This thread is mainly for the Taiko people to leave suggestions on how the future system should work. I already have a solid plan of what I plan on doing, but I'd like to hear the community's voice._Gezo_ wrote:
Why is that ?
This thread is mainly for the Taiko people to leave suggestions on how the future system should work. I already have a solid plan of what I plan on doing, but I'd like to hear the community's voice._Gezo_ wrote:
Why is that ?
The difficulty spike in standard from DT exists due to differentiating between singles in streams. Since in Taiko you can use both hands in all circumstances, DoubleTime will indeed be less of a factor.Nashmun wrote:
Converted maps should not be counted as we have enough taiko specific map IMO, or at least it should give a strong diff. malus comparing to taiko specific ones.
For the difficulty calculation itself, the main parameter is the density of the map (note/length), but you should also adapt this regarding the number and the lengths of streams each map contains.
EDIT : Also DT mod seems to give A LOT of bonus in std mode atm, but in taiko, I personnaly think it should give a little less, as it's way easier to DT an easy Oni even at 180+ BPM than FCing a nomod 180BPM map with a lot of streams.
How do you tell which one is hard ? If the standard map has a lot of ddddddddd streams and OD8 then it will be considered hard even if it's actually quite easy ? The risk of having easy-mid converted map giving too many pps is too high considering the number of really interesting converted maps. Also we do have enough taiko specific maps to base a ranking system on it.EBAWER123 wrote:
Converted maps should count as there are some maps which are incredibly hard to even pass nomod.
Yes pleas explain. HD is actually harder on slow BPM than HR. (And I'm an HR-only player)EBAWER123 wrote:
4) DT>HR>HD>FL I think there is no need to explain this?
You're overrating speed. There are a lot of players capable to DT regulars oni @180BPM+ who cannot even pass 14-15* Firce's maps at regular BPM.EBAWER123 wrote:
5) For example DT'ing Big Black requires much more skill than playing any other 180 bpm stream song even with HR. So don't overrate streams please.
Ishida is indeed one of the best players here. But she doesn't make incredible ranks on ranked maps, so I don't know how she could actually be placed in top #10, even with the most accurate system in the world ? If a players doesn't rank online, I don't know how you can expect him to be on top of the ranking and judging its accuracy by that is not a good way.EBAWER123 wrote:
6) Best taiko players in the world in no particular order: Orukaa, -applerss-, PM____, -[ ix Ishida xi ]-, zx_baka_0502442, Xay, kusaannanora
Please take a look at those people, they are the best of the best so if they are not in the top, well, you system sucks balls
Ok, thanks for the explanation.Tom94 wrote:
The difficulty spike in standard from DT exists due to differentiating between singles in streams. Since in Taiko you can use both hands in all circumstances, DoubleTime will indeed be less of a factor.
This, flashlight may be an challenge to the player but shouldn't influence in the ladder at all, people are just abusing of it to raise pp.OnosakiHito wrote:
Flashlight
Should be disabled or give no points. Too often there was a problem with this mod.
Most people do not play it and it has been often abused (HD+FL+HR). That's my opinion.
Wat.OnosakiHito wrote:
Currently the ranking is better than before I would say. It seems that taiko specific difficulties give a higher amount of pp than converted osu-taiko maps, which is good.
So again, for someone who doesn't alternate, this pattern can become hard. Those who do, they feel totally okay with it. Monotonically streams are a bigger problem since you have to keep the hit frequency and can't swap to another finger. I'm an "alternater" and I never had a problem with these patterns. Neither do others of my "kind".Loctav wrote:
https://osu.ppy.sh/b/169371 the monotony of this patterns makes your hand complain. I assure you.
If FL is disabled or gives no points, this problem will no longer be existent.Luna wrote:
1) SV - Extremely high/low SV is hard to read, but should probably only give a small bonus since DSing is a thing and not provable =/
I wrote in my post that the algorithm should take into account clusters of high density notes, like in forgotten: 250 1/8 streams, if it thinks that's an easy stream than that algorithm...Nashmun wrote:
Thank you for assuming I'm stupid. I know how to recognize a hard converted, but it's hard/too risky to let an algorithm make the difference.
