.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
uh, yes?MandyJS wrote:
Should people be locked out of the ranking because they aren't that advanced yet?
Just the map, not pp i guess?...Kanachann wrote:
So mods are going to come in and affect your pp?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.
it may sound elitistAqo wrote:
uh, yes?MandyJS wrote:
Should people be locked out of the ranking because they aren't that advanced yet?
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
o2pf works a bit like this.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?
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?
I'm fine with this, but then why would you weigh autoconverts the same skilled people play?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 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.Agka wrote:
I'm fine with this, but then why would you weigh autoconverts the same skilled people play?
that's the point
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.
yeah, as I said as long as autoconverts are weighted very, very low, almost negligible (as I harshly said before)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.
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.Aqo wrote:
uh, no?-Blossom- wrote:
First of all, there are a lot of converted maps pretty hard to pass.
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.
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.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.
I was replying to Tom's idea.MandyJS wrote:
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.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.
They are not easy actually, they are quite hard, but for the wrong reasonsPearl Phoenix wrote:
Play 0108 converted maps and tell me if that's 'too easy'.
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.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
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.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
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.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.......................
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.Tom94 wrote:
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.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.......................
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.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.
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.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.
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.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.
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.
The points every "pro-mania-spec players" wanted to show are all grouped into Drace's post (page 6).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.
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 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.
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.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
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.PyaKura wrote:
Please don't talk about autoconverts vs. mania-spec maps if you don't know anything about the game-mode.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!
Who said he doesn't know anything about the game mode?
If this was implemented wouldn't this fix the whole "AC's are garbage and so are the players who play them" argument? It would assess songs and give PP according to their difficulty. Because of this, Mania songs which are made for Mania and thus, harder, would allocate more PP, and AC's that are extremely easy and slow would allocate less. If this is true, it's better than tossing AC's out the side completely due to the fact that you could find a much harder AC song vs a low level Mania song. There may be few among many, but they are there. This couples with the fact that Mania-specific songs do exist, but creating a whole scoring system solely off of the few that are out there (versus Osu! Standard) would limit the amount of songs available to the players (Ranked wise).Tom94 wrote:
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!
Tom94 wrote:
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.
Let me say upfront that I'm sorry my previous posts about why I support autoconverts apparently didn't even have a fragment of a decent argument. It's not like I wasn't giving my honest and truthful feelings about the mode or not trying my best explain why I feel that 99% of the maps have value (which you'll note I also stated were as a whole less difficult when compared to mania specific maps and should receive comparatively less, but still fairly calculated pp).Drace wrote:
First of all, to every post against unranking ACs (except Tom, his arguments actually made sense though I don't believe 1 point outclasses the many that's been presented from the other side.). None of you are presenting anything that could even be considered a fragment of a decent argument. Throwing stuff around like it's "absurd", "unfair" and saying we should all "perish the thought" with no basis whatsoever, thinking that it's enough to prove a point.
Yes, there are a number of mania maps available, but don't forget, there's only a small portion of that already small selection of mania specific maps that beginners can actually play through. It doesn't offer up much variety. Luckily, there are also autoconverts that first timers can pass. Many, many, more of them in fact. But since they aren't considered to be "real" mania maps, they should be all removed from the pp system. Regardless of if anyone finds them enjoyable or considers them to contain a level of difficulty suited to their playing style. Forget trying to make a pp system that is reflective of their lesser level of difficulty and ranked accordingly - let's just simply not count them anymore, because certain people feel they don't fit their perceived notion about what mania is all about.Drace wrote:
Also: there's mania specific songs that first timers can clear. The problem is the the extremely limited 5 star scale that scales o2jam lv1 and o2jam level 9 at the same 1 star making it harder to find them.
like what? can you point out what argument has no basis instead of just saying it has no basis?Drace wrote:
None of you are presenting anything that could even be considered a fragment of a decent argument. Throwing stuff around like it's "absurd", "unfair" and saying we should all "perish the thought" with no basis whatsoever, thinking that it's enough to prove a point.
