watLayne wrote:
I lofe the chnge in thisbmpe ok vry god.
thx u
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....
Probably the system updatingMazzerin wrote:
I just played https://osu.ppy.sh/b/263384&m=0 on Nogard for the first time and passed it, and lost 4pp. Is there any particular reason for that?
You can't lose pp by getting a completely new score - that is by passing a map you never passed before. Everything is being reprocessed at the moment, so instabilities like this may occur for a short while. Did you maybe have a NoFail pass on the map before? That one might have been considered better.Mazzerin wrote:
I just played https://osu.ppy.sh/b/263384&m=0 on Nogard for the first time and passed it, and lost 4pp. Is there any particular reason for that?
If I would present you with a system where players are strictly ranked by amount of #1s, then believe me, you wouldn't be happy about it. Or do you support farming easy diffs with all possible mods all day?HandHeldPillow wrote:
this system seems semi messed up. i mean in all honesty the person with the most #1's should be #1 not someone who has a few #1's on some retarded maps, i mean this was proven yesterday 1 person 20 #1's and 8k pp, this system is super flawed
HandHeldPillow wrote:
this system seems semi messed up. i mean in all honesty the person with the most #1's should be #1 not someone who has a few #1's on some retarded maps, i mean this was proven yesterday 1 person 20 #1's and 8k pp, this system is super flawed
I hope this a sincere troll. By your logic, if I went and got the most #1's on easy maps, I should be #1 world? Please.HandHeldPillow wrote:
the person with the most #1's should be #1
Hards still do give a considerable amount of pp - if your best scores consist of hards or worse. You seem to already have climbed up to some Insanes. A ranking system, that tries to tell people how good they are shouldn't reward you a lot for playing maps that are more or less easy for you. Farming is not a bad thing and actually already built in for your first few thousand scores, but with 20,000 plays this has already more or less come to a halt for you.HandHeldPillow wrote:
i dont believe that farming easy and normals should not reward pp at higher levels, but i do believe that hards should be taken account and give some (not as much as ppv1 but some) pp, in the current state it seems that i have to become a circle clicking god to gain ranks, sadly my asian levels have not hit 9000 yet
NaThaNeL wrote:
i don't like it :'(
To get more pp i must pass and read insane
But thats what i can't!!
Iam on Hard + HD so Insane needs to long!
So i must give up my Rank
If you want ranks, you need to get better. You don't need to be Cookiezi to make your rank higher than it is, you just need to be better than you are right now.HandHeldPillow wrote:
i dont believe that farming easy and normals should not reward pp at higher levels, but i do believe that hards should be taken account and give some (not as much as ppv1 but some) pp, in the current state it seems that i have to become a circle clicking god to gain ranks, sadly my asian levels have not hit 9000 yet
Don't you think No Fail and Slow passes should be left out? I mean, I don't even know why they're ranked in the first place, but allowing these to give pps just makes things even messier.Tom94 wrote:
You can't lose pp by getting a completely new score - that is by passing a map you never passed before. Everything is being reprocessed at the moment, so instabilities like this may occur for a short while. Did you maybe have a NoFail pass on the map before? That one might have been considered better.
Not at all, see this hypothetical example, there is a long song with 1000 notes (fc) and 220 bpm, which has a long stream at the end. Player 1 can't stream at that speed, so he plays with NF, and gets a 90% acc 600 combo score, player 2 can barely stream at that speed, and gets a 75% acc 300 combo score, without mods. At least, if you ask me, Player 1 deserves more pp, by far, and that score shouln't be left out.FlameseeK wrote:
Don't you think No Fail and Slow passes should be left out? I mean, I don't even know why they're ranked in the first place, but allowing these to give pps just makes things even messier.Tom94 wrote:
You can't lose pp by getting a completely new score - that is by passing a map you never passed before. Everything is being reprocessed at the moment, so instabilities like this may occur for a short while. Did you maybe have a NoFail pass on the map before? That one might have been considered better.
And when the more important stuff is settled, a place where you can see all your contributing maps and their scores.ChaosVictor wrote:
I think there could be a separate ranking to Speed, Accuracy and Aim, instead of only for Score and overall Performance. You can already calculate each of them, right? It would help give people a notion to what they should improve and what they can already do.