The problem isn't considering a hard converted hard, but an easy-mid converted not hard. Because the settings will obviously gives EVERY converted map a boost, plus they generally have high density so once again boost. What's the big deal with disabling it ? Because chipscape would not count anymore ? That's really a big deal...EBAWER123 wrote:
I wrote in my post that the algorithm should take into account clusters of high density notes, like in forgotten: 250 1/8 streams, if it thinks that's an easy stream than that algorithm...Nashmun wrote:
Thank you for assuming I'm stupid. I know how to recognize a hard converted, but it's hard/too risky to let an algorithm make the difference.
First of all converts have less notes than taiko-specific map on the same song, for example Wind God Girl has 2367/1424 notes, etc... And assuming we take a map without a taiko diff and make an Oni there, well, 99% chance it will have more?Nashmun wrote:
Because the settings will obviously gives EVERY converted map a boost, plus they generally have high density so once again boost.
EDIT : Moreover the maps your are linking now are just stupid maps full of spam, so it's even better not including them in the ranking anyway
My comments are in blue, Loctav.Loctav wrote:
Every pattern that is a combination of xxy/xyy patterns is easier to play than patterns of a xyx/xxx combination. (whereas x is color 1 and y is color 2) (kddkddkddk is easy. ddkkddkkddkk is easy. ddk is easy. dk kd is easy. kd kd is harder. kdkdkkkd is harder. kdk is harder. dddk is harder than ddk I don't agree with the dk kd/kd kd case when we're hitting higher BPM. I have a hard time FCing Sakura Sunrise on DT due to dk kd, but if it were dk dk I'd easily do it.
Moreover, HD and HR are equal, DT increases OD massively. HD players are having more problems on lower BPMs (due to low scrolling speed), whereas HR players are having more problems with higher BPM (due to HR causing a too fast scrolling speed). DT doesnt change scrollspeed based on SV but on BPM, but it decreases the hitwindow massively. HD+HR is impossible to read. FL+HD is memorization (you wont see ANY note at all), FL+HR is also memorization, but objectively easier (since you can at least see the notes, even if its just a short while).
Basically I see it like (vision based mods. HD/HR/FL only affect vision): (HD = HR) < HD+HR < FL < FL+HR < FL+HD < FL+HD+HR
DT is an extra factor, increasing OD and BPM and therefore should be calculated into the difficulty where note density calculations happen.
HR affects OD as well. Else, well you'd see many more HRDT scores on average BPM songs (that is 110-140 bpm range no more)
HRHD is not impossible to read, it's very tough and playable at a very limited range !
FL+HD+anything is "memorization", FL+HR is also memorization (except when BPM gets abusively low) as you have a ridiculous reading timespan.
I agree with you here.capeseverywhere wrote:
So, one thing I have to say about the taiko vs. converted argument.
If this is going to be a proper difficulty rating system, it shouldn't weight certain taiko maps based on whether they are converted or not, but on how difficult they are. Put your stance of taiko vs. converted away, because we are trying to sort them as whole, not two separate things. Whether it's full of 1/8 spam like https://osu.ppy.sh/p/beatmap?b=107875&m=1 , or complex patterns like most taiko maps, it's still gotta weigh as if it's still one mode which it is.
This.Tasha wrote:
I'm in agreement with not including converted maps or weighing them FAR less than taiko specific maps.
They are still readable (4:3) just like how 16:9 is. At least for me though. HRHD is much easier to manage than pure memorization just like HDFL, but you shouldn't say FL should be nerfed, since the hugest enemy FL players usually face is accuracy than the patterns itself, (also remember there's no OD change at all, and to be honest I am always amazed at people who can HRHDFL a map with over 97% accuracy) I still find HD easier than HR, maybe it's because I'm more used to HD. I have something on DT, where as long as the BPM is over <inserts BPM here, 140 for me>, extra pp should be given. I can't stand slow maps, anything below 140BPM, and I'd rather use DT with them, even with a lesser accuracy. And as for my standpoint,Nashmun wrote:
I do not agree with your comment on HDHR @Gezo, it's only readable if you play with a widescreen resolution.
DT < HR = HD < FLAs for coverted taiko vs. taiko only maps, I'd say give converted maps way lesser weights than taiko only maps. As skills increase, you can purely hit for taiko-only maps for pp instead of ranking on converted maps, as they are way easier to get ranks with. You can even get to the Top 50 even with a C rank.