ok. i'll type out my thoughts.Drace wrote:
And the slight points raised that could probably make a clueless person nod to the cause are completely overwhelmed and showed to be irrelevant in my previous post. It makes me wounder if anyone bothered reading it. Was it too long? Too hard to understand? Or maybe is it purposely being ignored because there's nothing to be said against it?
to me, that comes off as "don't rank auto-convert songs because high-level players don't like them." auto-converting standard maps is a major, attractive feature of osu!mania. they don't need to go through the ranking process because they are an inherent feature of osu!mania. whether you like the quality of the maps or not is completely irrelevant. and whether those maps hold up at a high level is also completely irrelevant.Drace wrote:
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.
you need to recognize that difficulty is relative. speed is extremely difficult for new players. the patterns found in auto-converted maps, while easy to you, are also extremely difficult for new players. instead of seeing this from your current skill level, you need to see it from the perspective of a new player. osu!mania features gameplay requiring skills that are not typically used or trained. having a way for new players to practice the mode using familiar and enjoyable songs while at the same time allowing them a way to participate in ladder play is a great thing.Drace wrote:
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.
this is the value of auto-convert maps and there is nothing wrong with that. lower difficulties help acclimate a new player to the controls, higher difficulties introduce simple beginner patterns, and the hardest difficulties get the new player used to playing at higher speeds. having them ranked allows a player to track their progress. and when their rank gains start to slow, they should be confident enough to do the easy mania-specific maps.Drace wrote:
To everyone who doesn't understand what I'm saying look at this. 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.
Everything said is untrue or opinions blinded by ignorance.MwarriorHiei wrote:
like what? can you point out what argument has no basis instead of just saying it has no basis?
So what? you conducted a survey and deduced that only high level players like mania specifics? You're pulling false statements out of fin air in hopes of making a valid argument. What my statement is saying is that the notes do not follow the music, they play along. Notes are randomized and with untimed occurrences. And they're not a "feature" of mania. Mania's feature is simulating playing songs, not tapping random notes to the song's BPM. It's also not a question of difficulty at this point.MwarriorHiei wrote:
to me, that comes off as "don't rank auto-convert songs because high-level players don't like them." auto-converting standard maps is a major, attractive feature of osu!mania. they don't need to go through the ranking process because they are an inherent feature of osu!mania. whether you like the quality of the maps or not is completely irrelevant. and whether those maps hold up at a high level is also completely irrelevant.
Yeah, speed is ONLY ONE dimension to a maps difficulty. And easy maps can be found on mania specifics. What are you even trying to prove here?MwarriorHiei wrote:
you need to recognize that difficulty is relative. speed is extremely difficult for new players. the patterns found in auto-converted maps, while easy to you, are also extremely difficult for new players. instead of seeing this from your current skill level, you need to see it from the perspective of a new player. osu!mania features gameplay requiring skills that are not typically used or trained. having a way for new players to practice the mode using familiar and enjoyable songs while at the same time allowing them a way to participate in ladder play is a great thing.
Nothing I said was opinions, it was flat facts about what creates difficulty on map. It was about why autos cannot determine skill accurately. And you're talking about new players as if they'd rather autos over mania-specifics when I seen the exact opposite. Also what's up with this lie about mania specifics being impossible for new players?MwarriorHiei wrote:
from what i've been seeing, you are making arguments only from the perspective of a high-level player. you need to also think about the low-level players. the osu!mania ladder should not be some exclusive club open only to the skilled and experienced.
This whole post resolves around the assumption that mania-specifics are hard. When I'm saying a mania map has multiple dimensions to their difficulty, I'm not saying they are harder by default. In fact, because of this multi-dimensional difficulty it's actually much easier to make easier mania specific maps.MandyJS wrote:
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Interesting. I know that it really depends on what the player spends his time on training, but we also use single diff levels for o2 and BMS right? Same problem there, but I do think the general difficulty is reflected by the level. Also for a ranking system, the difficulty shouldn't be relative to the player, but relative to all players (or one could say objective).xxbidiao wrote:
In one word, to accurately calculate the difficulty of the map using only the patterns with one universal numbers is not fair at all, and to sum up multiple numbers doesn't make sense.
TBH our temporary solution include human work (a lot of them), and use player's past performance data other than patterns itself to determine the difficulty.