What you're basically asking for here is for an increase in rank without an increase in skill. This is exactly why the old ranking system was removed. If you don't like your rank - improve as a player. If you don't want to improve as a player, accept the rank you have.HandHeldPillow wrote:
i dont believe that farming easy and normals should not reward pp at higher levels, but i do believe that hards should be taken account and give some (not as much as ppv1 but some) pp, in the current state it seems that i have to become a circle clicking god to gain ranks, sadly my asian levels have not hit 9000 yet
Wasn't nofail only going to give a 0.05x score decrease? I think this is better, since there are some maps that I can play quite fine until one part that I always fail. Being able to still get a reasonable score for doing well on the rest of the map should be fair.pold10 wrote:
Not at all, see this hypothetical example, there is a long song with 1000 notes (fc) and 220 bpm, which has a long stream at the end. Player 1 can't stream at that speed, so he plays with NF, and gets a 90% acc 600 combo score, player 2 can barely stream at that speed, and gets a 75% acc 300 combo score, without mods. At least, if you ask me, Player 1 deserves more pp, by far, and that score shouln't be left out.
Most of the older and easier maps are incredibly stable already. There's less, not more incentive to play them based on what I'm describing.Tom94 wrote:
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?
With a lot of work a system like that might be tuned to be somewhat correct, but from my past experiences (yes, I also tried those kind of things with tp to a small degree) it doubt it'd be feasible.
The shoutouts you mention are indeed very interesting, but that would be even harder to implement with the way scoring works at the moment.
I'm afraid I don't quite grasp what you call "unstable" then. Also note the word "most", that you have been using. The ranking system needs to be reliable on all maps - or more precisely: the worst-case error should be minimized. Single points of failure can easily spoil things.EvaRia wrote:
Most of the older and easier maps are incredibly stable already. There's less, not more incentive to play them based on what I'm describing.
The incentive is to do better in maps that NOT stabilized.
This doesn't necessarily have to be part of the ppv2 algorithm but could be a way of building something like a dynamic chart consisting of the most relevant scoreboards.
Are you 100%ly sure, that your pp didn't change, or did it simply not display any change in-game? Because if it displays in your best-performance list, then it definitely gets included in the calculation for your pp value.Nagashurai wrote:
I briefly looked through this thread and I didn't find a similar case, but I got a new top rank score according to both the tp and the ppv2 system. However, the thing that confuses me is that I did not gain any pp points for the run, though I gained quite a bit of tp points. The beatmap was SYNC.ART'S - Sins -Kokoro no Tsumi- under the nightmare difficulty.
My question is, why didn't it give me any pp for the run? I mean the accuracy was 99.06% with a full combo of 1087 and with the dt mod used. I have heard of several other players experiencing this, but I couldn't find an exact answer as to why this occurs.
Oh, and on a side note, why does it say that I'm rank 36 and not 34 for the beatmap?
Tom94 wrote:
I'm afraid I don't quite grasp what you call "unstable" then. Also note the word "most", that you have been using. The ranking system needs to be reliable on all maps - or more precisely: the worst-case error should be minimized. Single points of failure can easily spoil things.EvaRia wrote:
Most of the older and easier maps are incredibly stable already. There's less, not more incentive to play them based on what I'm describing.
The incentive is to do better in maps that NOT stabilized.
This doesn't necessarily have to be part of the ppv2 algorithm but could be a way of building something like a dynamic chart consisting of the most relevant scoreboards.
If you can give me a detailed explanation of what you have in mind, then don't hestitate to send me some paragraphs per PM. I'm talking about precise definitions of what "unstable" would be and how the scores should be weighted according to it. I'm curious.Are you 100%ly sure, that your pp didn't change, or did it simply not display any change in-game? Because if it displays in your best-performance list, then it definitely gets included in the calculation for your pp value.Nagashurai wrote:
I briefly looked through this thread and I didn't find a similar case, but I got a new top rank score according to both the tp and the ppv2 system. However, the thing that confuses me is that I did not gain any pp points for the run, though I gained quite a bit of tp points. The beatmap was SYNC.ART'S - Sins -Kokoro no Tsumi- under the nightmare difficulty.
My question is, why didn't it give me any pp for the run? I mean the accuracy was 99.06% with a full combo of 1087 and with the dt mod used. I have heard of several other players experiencing this, but I couldn't find an exact answer as to why this occurs.
Oh, and on a side note, why does it say that I'm rank 36 and not 34 for the beatmap?
Regarding the rank 36 notification in your profile: Either it is connected to scores getting removed from said map after you achieved rank 36 (unlikely) or it is indeed a bug. That one doesn't have to do with pp and it would be great if you could report it as a bug in the appropriate subforum.
It's the same for me, I set 3 scores that would have given me a large amount of TP points, just now! Yet they didn't give me any pp at all, not even 1? This is probably a bugNagashurai wrote:
I briefly looked through this thread and I didn't find a similar case, but I got a new top rank score according to both the tp and the ppv2 system. However, the thing that confuses me is that I did not gain any pp points for the run, though I gained quite a bit of tp points. The beatmap was SYNC.ART'S - Sins -Kokoro no Tsumi- under the nightmare difficulty.