I like what Tom94 says here.Tom94 wrote:
Converted vs. Taiko-specific
I plan to weight converted maps just as much as Taiko-specific maps and present you all with a list of beatmaps together with their respective difficulty. If it ends up working well I don't see a reason to exclude converted maps. If it won't work they won't be included (or by a small margin).
dddkkkddkkdkdkkkkdddkkdddkkkkkdkdkdkdddkdkdkkkdkdk = ddd kkk ddkk dkd kkkk ddd kk ddd kkkkk dkdkdk ddd kdkd kkk dkdkYou can't just say that streams are nothing more than a combination of these patterns and only marginally harder than the added value of all of them.
I play full alternate and I encourage all other players to learn full alt so you won't get any problems with hand switching. While patterns are a difficulty based on a person playing and his style, it is still not that much of a factor compared to SV(Speed of your eyes), OD(Precision of your tapping), BPM(Speed of your hands), Length of a pattern(Your stamina), Length of a song(Your stamina) and mods which increase or decrease the difficulty.Luna wrote:
Addressing the post above:dddkkkddkkdkdkkkkdddkkdddkkkkkdkdkdkdddkdkdkkkdkdk = ddd kkk ddkk dkd kkkk ddd kk ddd kkkkk dkdkdk ddd kdkd kkk dkdkYou can't just say that streams are nothing more than a combination of these patterns and only marginally harder than the added value of all of them.
If you split it this way, you need to keep in mind that hand switches occurr. Assuming you start the stream on your right hand, that equates to:
That's a LOT more complicated than you make it sound.
Yes but no, each player has it own way of dividing them. I differentiate them in a totally different manner than you and EBAWER. But I do agree with both of you that patterns shouldn't be taken in consideration for long stream, because one pattern that seems easy for a players is hard for another and vice versa.OnosakiHito wrote:
Hm. I have to agree with EBAWER123 post. I never thought in this way. That's interesting.
Luna, he is right I think. For example: ddd kkk d is nothing else than dddkkkd. You play it in the same way. Just with the difference, having a gap between a pattern.
Example:
ddkkdkddkd ≈ dd kk dkd dkd
kdkkdkkdk ≈ kdk kdk kdk
ddkkddkdk ≈ ddk kdd kdk
When alternaiting, you play it in the same way. One pattern just has a gap or not, that's the difference. And I think he is right with his opinion, that there shouldn't be a value for certain patterns. That was one of our biggest problems before, but in the way he mentioned it, this problem would be solved. Especially because the BPM would define what is harder or not(E.g.: BPM 240 ddddkkkkd > BPM 150 dk kd dk kd d (?)).
@WemadeFOX-solo: See it as proto-typ. It will change later for sure.
This is the way it SHOULD be. The old way was stupid as hell because if you weren't around when the mapset was ranked, you weren't going to get #1 because you KNOW there's gonna be one player who will 100% DTHD / DT / HR / HD the song. Just because they're the first person to do it doesn't mean they should get more points for it as BOTH tied plays took equal amount of skill to perform.- - - - - wrote:
It become second(third,fourth,fifth...) #1 = first #1.
for mod, this is so hot to the correct answer imo.OnosakiHito wrote:
Mods
Doubletime
The slower the song, the less pp you gain.
The faster the song, the more pp you gain.
Hidden
The slower the song, the more pp you gain because, you have to remember more notes for some periode of time.
The faster the song, the less pp you gain because, you have to remember less notes for some periode of time.
HardRock
The slower the song, the less pp you gain because, density becomes higher and notes are less clustered. Easier readable.
The faster the song, the more pp you gain because, the density becomes really high and hard to read.
Flashlight
Should be disabled or give no points. Too often there was a problem with this mod.
Most people do not play it and it has been often abused (HD+FL+HR). That's my opinion.
