[Super Shock] wrote:
I know that my english is bad so I have something misspelled
P. S. I work with googel OK <. <
pow haha googel
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Ok, let's come back to the thread.
I think the pp system should experience a big revolution, and maybe re-weight the items like adding some mods, accuracy, etc.
I would suggest some other things about the pp system in order to improve this system.
1. Some map items (AR, CS, HP, OD...)These items can weight more in my opinion. Most of the maps should depends on these items.
For example:
https://osu.ppy.sh/p/beatmap?b=131891&m=2 The Big Black is one of the hardest CTB maps at the moment as most of the CTB players said. AR10 is the highest AR without mods, so AR10 would weight more pp than AR1-9. Therefore, the pp would depend on the AR, HP, OD, CS according to its map diff.
2. ModsThe mods also take part in the pp system, but I think some of the mods should tweek a bit. Let me list some of the mods first.
HardRock (HR) - This mod should weight the most arranging to the other mods like Flashlight, Hidden etc. Since the pattern of the fruit changes if you use HardRock on a map regardless of the difficulty. Also, the AR changes if you use HardRock, like an AR7 map if you use HardRock, it changes to a higher AR amount.
DoubleTime (DT) - This mod should weight second highest (the first highest is HR). The AR won't change if you use it, but it indeed changes the pace/BPM of a song, and also the movement speed of the ryuuta (the catcher). While using DT, you would got a littler reaction time to the fruit, since it falls much faster than without DT.
Hidden (HD) - This mod should weight third highest then. Though the AR/pace/BPM didn't really changed, HD tests your imagination of the falling fruits. It is quite hard for some of the players to figure the fruit falling place and the time where it reaches the ryuuta.
None/No-Mod - Fourth mod to weight pp in my opinion. Using None/No-Mod requires strong reaction since you may be nervous when you are catching them (like some AR10s). However, you can still see the movement speed of the fruit, letting you to react better comparing to the other mods.
FlashLight (FL) - In my opinion this would be the mod that gives the least pp. FL tests player's memorization, which is just acting the same thing as No-Mod does, but with some black areas around the ryuuta. I think using FL just only need memorization, which should not worth that many pp.
Controversial pointI know after you watch the above suggestions (Mods), you will immediately think of a question: 'what if da player are skillful to nomod but not hd/skillful to hd but not nomod?'
So the following items can answer your question.
There would also be like a function that can see if you rely on which mod mostly. For example, a player prefers HD to No-Mod, like 4500 are HD plays, and 100 plays are No-Mod. In this scenario, the No-Mod should weight more pp than HD then since he isn't good at No-Mod (or not preferring to it). This can encourage him/her to use the No-Mod.
This thing can also applicate on other stuff like HardRock/FlashLight etc.
3. AccuracyThe accuracy also plays a big role on pp system. As some of you point out that
https://osu.ppy.sh/p/beatmap?b=316622&m=2, the player using HDHR got a SS on this map got a lot of pp according to the old pp system (ppv1). I think accuracy can be improved so that the accuracy would not be relied that much.
This accuracy item can pair up with the CS (A.K.A Circle Size). Smaller CS represents that a smaller chance to SS the map. Take a look at
https://osu.ppy.sh/p/beatmap?b=6097&m=2. Most of the players got a S or lower like A,B,C... It is because of its small circle size that makes people hard to concentrate on getting those droplets. At this point, accuracy can really tests a player's concentration on those droplets.
4. Misc.I wanna point out some of the items that SHOULD NOT be weighted with pp (or maybe just a little).
1) Score
The score should not be weighted with pp, otherwise all marathon maps will become pp farming maps.
2) Map star rating
The star rating in each maps also aren't accurate enough, so it shouldn't be weighted with pp unless the star rating algorithm is changed. A good example that is:
https://osu.ppy.sh/b/292911, when you SS this map with HDHR and get a high spin, you get a bunch of pp (according to the old pp system). This difficulty was rated as Insane diff, but somehow, this map is just an easy difficulty comparing to the other difficulties in this mapset.
Thank you for reading my post.
Please voice your opinion below. If you don't really understand what I said (or just maybe my suck English cuz im an alien ya kno'), maybe you can say it out.