My question is, why didn't it give me any pp for the run? I mean the accuracy was 99.06% with a full combo of 1087 and with the dt mod used. I have heard of several other players experiencing this, but I couldn't find an exact answer as to why this occurs.
Oh, and on a side note, why does it say that I'm rank 36 and not 34 for the beatmap?
I took the time to download all your pp values, including your new score and ran the algorithm on everything. It outputs the exact tp, that you currently have. I double checked everything to be correct - even wrote the part of the algorithm that merges your scores to your total pp again on the fly.Nagashurai wrote:
Yes, I am positive that my pp did not change at all. I had my internet page up on my profile and updated it as soon as the score was made. I thought it would take a few hours to submit and take affect, so I waited the night and even played a couple of beatmaps today to see if it would update. my pp has remained at 4761 before and after the score was made.
I will go to a report forum about that other issue since it has occurred on several beatmaps for me now. Probably due to players that have had no activity for a while and the system still keeps their score or something.
Just did the same for you - your pp value is also correctly considering all your scores.Could This Be wrote:
It's the same for me, I set 3 scores that would have given me a large amount of TP points, just now! Yet they didn't give me any pp at all, not even 1? This is probably a bug
Tom94 wrote:
I took the time to download all your pp values, including your new score and ran the algorithm on everything. It outputs the exact tp, that you currently have. I double checked everything to be correct - even wrote the part of the algorithm that merges your scores to your total pp again on the fly.Nagashurai wrote:
Yes, I am positive that my pp did not change at all. I had my internet page up on my profile and updated it as soon as the score was made. I thought it would take a few hours to submit and take affect, so I waited the night and even played a couple of beatmaps today to see if it would update. my pp has remained at 4761 before and after the score was made.
I will go to a report forum about that other issue since it has occurred on several beatmaps for me now. Probably due to players that have had no activity for a while and the system still keeps their score or something.
This must be an error on your side.Just did the same for you - your pp value is also correctly considering all your scores.Could This Be wrote:
It's the same for me, I set 3 scores that would have given me a large amount of TP points, just now! Yet they didn't give me any pp at all, not even 1? This is probably a bug
I won't repeat this process for anyone who asks, please be careful before you say you are 100%ly sure.
ThisSalvage wrote:
I really think that having the speed, acc and aim thing here as well will help every player to know what they lack and how to improve, since tp and pp now are really like each other whenever i want to farm pp i'd go to tp and see what gives me points and the most important thing, WHY it gives me points (high speed, aim etc) and that way i'm recognizing the 'training' i'm doing to increase my ranking.
Why would it be harder to do jumps as a mouse user? The only thing that's easier for tablet is longer songs.snosey wrote:
the new pp system heavily weighted on jumps that makes tablet user's easier to get pp D:
Aiming is harder on a mouse because every mouse on the market has sensors that are gimmicky.Almost wrote:
Why would it be harder to do jumps as a mouse user? The only thing that's easier for tablet is longer songs.snosey wrote:
the new pp system heavily weighted on jumps that makes tablet user's easier to get pp D:
Ah Thanks, I appreciate it !Tom94 wrote:
Just did the same for you - your pp value is also correctly considering all your scores.
I won't repeat this process for anyone who asks, please be careful before you say you are 100%ly sure.
Qualified beatmaps don't give pp.Kasugunai wrote:
It seems no matter how bad my score is in a beatmap I always get a minimum amount of pp though I just played the latest qualified beatmap and didn't win any pp at all. Can you explain this please? I'm staying away from qualified beatmaps until I get an answer.
Not sure if they do in the new system, but they did in ppv1Could This Be wrote:
Qualified beatmaps don't give pp.Kasugunai wrote:
It seems no matter how bad my score is in a beatmap I always get a minimum amount of pp though I just played the latest qualified beatmap and didn't win any pp at all. Can you explain this please? I'm staying away from qualified beatmaps until I get an answer.
I agree with you to a some point. rather, now DT + HR is valued highly based on what i see. HD + FL are less weighted.snosey wrote:
the new pp system heavily weighted on jumps that makes tablet user's easier to get pp D:
Also, i think this system is not too perfect, since it's still based on "how much you play". e.g : with same skill, someone's pp may be higher than the other. in ppv1, they can still compete (iirc). This is giving a casual player a burden imo, since you need to play many songs. Well I'm not certain on this one