Of course, we have to take care of OD and SV here.
well, some people actually have fun through FL. It gives players with lesser raw skill (considering legit ones in this case) an opportunity to compete evenly with higher raw skill, non-FL players (although memorization itself is already a skill imo; only some people can actually do it in fewer tries than anyone else/do hardcore, non-repetitive stuffs. Take baka_baka_Koishi, for example. Regardless, it's not really raw, but still). Although I haven't tried it at all, I think it's NOT impossible to actually train your reflexes with FL, but then again it's much more tedious to train than with other mods, thus making people not go through it. Just my opinion.WemadeFOX-solo wrote:
This, flashlight may be an challenge to the player but shouldn't influence in the ladder at all, people are just abusing of it to raise pp.OnosakiHito wrote:
Flashlight
Should be disabled or give no points. Too often there was a problem with this mod.
Most people do not play it and it has been often abused (HD+FL+HR). That's my opinion.
THIS. I didn't train my accuracy, deserving me a lower rank; but trying mod combinations that other people (or, to say the most, anyone) don't/can't (talking about individual song-wise, not overall) clearly helped me raise a lot.EBAWER123 wrote:
The whole ranking is about becoming better, not hiding in the corner and playing only in your comfort zone. Playing higher BPM, increasing your stamina, your reading skills, trying new mods, increasing your accuracy; striving to be better - isn't this the whole point of having a higher rank than someone else?
my agreements are highlighted in red._Gezo_ wrote:
Loctav wrote:
Basically I see it like (vision based mods. HD/HR/FL only affect vision): (HD = HR) < HD+HR < FL < FL+HR < FL+HD < FL+HD+HR
DT is an extra factor, increasing OD and BPM and therefore should be calculated into the difficulty where note density calculations happen.
HR affects OD as well. Else, well you'd see many more HRDT scores on average BPM songs (that is 110-140 bpm range no more)
HRHD is not impossible to read, it's very tough and playable at a very limited range !
FL+HD+anything is "memorization", FL+HR is also memorization (except when BPM gets abusively low) as you have a ridiculous reading timespan.
[/color]
yes, since this thing itself is obviously subjective.LunaticP wrote:
anyway actually different people may divide stream in different way, hard to say who is right
1. But then the game will be basically accuracy-oriented instead of skill-oriented.- Yuuka Niya - wrote:
Something I want to say:
① OD of course higher OD means higher pp
②mod I think DT>HR=HD>FL of course. Or you can just let FL≈0.(HR+HD) should not be more than( HR)+(HD).So is HDFL and HRFL and HDHRFL
③of course Taiko only maps far more than converted maps.From pp now I think 3 times is not enough.Maybe it should be 5 timers or more.
④The difficulty of the map itself. I think this is the most important.There are many points.
(1)BPM this BPM is the REAL BPM but not what the mapper give us. For example, the big black should be calculated as 180BPM but not 360.
(2)Change of the colors. I only have a theory of calculate the difficulty of a stream.I'm trying to translate it to English.
(3)Rhythm change. 1/6+1/4 is harder than 1/4 only of course.
(4)Note density. I think this one needn't be explained.
(5)Star rate. That's really means nothing in Taiko. So many wrong examples.
if you have any questions about what I say u can ask here or just PM me.
well, I'm actually a 4:3 fullscreen player, but I like playing HR on that reso (and just a friendly reminder: utterly EVERYONE can adjust the reso like I did without having more than ONE monitor). Yeah, the "half a note" thing is really bugging, and people wouldn't even try to adjust their monitor's brightness/contrast/both for that. My (own) suggestion is to increase the visibility by a bit (not large enough to make Taiko scoreboards look like STD's), although we don't know if that will ever be implemented.Nashmun wrote:
But you're an extra widescreen player, the area where you can actually see the notes is way higher than others players. Seeing only half a note IS NOT playable at all. As long as HDHR isn't fixed and playable for everyone, there is still a big issue with that mod.
About FLHD, yes we do have some legit players, but it's too easy to DS and the majority of the FLHD scores are DS. Do you prefer to advantage the non-legit plays just to reward the minority of legit plays ?
can't agree more XDTKSalt wrote:
osu!taiko compete for the "memorize skill"!
ahhh im so noob.... yes..
..yeah, this is wrong.
Can't agree this more.If HD+FL=HD,how about HDHRFL and HDHR? maybe all of them can be same as HR?OnosakiHito wrote:
Hm. Some of you used the term "unfair" in the last hours due to differences between players and their gameplay.
But if you ask me, the main gameplay is already(or if not, can be) determinated:
Keyboard: kddk
→ As I said before, Taiko is a drum game. And kddk is the authentic gameplay for this game. Not because TNT does so. Rather because the drum is designed in this way - the rim and the centre.
Screen: Widescreen
→ Some of you might disagree with me, but I say that the Widescreen is the main-option here. At this point I might be old-fashioned, but TNT is using this option even with a higher scroll range. In general, HR becomes easier readable and the mod HD+HR is up to a certian extend possible with WS*. Yes, the impact from HD 4:3 to WS is bigger than the one from HR, since the range you have to "memories" in HD becomes bigger while in HR you have more time to see the upcoming notes. But HD-Players can compensate this better than HR player from WS to 4:3.
Additional to this, I want to add what XK2238 said before: Those who can't play HR+HD on 4:3 can change to WS to be able to play it. Reasons like "they are not used to it" or something like that is rather up to the person and shouldn't be taken into account in such discussion.
FL+HD
If some of you really want to keep this mod, a possible solution would be to count HD+FL as HD play. I still say that this mod is too dangerous, but those of you who really like to play it can still do so and be marked as FL+HD player in the ranking. Just with the difference that your HD+FL points = HD points.
That's my opinion again. I see it from a technical way - what is the most beneficial one. Not what a single user wants to see, since this can lead easy to unfair decisions I think.
* Widescreen
Ono was referring to the Doron mode for HDFL = HD. HRHD also works as Doron, so does HRHDFL.- Yuuka Niya - wrote:
Can't agree this more.If HD+FL=HD,how about HDHRFL and HDHR? maybe all of them can be same as HR?
If you are meaning the "authentic" thing, I would like to clarify that all of the stated playing styles by me are capable with your model, they are all possible play styles with the orientation kddkOnosakiHito wrote:
^ http://osu.ppy.sh/forum/p/2834015
While this is true, it's a moot point since the default (and should I say main?) input type for a computer is a keyboard (and a mouse), and not a drum. While our taiko is based off TnT, it's not TnT.OnosakiHito wrote:
→ As I said before, Taiko is a drum game. And kddk is the authentic gameplay for this game. Not because TNT does so. Rather because the drum is designed in this way - the rim and the centre.
oh..though I'm kddk ,there are really many ddkk players. So some discussion above means nothing I think.lolcubes wrote:
While this is true, it's a moot point since the default (and should I say main?) input type for a computer is a keyboard (and a mouse), and not a drum. While our taiko is based off TnT, it's not TnT.OnosakiHito wrote:
→ As I said before, Taiko is a drum game. And kddk is the authentic gameplay for this game. Not because TNT does so. Rather because the drum is designed in this way - the rim and the centre.
For the purpose of discussion, we could say that we should be focusing on the default key setup to play with, and that is zxcv in a kddk setup though. That's a more valid argument in my opinion.
osu!standard has nothing in the difficulty formula in the patterns being played by different playstyles (mouse only, tablet + kb, lmb/x, etc), so I'd suggest to keep our taiko that way as well, meaning, it matters little if a pattern is easier or harder on a certain key setup.
Naah, the key setups of the playstyles that I've stated are the same, manOnosakiHito wrote:
Or that.
- Most people said so far HD=HR, so it's cool._verto_ wrote:
SPOILERI'm not really that experienced in taiko, so I'll just speak from my perspective, instead of trying to lay down some hard facts.
I read that you guys think HD<HR, but I think the better you get, the easier HD will become, because you sort of memorise the patterns with muscle memory, so you don't need to "think" about it (or at least that's what I noticed). I only recently started playing HD, but I still find HR easier than HD on a map like this https://osu.ppy.sh/s/45672 , even though I play on 1366x768.
Also I'm a ddkk player, though after seeing what kddk players consider hard, I found that it's similar to what I find hard. Like I think ddkkddkk-- patterns are a breeze, while triplets (especially kat triplets) in a stream is really hard or annoying.
Without the mechanical way it is hard to consider what is hard/easy. How else do you want to estimate patterns? By looking at them?Quiesce wrote:
We should purely focus on the technical aspects of the game, not the mechanical.
Well, then we do not need the mod if people think in this way. Sounds hard, but I see no point in supporting a "dangerous mod" because people want to gain just points and ranks with it.XK2238 wrote:
SPOILEROr at least make FL give 1.06x only (meaning FL + HD/HR = DT, FL + HDHR/DT = HDT/DTHR)... Please, people won't even bother trying to HDFL if it's only going to be exactly the same as HD >.> same applies with +HR.
Think of it as a middle road.
We talked about this before. It is possible up to a certain extend. Please read the previous pages.darkmiz wrote:
i agree that HD+HR is impossible to read, every note looks like 3~4 note cluster.
I'm sorry but I can't agree with u.XK2238 wrote:
Or at least make FL give 1.06x only (meaning FL + HD/HR = DT, FL + HDHR/DT = HDT/DTHR)... Please, people won't even bother trying to HDFL if it's only going to be exactly the same as HD >.> same applies with +HR.
Think of it as a middle road.
the sad truth has been spoken..._Gezo_ wrote:
You guys should drop FL, honestly whatever happens there's nothing you can do to counter the multiscreen players without penalizing true memory players.
In fact you have to agree that multiscreen players is far more than true memory players when HDFL or HDHRFL._Gezo_ wrote:
You guys should drop FL, honestly whatever happens there's nothing you can do to counter the multiscreen players without penalizing true memory players.
In my opinion yes, if you are using the kddk set-up and playing full alt you can play very easily every 1/2 on 300bpm maps and if the map don't have lots of 1/4 it's very simple. But if you singletap everything it'll become way harder/ impossible.Quiesce wrote:
Does a certain playstyle confer advantages to playing the game? This is the question we're asking.
i'd say full alt players usually have lower accuracy but orukaa would strike me downTimmyAkmed wrote:
In my opinion yes, if you are using the kddk set-up and playing full alt you can play very easily every 1/2 on 300bpm maps and if the map don't have lots of 1/4 it's very simple. But if you singletap everything it'll become way harder/ impossible.Quiesce wrote:
Does a certain playstyle confer advantages to playing the game? This is the question we're asking.
Since this playstyle is the most "optimal" the difficulty should be calculated with the playstyle that makes the game easier imo.
RaneFire wrote:
So I read the whole thread... and this patterns stuff seems to be going back and forth.
I should probably mention how bad I am first, so take my post as a long-winded opinion. Shoot me down if you must, but I'm interested in taiko nonetheless..
The ranking system needs to rank all players. I'm practically a newbie, despite playing occasionally in the past, only playing muzu's and trying to delve into oni's occasionally, but it's hard. The reason I can't play those oni's is because of the non-repetitive patterns which are very randomised long streams or randomised short patterns with gaps. (Random = non-repetitive) These are just too hard... But when a pattern repeats, no matter where, even in a long stream or with a gap, it is very easy to read and play, even with hand changes. It just needs to repeat only once, and reading is far easier.
Ebawer's example of how you break up reading patterns is correct... I'm noob and already do it. I think other people's examples of longer patterns involving hand changes is subjectively wrong, although their examples are correct. However this is not due to hand-changes, but due to reading complexity, determining when the pattern changes, requiring a hand-switch. You don't read 12 notes at once, you read them in pieces.
Instead of determining which patterns are easier, we should give all patterns a static difficulty based only on their length, up to 5 or 6 notes (including streams)... and rather than rank their difficulty, instead create an algorithm for identifying these patterns (and lengths) and only weight the randomness of the patterns used, i.e. repetition vs non-repetition. You could get more into the specifics of breaking-up the easy ddddkkkk patterns or dkdkdkdkdk, but that's not hard to do.
I think including 62 patterns into some difficulty hierarchy algorithm is going to be far too much work to balance correctly between play styles. The randomness between these patterns is the only thing you can work with. Pattern groups with a random/non-repetitive nature that go on for longer would be worth more "complexity" score. It should also carefully consider odd and even pattern groups though, like having 1 pattern repeated in between a different pattern every time.
This would also solve your auto-convert problem... I think, because they're objectively broken. The hard ones would stay hard, and the easy ones with 1/8 spam would be worth nothing. Ignore rolls and spinners too from calculation... I don't think those have anything to do with skill... just mashing speed.
I'm wearing my bulls-eye T-shirt today.